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Thread: [Confirmed] Icewall is created too close to Invoker.

  1. #1
    Basic Member igo95862's Avatar
    Join Date
    Aug 2012
    Posts
    3,142

    [Confirmed] Icewall is created too close to Invoker.

    Dota 1: 225
    Spoiler: 

    function Func2964 takes nothing returns nothing
    local unit loc_unit01=GetTriggerUnit()
    local real loc_real01=GetUnitFacing(loc_unit01)
    local integer loc_integer01=1
    local unit loc_unit02
    local real loc_real02
    local real loc_real03
    local real loc_real04=GetUnitX(loc_unit01)+225*Cos(loc_real01 *bj_DEGTORAD)
    local real loc_real05=GetUnitY(loc_unit01)+225*Sin(loc_real01 *bj_DEGTORAD)

    local integer loc_integer02=(LoadInteger(hashtable001,(GetHandle Id(loc_unit01)),(3001)))
    local integer loc_integer03=(LoadInteger(hashtable001,(GetHandle Id(loc_unit01)),(3002)))
    local real loc_real06=1.5+1.5*loc_integer02
    local trigger loc_trigger01=CreateTrigger()
    local integer loc_integer04=GetHandleId(loc_trigger01)
    loop
    exitwhen loc_integer01>7
    set loc_real02=loc_real04+80*loc_integer01*Cos((loc_re al01+90)*bj_DEGTORAD)
    set loc_real03=loc_real05+80*loc_integer01*Sin((loc_re al01+90)*bj_DEGTORAD)
    set loc_unit02=CreateUnit(GetOwningPlayer(loc_unit01), 'u00O',loc_real02,loc_real03,GetRandomReal(0,360))
    call SetUnitAbilityLevel(loc_unit02,'S00H',loc_integer0 2)
    call SetUnitAbilityLevel(loc_unit02,'A0XN',loc_integer0 3)
    call SetUnitAnimation(loc_unit02,"birth")
    call QueueUnitAnimation(loc_unit02,"stand")
    call UnitApplyTimedLife(loc_unit02,'BTLF',loc_real06)
    set loc_real02=loc_real04+80*loc_integer01*Cos((loc_re al01-90)*bj_DEGTORAD)
    set loc_real03=loc_real05+80*loc_integer01*Sin((loc_re al01-90)*bj_DEGTORAD)
    set loc_unit02=CreateUnit(GetOwningPlayer(loc_unit01), 'u00O',loc_real02,loc_real03,GetRandomReal(0,360))
    call SetUnitAbilityLevel(loc_unit02,'S00H',loc_integer0 2)
    call SetUnitAbilityLevel(loc_unit02,'A0XN',loc_integer0 3)
    call SetUnitAnimation(loc_unit02,"birth")
    call QueueUnitAnimation(loc_unit02,"stand")
    call UnitApplyTimedLife(loc_unit02,'BTLF',loc_real06)
    set loc_integer01=loc_integer01+1
    endloop
    call TriggerAddCondition(loc_trigger01,Condition(functi on Func2963))
    call TriggerRegisterTimerEvent(loc_trigger01,0.1,true)
    call SaveReal(hashtable001,(loc_integer04),(6),((loc_re al04)*1.0))
    call SaveReal(hashtable001,(loc_integer04),(7),((loc_re al05)*1.0))
    call SaveReal(hashtable001,(loc_integer04),(137),((loc_ real01)*1.0))
    call SaveUnitHandle(hashtable001,(loc_integer04),(2),(l oc_unit01))
    call SaveReal(hashtable001,(loc_integer04),(57),((loc_r eal06)*1.0))
    set loc_unit02=null
    set loc_unit01=null
    set loc_trigger01=null
    endfunction


    Dota 2: 200
    Spoiler: 

    // Invoker: Ice Wall
    //================================================== ================================================== =============
    "invoker_ice_wall"
    {
    // General
    //-------------------------------------------------------------------------------------------------------------
    "ID" "5389" // 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_HIDDEN | DOTA_ABILITY_BEHAVIOR_NOT_LEARNABLE | DOTA_ABILITY_BEHAVIOR_IGNORE_BACKSWING"
    "MaxLevel" "1"
    "HotKeyOverride" "G"
    "AbilityUnitDamageType" "DAMAGE_TYPE_MAGICAL"

    // Stats
    //-------------------------------------------------------------------------------------------------------------
    "AbilityCooldown" "25"
    "AbilityManaCost" "175"

    // Special
    //-------------------------------------------------------------------------------------------------------------
    "AbilitySpecial"
    {
    "01"
    {
    "var_type" "FIELD_FLOAT"
    "duration" "3.0 4.5 6.0 7.5 9.0 10.5 12.0"
    "levelkey" "quaslevel"
    }
    "02"
    {
    "var_type" "FIELD_INTEGER"
    "slow" "-20 -40 -60 -80 -100 -120 -140"
    "levelkey" "quaslevel"
    }
    "03"
    {
    "var_type" "FIELD_FLOAT"
    "slow_duration" "2.0"
    }
    "04"
    {
    "var_type" "FIELD_FLOAT"
    "damage_per_second" "6 12 18 24 30 36 42"
    "levelkey" "exortlevel"
    }
    "05"
    {
    "var_type" "FIELD_INTEGER"
    "wall_place_distance" "200"
    }
    "06"
    {
    "var_type" "FIELD_INTEGER"
    "num_wall_elements" "15"
    }
    "07"
    {
    "var_type" "FIELD_INTEGER"
    "wall_element_spacing" "80"
    }
    "08"
    {
    "var_type" "FIELD_INTEGER"
    "wall_element_radius" "105"
    }
    }


    There are also differences in slows AoE and amounts of elements. Slow AoE difference is most likely Icefrogs mistake then in 6.72 he made Icewall not to affect magic immune units and one extra element in the center of wall is really negligible because most elements overlap each other.

  2. #2
    Volunteer Moderator bu3ny's Avatar
    Join Date
    Oct 2011
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    Added.
    Please, just call me buny.

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