How do you make a spell so it cant be "dodged" with blink and windwalk?

polo2005

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Hello i was reading on a description on a dotA hero, called phantom lancer... and in oneo f his skills i read:
Code:
Spirit Lance (T)
Throws a magical spirit from his lance at a target damaging it and slowing it down for 3 seconds. An illusion is created attacking the target.
Level 1 - Deals 100 damage and Cripples for 10%. Illusion lasts 2 seconds.
Level 2 - Deals 150 damage and Cripples for 20%. Illusion lasts 4 seconds.
Level 3 - Deals 200 damage and Cripples for 30%. Illusion lasts 6 seconds.
Level 4 - Deals 250 damage and Cripples for 40%. Illusion lasts 8 seconds.
[B][U][I][I]• The projectile can't be evaded by blink or windwalk.[/I][/I][/U][/B]
Mana Cost: 125 / 130 / 135 / 140
Cooldown: 7
How is it done so you cant avoid it by blink and windwalk?
 

Bogrim

y hello thar
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My guess is that the projectile itself is triggered, which is why it doesn't account for mechanics like Blink and Wind Walk which causes normal projectiles to miss.
 

polo2005

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so you are suggesting that its actually a dummy unit that is the projectile?
 

hgkjfhfdsj

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click
Spirit Lance (A10D)
When Phantom lancer is created, 5 units are created with a cripple based ability (A10C), and 4 wand of illusion skills (A10H, A10G, A10I, A10F).

The skill is based on Channel.

When this skill is casted, count all illusion of Phantom Lancer hero owned by the same player that is casting the spirit lance in a 700 AoE, and to each of them make it face the same direction as the original PL is facing and set their animation to "slam".
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When the skill goes into effect, count all illusions of Phantom lancer owned by the same player that is casting the Lance in a 700 AoE, then tell it to false call (1) with the illusion, then make a true call of (1) for the original Phantom Lancer.

(1): Create a dummy unit (h06L) at the place where the unit that calls this function is, then store "Source", "Target", "damage" (this is true of false, according to how this trigger was called), "Projectile" (the dummy unit just created), "Level" (Spirit Lance level), then create a periodic timed trigger to be called every 0.035 seconds (2).

(2): Recovers "Source", "Target", "Level", "damage" and "Projectile" from the cache, then move "Projectile" 35 units, then he's made to face "Target", now if the distance between "Projectile" and "Target" is less or equal than 35, kill the unit and destroy this trigger, and if "damage" is true, then create a dummy unit (e00E) give it a cripple based ability (A10C) and tell to use it on "Target", then make "Source" damage "target" with 50+50*"Level", then set "Target" to be "SpiritTarget", and create a dummy unit (e00E), give it an illusion wand ability depending on "Level" (A10H, A10G, A10I, A10F), and tell to use it on "Source".
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Whenever a unit is summoned, if it has the Spirit Lance Illusion buff, then recover "SpiritTarget", set the illusions X&Y position to that target unit, and tell it to attack the target.

The Spirit Lance has a 1000 speed. The illusions who will be shown throwing the lance will only have it as the animation, is does not interfere with their attacks in any way. There's a couple of hints you should know to "realize" who the real PL is (or at least help): All illusions that are out of range for Spirit Lance to use it is pretty simple to realize (why why why does it count all illusions in a 700 AoE from PL? It should be from the target), the illusions will all face at the same angle that PL is seeing, so if you see a unit throwing the spear to who knows what place it's an illusion (it can be pretty easy to make them all face the target instead of face the same as PL).
 

Sartan

New Member
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wow srlsy? never though that phantom lancers nuke worked like that, oh btw i take that link to my bookmarks :D
 
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