[Spell] DOTA Enigma's Malefice

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Right just got a question about how this spell is working if anyone knows it and can explain it.

For those who this subject is unknown I'm talking about:

Link

"Focuses Darchrow's hatred on a target, causing it to take damage over time and become repeatedly stunned."

So the spell is supposed to stun every 2 second of a duration although at the first level it lasts 2 seconds and only instant stun when the spell is cast while when it is on level 2 or 3 it stuns twice, first instant and then it kind of waits until the stun duration is over to start the countdown so the "every 2 seconds" seems to start ticking down when the first second of stun is over and 1 second of the duration is over and the next stun will start at second 3.

This is the only way I got this figured out about the intervals but is it true or?

Timetable

Level 2 Lasts 4 seconds

1. Stuns instant for 1 second, the 2 second counter doesnt trigger yet.

2. The stun ends, now the counter fires, a 2 second timer.

3. The timer expires, now the duration has reached the third second (stun 1s + 2s counter), now it fires a 1 second stun again.

Is this correct about how it works or can someone explain it to me more proper?

(Yeah it's in the morning so I'm kind of tired that's why the text is so messy)
 
Level 5
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I think the basic idea would work, but when you start countdown timers with triggers you need them set as variables, and if you use a certain variable in the trigger and two units would cast the spell pretty much at the same time it could mess up. So if you're sure only one unit will cast the spell at a time it could probably work, I think, but I haven't tried it.
 
Click here. Thats the link to OpenDota, what is a v6.32b DotA for those who wish to learn how to do some cool stuff used in game.
Btw, don't you think that its just a loop with variable 'interval' which is set to 2, and in loop with time event, trigger checks if interval is reached, if so it damages and stuns. The condition that makes ability stop is as usually varialbe real like in most DoTs that is for setting time.

Paladon's DOT GUI system would give you an egzample, how to manipulate on intervals.Click here for DOT GUI system.
 
Level 22
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I think the basic idea would work, but when you start countdown timers with triggers you need them set as variables, and if you use a certain variable in the trigger and two units would cast the spell pretty much at the same time it could mess up. So if you're sure only one unit will cast the spell at a time it could probably work, I think, but I haven't tried it.

I know how to trigger, it's just the way it works that I need to figure out :p

Click here. Thats the link to OpenDota, what is a v6.32b DotA for those who wish to learn how to do some cool stuff used in game.
Btw, don't you think that its just a loop with variable 'interval' which is set to 2, and in loop with time event, trigger checks if interval is reached, if so it damages and stuns. The condition that makes ability stop is as usually varialbe real like in most DoTs that is for setting time.

Paladon's DOT GUI system would give you an egzample, how to manipulate on intervals.Click here for DOT GUI system.

Blah all the opendota spells sucks as they are bad coded. And I it's not my intension to code as they did in DOTA, I will code them ALOT better. Like I did with the Rupture spell (search it in the spell section and you will see it is not as ugly as the opendota version).

And I'm going to make it with a timer not with a endless loop :)

And I know about intervals, just asking about the mechanism of the spell.
 
If you figured out that its about intervals whats the problem?
There are to ways ahead then:
1) Use intervals with timer for total amount of duration.
2) Use intervals in loop, but with variable integer with set value depending on level of the spell, each tick (dmg + stun) reduce that value by 1, if it reaches 0, it goes out of loop and ends effect.
 
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DotA does it as:

Second 0 (Cast): Stun
Second 1: Nothing
Second 2: Stun
Second 3: Nothing
Second 4: Stun

A timer that should timeout every 2 seconds is started from when the ability is cast, and the target is stunned. If I remember correctly, I went off how exactly DotA coded it in the testmap I made. Although I think your way would make more sense, it should stun two seconds after the first stun ends, rather then a second after it.

Or have I got it wrong completely?
 
don't make stuns
everybody hates being stunned

league of legends has much less stuns and therefore is much more balanced
you won't be stunned for 20 seconds without even having a chance to escape

but if you want to code it anyway:
make x dummies with different casting time and order them to cast stun according to their level (or if your map is big enough delete the missile and place the dummy so far away that the duration until stun happens will be fine)
usually you have to use storm bolt for stun anyway so why not make this fun
 
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