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Thread: [Fixed] Echo Stomp takes too much time too cast then used on spirit.

  1. #1
    Basic Member igo95862's Avatar
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    [Fixed] Echo Stomp takes too much time too cast then used on spirit.

    I posted it in brainstorming forum but now i am 100% sure.

    I first used echo stomp on left spirit then on right Titan. If casting time was equal then left spirit would finish stomp first but as you can see right spirit despite starting casting second finished first.
    5 times slower.

    You can clearly see that then you cast it on spirit:
    0-0.4 Astral spirit starts casting -- elder titan does nothing
    0.4-0.8 Astral Spirit channels -- elder titan playing animation
    0.8-1.8 Astral Spirit fully channels -- elder titan still channeling
    1.8-2.2 Astral Spirit no longer has channel bar -- elder titan still channels.

    Then you cast it from Titan
    0-0.4 Titan starts casting
    0.4-1.8 Titan fully channels and apply sleep
    Last edited by igo95862; 09-26-2013 at 03:37 PM.

  2. #2
    Basic Member
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    i can confirm, by lookin at 2nd video, top titan. you see the spirit start his animation, before the titan, instead of at same time.

  3. #3
    Basic Member igo95862's Avatar
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    Quote Originally Posted by Esteban View Post
    i can confirm, by lookin at 2nd video, top titan. you see the spirit start his animation, before the titan, instead of at same time.
    Yeah. Spirit will play front swing animation and only then Titan will start echo stomp making 0.4 delay. Its a real trivial fix. Just put spirit echo stomp casting animation to 0 in npc_abilities.txt

  4. #4
    Volunteer Moderator bu3ny's Avatar
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    Please, just call me buny.

  5. #5
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    nice find!

  6. #6
    Basic Member igo95862's Avatar
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    Looks like it is fixed now.
    Spoiler: 

    // Elder Titan: Echo Stomp (Spirit Version)
    //================================================== ================================================== =============
    "elder_titan_echo_stomp_spirit"
    {
    // General
    //-------------------------------------------------------------------------------------------------------------
    "ID" "5590" // unique ID number for this ability. Do not change this once established or it will invalidate collected stats.
    "AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_NO_TARGET | DOTA_ABILITY_BEHAVIOR_CHANNELLED"
    "AbilityUnitDamageType" "DAMAGE_TYPE_COMPOSITE"
    "AbilityUnitTargetType" "DOTA_UNIT_TARGET_CUSTOM"

    // Stats
    //-------------------------------------------------------------------------------------------------------------
    "AbilityCastPoint" "0.0"
    "AbilityCooldown" "15.0 15.0 15.0 15.0"
    "AbilityChannelTime" "1.4 1.4 1.4 1.4"
    "AbilityManaCost" "0 0 0 0"
    "AbilityCastRange" "475"

    // Special
    //-------------------------------------------------------------------------------------------------------------
    "AbilitySpecial"
    {
    "01"
    {
    "var_type" "FIELD_FLOAT"
    "cast_time" "1.4"
    }
    "02"
    {
    "var_type" "FIELD_INTEGER"
    "radius" "475"
    }
    "03"
    {
    "var_type" "FIELD_FLOAT"
    "sleep_duration" "2.0 3.0 4.0 5.0"
    }
    "04"
    {
    "var_type" "FIELD_INTEGER"
    "stomp_damage" "80 80 80 80"
    }
    }

    The only issue is that channel bar is a bit short. (0.4 seconds less)

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