Burrowstrike

Toriad

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Does anyone know how Burrowstrike works? From DOTA

I know that it acts like impale, it sends out an impale and then you appear on the other side of teh ground and everything inbetween goes up and down.

However for some reason when I do imaple I cant make it shorter that the wave distance, it ALWAYS goes the max distance which ruins my spell... I asked about this earlier, any help would be great.
 

Tastyfish

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If you trigger it you should be able to either make it stop once it hits a unit or set the target type to unit (so you can only cast the spell on units).

I dont know if thats the answer you wanted but I answered anyway! :D
 

Fluffball

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Maybe just set the max distance to the distance castable at? (Or the other way around)
 

Chao

Setting sail for fail in the sea of lame.
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only thing I can think of is to create a chain of mini-impales. Set the max range to 100, then post them along the line with dummy wards up to the point where the hero emerges.
 

THE_X

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i dont see a problem with it, i set Wave Distance to 300 and it goes 1/2 the way of the original, perhaps you could post your stat?
 

Toriad

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If i could edit the data fields of a spell with triggers that would be the way to do it, but to my knowledge i cant. And theres no way to detect when it hits its target.

Chao, that idea might work but theres got to be an easier way no?

X, maybe i wasn't clear. I want the imaple to travel any distance between 2 targets. rather it be 100 or 5000 but since imaple always travels its max distance, its impossible to do without doing something retarded. IMO
 

THE_X

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oh yes i see ok, well hmmyou could have a dummy cast impale every 200 distance with a range of 200 and aoe of 200 and if theres a unit within lets say 199 just to be shure, you stop the next event of units from casting. like what Chao said
 

Toriad

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ok I came up with a solution that works for me that I dont hate to death..... IS there a way to trigger an event when a unit is hit by a spell... Like Chain lightning?
 

dragonhord

Knowledge is true opinion. - Plato
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Not unless your spell triggers an effect... Such as Curse... If a target is hit by curse you could have a trigger checking every X seconds for a unit on the map w/ the Curse buff on it... But an easy way to do what you are trying to do is create 3 different impales, or just different levels of impale, with each have different aoe/ranges... Then create a variable, call it distance, and set it to the distance between the caster and the target point... Hide the caster, add a small wait and set the level of your ability in accordance with your distance between you and the target point.. If you need me to explain better I will :p. But that is about it XD.
 

demotry241

Don't Ever Categorize Yourself.
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in the spell section someone created a triggered impale. because he didn't notice that there was such spell xD, use that.
 

13lade619

is now a game developer :)
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i know how to do it...

make a dummy impale with levels equal to your (max range/100) and each level the max range increases by 100.
calclulate the distance to your target, (distance/100).
then set the level of the dummy to your calculated value.
then cast dummy impale.

that should do the range calculation parts... trigger the damage more.

i.e.

your distance is 600, you calculate 6.
you set impale to lvl 6, which would have 600 range.
 

dragonhord

Knowledge is true opinion. - Plato
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Won't matter to an extent... Impale has so many spike effects that go off.. Every 100 range would kinda be a waste...
 

Toriad

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Got my problem solved, thanks guys... I'll rep you all when I can do rep again. if you still have time check out my flying height thing.
 

Jagan

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Just in case you're interested in how the spell is coded exactly in DotA, read this:

Warning: Wall of text. Seriously.

Burrowstrike:
Burrowstrike (A06O)
Based on Channel.

When Crixalis is first picked, create a dummy unit, give it a storm bolt ability (A0X6) and remove it immediately.

When the skill goes into effect, set duration to be 1.65, if Burrowstrike is level1 set damage to 100, level2 set damage to 160, level3 220, lvl3 280. Now, if the spell has a unit as a target, set TargetLocation to be the unit's location, else use the spell's location. Then save "Hero", "x" (the x position of TargetLocation), "y" to the cache. Now create a timed trigger which runs at DistanceBetweenCrixalisandTarget/2000 seconds (which will continue in be (1)). Now, if the distance between Crixalis and the Target is lesser than 150 set the X and Y for the location as if they were 150 units away on the angle between Crixalis and Target. Now, call the Impale Trigger with a 175 width.

(1): Recovers "Hero", "X", "Y" from the cache, then set's "Hero"'s X&Y position to be "X" and "Y", then set the units animation to be "morph ALTERNATE", then disable this trigger.

Impale Trigger: The source (SK), damage, duration, XImpale (starting at Crixalis' position), YImpale, Xtarget (which is X from TargetLocation), Ytarget (Y from TargetLocation), Width (150) are stored in the cache. A group is also created (let's call it alreadyimpaled).

Then a timed event is called every 0.0625 seconds (16 times per second). It retrieves the values from the gamecache and then makes the Impale move 100 units farther or to the target place (XTarget and YTarget) if 100 units away is too far. Then sets the source of damage to GlobalVariableUnit (OOO0IO). Then counts every enemy non-ancient non dummy unit in 150 AoE, and for each of them does the following new trigger (this trigger's explanation is continued in (2)):
Checks if the unit is in alreadyimpaled, spell immune or have "Omnislashing" active, if it's neither of those then add it to the alreadyimpaled group and then pauses the unit, if it's not Dragon Knight in Elder Dragon Form, then give it Amrf (Crow Form) and remove it instantly, then show the impale hit animation on the unit. Now create a new looped timed trigger that runs every 0.02 seconds.
This new trigger first detects how many times it has been run, if it has been run less than 26 times then: Check if the unit is not Elder Dragon Form, if it's not then make its FlyHeight equal to "375 - (Runtimes-13)*(Runtimes-13)". If it's run for the 26th time, then unpause unit, and if it's not an Elder Dragon Form, reset the FlyHeight to the unit's default. Then make "Source" damage the unit with "damage" ammount and Attack Type Spells, Damage Type Fire. Then a dummy unit (e00E) is created which is then given an Storm Bolt ability (A0X6) with a level depending on "duration" and told to use in the target unit.
(2): After the triggers for every unit is run, then the effect of the impale on the ground is shown, then the XImpale and Yimpale are stored in the cache with the new values. If XImpale == XTarget and YImpale == YTarget, then destroy the trigger.

Because of the mechanics of Impale, an impaled unit that is using an immolate based skill (Electric Rave, Rot, Pulse Nova, Voodoo Restoration) will have the skill deactivated when it lands.
 
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