Triggered skills explained [part 1] by Tales

By Tales, from Dota-Allstars.com, 2008

Why am I posting this if I'm still missing 3 skills? Mainly because the three skills are a pain in the butt (well, except Leap, but it's a Fing maze and I'm trying to make it legible) and whenever I see them I get instantly deanimated, plus Touhou: Mountain of Faith is too good of a game ><. This list has been on hiatus for like 3-4 weeks, with only the three missing skills which are Leap (I think this is completely doable, but the ghost of the first time I have seen it is still there), Battle Hunger (it's very complex with the system to detect dummy units kill to remove the Hunger), and Divided we Stand (this is simply too long, it's like half of the whole Invoker in length, and Invoker took me 10+ hours to write).
Also some corrections may be needed, because I forgot to list a skill with a small triggered aspect or since I began listing this at 6.48 some balance changes/fixes may have happened that I skipped from the changelog (or weren't listed).

If you see some random spanish in any place, it means that something should go there but I forgot to do it, a link or maybe a trigger call. You'll obviously see it on the three missing skills.



The skills that check for Magic Immunity check for this skills: A0S6 (Spell Immunity from BKB), ACmi (Spell Immunity (Neutral Hostile)), A0SU (Spell Immunity from Rage), B014 Repel buff, «BladeFury» active.

If a skill moves a unit's position, there's a difference if I only say «Move the unit's position» and if I say «Move the unit's X&Y position», the first one interrupts channeling and cancels all the issued orders on the unit, while the second doesn't.

If a skill destroys destructables, they destroy the following destructables only: NTtc NTtw ATtr, which are the standard trees in the map, and Furion sprout does not use one of those trees so they don't destroy the Sprout.


Shendelzare Silkwood The Vengeful Spirit


Magic Missile (A02A)

Terror (A0AP)

Command Aura (ACac)


Nether Swap (A0IN)
Based on Forked Lightning (dummy).

When the spell is casted, a trigger checks for the place where Shendelzare is, if it is not a walkable terrain, then issue a stop order to Shendelzare and display the name of a unit called «Cannot Use Netherswap here» (n03B).

When the skill goes into effect, save the X and Y coordinates of both Shendelzare and the target unit, then creates a timer that expires after 0 seconds have passed (aka instantly). When it expires, the units each get moved to the position of the other (if it matters, Shendelzare is first moved to the Position of the target). Then the lightning (aka the special effect) is added, and then all trees that are in a 300 Square AoE from both Shendelzare and the target get destroyed.

This skill when used interrupts all issued orders of both Shendelzare and the target unit, also interrupting channeling spells. While this skill is a blink like spell, it does not share the «Blink dodge», so using it while a Storm Bolt is flying towards you will not make you evade it.


Zeus The Lord of Olympia


Arc Lightning (A020)


Lightning Bolt (A0JC)
Based on storm bolt with 0 damage and 0.01 seconds Stun Duration.

When the spell is in effect, a dummy unit (e000) is created on top of the target unit. It is then given a Chain Lightning skill, with the level equal to your Lightning Bolt level and told to use it on the spell target. Apply a timed life of 3 seconds,

If you're asking why it's this way and not a simple Chain Lightning casted by Zeus to the opponent it's because you cannot have two spells based with the same base on your character, else you'll have a cooldown problem. The dummy unit used on this spell has a 900 AoE true sight, so using on an enemy makes nearby invisible enemy heroes to appear for a while (3 seconds).


Static Field (A0N5)
The base skill of this passive is Evasion with a 0% chance to trigger.

Whenever Zeus starts the effect of Arc Lightning, Lightning Bolt or Thundergod's Wrath this trigger is started. It counts for all hero units in an 800 AoE then a variable is assigned (0.03+0.02*Staticlvl)*UnitCurrentLife. The enemy is then immediately damaged by this with Attack Type Spells, Damage Type Magic, with an effect showing on them also.

Note that this damage is instant when the effect is started, and since all three of his spells have a 0.25 seconds delay until they damage, this means that Static Field activates and damages before they receive the spell's damage.


Thundergod's Wrath (A07C, A06L with aghanim's)
This skill is based off Thunder Clap, with a 0.01 second duration, but it has no AoE so there's no stacking trouble since it cannot hit anything really.

When the spell goes in effect, the trigger counts every unit in the map rectangle, and will only activate if it's an enemy hero but not the Meepo clones, it then checks if the skill is the one with Aghanim or not. If it is the spell without Aghanim, create a unit on top of the enemy hero (e000), give them a Chain Lightning ability (actually it's the same as Lightning Bolt) with its level equal to 4+thundergod's wrath level, then tell the unit to use the Chain Lightning on the opponent and give it a timed life of 3 seconds. Their pathing is removed, they are made invulnerable and given locust. If it is the spell with Aghanim do exactly the same thing, only that the level of Chain Lightning given to the dummy unit is 5 + Thundergod's Wrath level.

The True sight used on this skill is not applied immediately (it takes literaly 0.01-0.05 seconds), so this skill will not hit invisible heroes, even when they are nearby other enemies, BUT if it's refreshed and used immediately after, it will receive the True Sight of the first cast and will damage a fleeing invisible enemy.


Aiushtra The Enchantress



Enchant (A0DX)
The skill is based on slow, it has a 0.01 duration on normal units while a 7 seconds duration on heroes. This slows for 10%/20%/30%/40% movement speed only.

If the target of the skill is neither: a hero, an ancient, a spiderlite nor a spiderling, then: Change the owner of the unit to the player owning Aiushtra, make the unit have a 80 seconds timed life, add the Ghost ability (Aeth) and a sphere based ability (A12G) and remove the slow buff from it (Bslo).

Do note that for units that are ancients and have no hardened skill this skill does almost nothing (since a 0.01 seconds slow is almost nothing to me at least). Also, on Charmed units who do have the Hardened Skill it will last for the 7 seconds even though the slow buff is removed, why?, because the trigger removes it before the slow is applied so it does nothing.


Nature's Attendants (A01B)
The base spell of this is Locust Swarm, which provides only the graphics, as it has no targets, lasts for 12 seconds, 0.1 seconds interval between the release of each unit, and 0 max units per target.

When the effect of this skill is done, the trigger creates another 1+2*AttendantsLevel trigger that each act separatedly (but each one is done at the same time anyway). This trigger is repeated once every second, and what it does it count every allied nondummy nonstructure alive noncycloned nonancient (except Spirit Bear) unit that is not at max life in a 300AoE, from all those units, select a unit at random, then increase the unit's current life by 10.

When the healing trigger is done for the eleventh time, it's get destroyed instead of healing a nearby unit.


Untouchable (A0DW)
The base spell is Evasion set to 0%.

Whenever a unit is attacked or is the target of a spell, this trigger checks if the unit has the Untouchable skill, if it does, then create a dummy unit (e00E) on top of the attacker, give them an acid bomb ability (A0B0) with its level set to the same as Untouchable, then the unit uses the acid bomb on the attacking or spellcasting unit (depending on the case).

The Acid Bomb lasts for 4 seconds at all levels, and it slows for -20/-40/-60/-80 IAS. Note that since the skill is casted at the beginning of the attack, the unit's first attack is also slowed.


Impetus (A0DY)
The base spell of this skill is Poison Arrow with a debuff duration of 1 seconds and no extra damage. It's set to be able to stack damage, but I don't know if that makes the different debuffs stackable or solves stacking issues.

This skill has 3 associated triggers. The first one is when you attack an opponent (and have the autocast set to on), the second one is when you change the autocast to on and off, while the third one is when you manually cast the skill.

The easiest one is when the orb is toggled, since the only thing that the trigger does is to tell to the game if you have autocast or not.

The other two have a different start but are joined almost immediately to make the same trigger:

1. If it was manually casted, when the effect is started of the spellcast, if the spell is Impetus then save both the casting unit and the target unit to a variable, then create another trigger which waits until the target unit is damaged.

2. If it was an autocast attack, if the attacking unit has impetus learned and the Autocast Orb is on (that's why you needed the other trigger which only register if it's on or not), save both the attacking unit and attacked unit to a variable and then create another trigger which waits until the attacked unit is damaged.

Now, when the opposing unit is damaged, see if the unit has the Impetus debuff and the damager is the unit the game has saved on the last trigger. If it is, then remove the buff of him, and set a variable equal to 0.10+0.05*ImpetusLevel*DistanceBetweenAiushtraandTarget. If Distance is lower than 2500, show a number equal to the extra damage on top of the target for 3 seconds and damage it with Attack Type Hero, Damage Type Fire.

Note that the extra damage is made to be a real number (this means it includes decimals) and the damage shown on top will always be averaged to the lowest integer (this means that if the skill does 97.99 extra damage, it will be a +97 damage seen, and there's the rare case where even when the damage is exactly 98 you will still see +97).


Morphling The Morphling



Waveform (A0FN)
The base spell is a carrion swarm which does no damage and only has as a cap being castable from 1000 units away.

When the effect is started, both the location of morphling and the spelltarget location are stored on X and Y variables. Then, if the target is actually a unit, the X and Y is reassigned to the unit's X and Y.

A dummy unit is created where Morphling is at the beginning of the spell, then morphling will be hidden and unpathable. Then saved will be Morphling, DummyUnit, The AlreadyDamagedGroup (null so far), Angle and RemainingIterations (by doing 50*distance between Morphling and target).

Now a timed trigger is called, which is repeated every 0.04 seconds. This new trigger takes the DummyUnit, Morphling, Angle, Remaining Iterations and AlreadyDamagedGroup so far variables stored. Then two variables (NewX and NewY) are calculated by having a 50 units offset from morphling. Then every enemy unit in a 280 from the New position (NewX,NewY) are counted, if they aren't in the already damaged group, are alive and are not a structure then Morphling damages them for 75*Level + 25 with attack type spells, damage type magic. The RemainingIterations is lowered by one and then Morphling is moved those 50 units and the Naga Death animation is shown where morphling is. If Remaining Iterations is equal to 0, then the DummyUnit is removed, Pathing is restored to Morphling and he's showed. Then units selected by Morphling Owner's are unselected and Morphling becomes the only one selected.

Since he moves 50 units every 0.04, he has an actual Movespeed of 1250 during Waveform. I don't know what does the dummy unit do. If another player controls morphling and tells him to do the Waveform he won't reselect him because it's the player owning morphling that is force to select him, do note that this mischief can cause damage specially if you share control with an ally while you're buying with the chicken. Why is the X and Y reassigned when you select a unit? Because if you click on a unit it means that Morphling must travel exactly towards the center of that unit instead of the place on the ground where you clicked. What I mean by this is that you can click a unit's head and it will select the unit as the target, so Morphling could either waveform to where the unit is located on the ground or exactly where you clicked, which will be somewhat different in like 40 range units (or hundred if the other unit blinked). In this case, it will take the center of the target enemy.


Adaptive Strike (A0G6)
This spell is based on Acid Bomb, with a duration of 0.01 seconds, 0 damage and 0% Slow and with a damage interval of 1 (it may be nice to know with the stacking issues).

The trigger checks specifically that if it's Roshan the target then skip it completely. Now, if the caster's Agi is bigger than the Str, deal damage equal to (AdaptiveLevel*0.4+1)*MorphlingAgi + 30*AdaptiveLevel with Attack Type Hero, Damage Type Normal. In the other case (this means if the STR is Lower or equal to Agi), a variable calculates the angle between Morphling and the oppponent, then the target is moved 200 units away towards that angle and destructables in a 200 Square AoE are destroyed. Then a dummy unit (e00C) is created on top of the enemy, given a Fire Bolt (A0DU) ability and it's told to use it (stuns for 1.4/1.8/2.2/2.6 seconds). Then it's given a timed life of one second, have its pathing disabled, made invulnerable and given locust. Afterwards, an If is done to see if the Morphling's Agi is Equal to the Str, if it this, then make Morphling damage the target with (AdaptiveLevel*0.4+1)*MorphlingAgi + 30*AdaptiveLevel with Attack Type Hero, Damage Type Normal.

Note that if the Str is equal to the Agi then the opponent will be damaged and stunned, also, if it's done like this then the opponent will not have their +Damage displayed. Instead of using Agi>Str, STR>Agi then Agi=Str, it should really use Str>=Agi and Agi>=Str, saves a couple of lines and works better.


Morph (A0KX, the other being A0KW)
Based on Spirit Touch (Morph Essence of Blight). They both have no values on anything, as they are dummies which work quite well, since autocasting one disables the other by the game engine.

When the skill is first learnt, a trigger is run to add the second morph, then creates a new trigger (1) to be called when Morphling is given an order. If the Morph (A0KX) skill is leveled past level 1, then the trigger set Morph2 (A0KW) to the next level also.

(1): Recovers «Iterate» (which trigger is being iterated right now, if any) and «LastOrder» (which is the skill that is on autocast, if it applies) from the cache then check if the order given to morphling is to autocast Morph1, then disable «Iterate». Then create a periodic timed trigger to run every 1/Morphlvl seconds (2), save «Iterate» as this new trigger, «Hero» and «LastOrder» to be Morph1 autocast. If the issued order is to autocast Morph2, then disable the «Iterate» trigger, and create a new timed trigger to be run every 1/Morphlvl seconds (3), save «Iterate» as this trigger, «Hero» and «LastOrder» to be morph2 autocast. If it was called because Morph1 is deactivated, disable «Iterate», assign it to null and «LastOrder» set to morph1 autocast deactivation. If it was morph2 autocast deactivation, disable «Iterate», assign null to it and «LastOrder» set to morph2 autocast deactivation. Now, if the order was use Morph1 or Morph2 check if «LastOrder» is not morph2 autocast, if both are true then call (4) with their respective stat.

(2): Recovers «Hero» from the cache, then calls (4) with agility.

(3): Recovers «Hero» from the cache, then calls (4) with strength.

(4): If it was called because of Strength (Agi->Str conversion), see if Morphling has more than 20/Morphlvl mana and his agility is more than 2 and Morphling's alive, if he does then decrease his mana by that ammount, decrease his agility by 2 and increase his strength by 2. If it was called because of agility do this same thing, except that Agility and Strength are switched.

Manaon 852549
Lifeon 852546
Manaoff 852550
Lifeoff 852547
Mana 852548
Life 852545

Note: Due to a fault in the coding, the manual casting of Morph1 and 2 can only be prevented while Morph2 is autocasted, as it checks that Order twice instead of checking Morph1&Morph2 autocasts.


Replicate (A0G8)
The base skill of replicate is based on Wand of Illusion, and that's what is used to create the illusion.

This skill has a triple trigger associated, One for the the effects of the replicate, one for the moment you summon the unit and one for the time you Morph to the Replicate.

When Replicate effect is done, the only thing that happens is that the Replicate Target is stored in a variable.

When a unit is summoned (aka the illusion is created), make the Replicate ability unavailable to the morphling, and add the ability morph replicate (A0GC). Then the Illusion is changed its color to that of the ReplicateTarget (this is why Replicate Target needed to be stored before), then the illusion is also saved in a variable. Finally, this trigger then creates another trigger that happens when the illusion is killed.

When the trigged is called because of Morph Replicate begun its effect, the Replicate variable is recovered, and the X and Y position of the Replicate are saved in variables. The Naga Death effect is done where Morphling is, and then the Replicate illusion is killed. Then the trigger sees if the X and Y variables location was on the map (aka it wasn't over its boundaries), if it was, Set Morphling's X and Y to that of the variables, and force the camera to go there. If the Illusion was outside of the boundaries of the map then an error message will pop up «Unable to Morph Replicate», the illusion is killed nonetheless.

Morph Replicate (A0GC) is based on channel.

The trigger that happens when the illusion is killed does a naga death visual effect on the space where it was, then immediately removes the unit (aren illusions' death instant anyway?), Removes the Morph Replicate Ability from Morphling and makes the Replicate ability once again available to him too.

Morphling Factoid: His Attribute bonus skill is A0NR instead of the usual Aamk.

The Morph Replicate movement does not cancel your issued orders. The replicate created here is just a normal image, so it doesn't have any other special effect that can only effect this unit.


Rylai Crestfall The Crystal Maiden


Frost Nova (A01D)

Frostbite (A04C)

Brilliance Aura (AHab)


Freezing Field (A03R, A0AV w/Aghanim)
The base spell of this skill is Channel, with a follow through time of 4 seconds (aka 4 seconds channeling).

When the effect of this spell is started, create a new trigger (1) with both a periodic timed event every 0.1 seconds) and a End Spellcast event, then «Hero» and «Level» (which is the level of Freezing Field or the level+1 if it was casted with Aghanim's) are saved to the cache.

(1): Recovers «Hero» and Level" from the cache, then count all enemy nondummy nonstructure alive noncycloned nonancient (except spirit bear) unit in a 655 AoE from Rylai and for each one of them: Create a dummy unit (e00E), give it a Slow ability (A10T) and tell to use it the enum unit. Now, create an angle random real between 0-90 or 90-180 or 180-270 or 270-360 (depending on which iteration it is, creating a cycle every four), a distance random real between 125-635. If the trigger was called because Freezing Field has finished casting, this trigger is destroyed (why isn't this check at the beginning so it's not that confusing?). Now, show the special effect in the angle and distance from Rylai that was randomly generated, then count all enemy nondummy nonstructure alive non cycloned nonancient (except Spirit Bear) in a 214 AoE, and for each of them make Rylai damage the enum unit for 105/170/250/310 ammount with Attack Type Spells, Damage Type Fire.

The slow is being constantly reapplied to all units in the Freezing Field AoE, not only the units that are «hit» by the skill. It slows for 1 seconds giving -30% MS and -20 IAS.


Sven The Rogue Knight


Storm Bolt (A0RZ)

Great Cleave (A01K)

Toughness Aura (A01M)


God's Strength (A0WP)
Based on Channel.

When it goes into effect, create a new trigger to be called when a unit casts a spell or after 25 seconds has passed (1), save «Hero» (Sven) to the cache, show the special effect of Roar on top of Sven, add a Spellbook ability (A0WO) to Sven with its level equal to God's Strength's level, then set the Spellbookability to unavailable for Sven (so it doesn't show its icon).

(1): If it wasn't called because an spell has gone into effect (aka because the 25 seconds have elapsed) or if it was called because the effect of Medusa's Purge (A02V), Diffusal Purge (AIpg) or the Satyr's Purge (ACpu), if the «Hero» unit is alive, remove the Spellbook ability from it (A0WO). And destroy the this trigger.

The spellbook ability (A0WO) has a different Command Aura ability on its different levels (A0WM, A0WE, A0WN). The command auras have 100%/125%/150% increased damage and its target set to self only. Since it is an aura, when God's Strength ends it will be affected by aura fade time, thus giving Sven a little bit extra time with the skill.


Slithice The Naga Siren


Mirror Image (A063)

Ensnare (A0BA)

Critical Strike (A00E)


Song of the Siren (A07U)
The base skill is Channel, with Follow Through Time equal to 1.

When the effect of the spell is started, the trigger counts for every non-structure enemy unit in a 500+500*SongLevel. For each of those units, a dummy unit is created on top of them, which is given a sleep skill, with their level equal to Siren's Song Level. They have a timed life applied of 5 seconds, told to use the sleep on the opposing units. Then their pathing is removed, they are made invulnerable and given the Locust ability.

The Sleep (A07T) casted have the duration set to 6/6/8 seconds on heroes and 6/7/8 on creeps. Their «Stun Time» (which is really invulnerable time) is 6/7/8 seconds. I now have the question of the second level of this skill, since it says duration equal to 6 on heroes, does it work right? Since the Stun Time is bigger than the duration, they are fixed to have the 7 seconds sleeping time because of the 7 seconds stun time or must be fixed?
123456


Raigor Stonehoof The Earthshaker



Fissure (A0SK)
Based on Channel.

When Raigor is picked, create a dummy unit (H00Y), add a Storm Bolt ability to it (A0SJ) and then remove it (preloading the skill).

When it goes into effect, create a FissuredGroup, then make a loop for i=1 exit when i>20, make the Fissure Center be 60*i units away from Raigor in the angle between him and the spelltarget location (if it was a unit use the unit's location instead of the location where you casted Fissure), count all enemy non structure non dummy alive non cycloned non ancient (except Spirit Bear) units in a 250 AoE from the Fissure Center, and add those units to FissuredGroup, create a destructable (B000) there for 8 seconds and show the Volcano Death animation on that spot. Finally increase i by 1 and repeat the loop. Afterwards, for all members of FissuredGroup do: create a dummy unit (e00E), add a Storm Bolt ability (A0SJ) to it with level equal to Fissurelvl, tell to use the Storm Bolt on the enum unit then make Raigor damage the enum unit with 50*Fissurelvl+75 damage with Attack Type Spells, Damage Type Fire.

Since the Fissure center moves 60 units and does it 20 times, this means that the last fissure will be 1200 units away from Raigor.


Enchant Totem (A0DL)
The base spell of this ability is Roar.

Whenever unit is attacked, the trigger checks if the attacker has the Enchant Totem buff (Broa), if it does, then create a new timed trigger that waits for 0.4 seconds and forcefully removes the buff from him.

Note that the removal of the buff happens even if you cancel the attack, so missing an attack will remove the buff anyway. In fact, since Raigor has a 0.467 Attack Point, if he's slowed enough in IAS (if his IAS is 16 or lower) he won't be able to benefit from the damage.


Aftershock (A0DJ)
The base ability of this spell is Evasion, always set to 0%.

Whenever the spell effect of Fissure, Enchant Totem or Echo Slam happens, create a dummy unit on top of Raigor, give the dummy unit a War Stomp ability and give it a level equal to the level learnt of Aftershock, then make the unit do the War Stomp.

This war stomp has 280 AoE, with 25/45/75/95 damage.


Echo Slam (A0DH)
The base of this spell is Fan of Knives, which provides the initial 165/230/285 damage. Note that the skill tooltip says this skill does 200/275/350, and that's because every unit is also affected by its own echo.

When its effect is started, the trigger counts every enemy non structure non dummy unit in a 500 range from Raigor (note that the trigger does not care if the enemy unit is alive or dead). Then, for each of those units, create a dummy unit on top of the enemy, give them a Fan of knives ability with its level equal to that of Raigor's Earthshock and make the unit cast the spell.

The Fan of Knives the dummy units have does 35/45/65 damage in a 500 AoE. Remember: This skill can Echo of bodies. If an enemy is spell immune when this happens, only the 165/230/285 damage will happen and the other damage will be prevented.


Rikimaru The Stealth Assassin



Smoke Screen (A0RG)
The base spell is blizzard, it has been set to send 10 waves, but since the channel lasts for 0 seconds and each wave appears every 1 seconds it doesn't do anything else but provide the AoE circle.

When the effect of the Smoke Screen is started, a dummy unit is created on the center of the AoE that Smoke Screen was casted. This Dummy unit has the graphics of the SmokeBomb, so its scale is set depending on the level of Rikimaru's skill. It is then given the Cloud ability, set to the level of Riki's Smoke Screen. Then it is given once again another cloud ability set to the level of Riki's Smoke Screen (serves differently if you're sentinel or Scourge). It's then told to use the Cloud with the center of his location as the target point. It then kills destructables on a 225+25*SmokeScreenLevel Square AoE around the target point. Then create a dummy unit (e00E) on the middle of the spot where you casted Smoke Screen, add an Inferno ability to it (A0E6) with its level set to Smokescreenlvl then tell it to use it on top of him.

Both Cloud abilities have the same stats, Prevents the casting of spells and Slows by 25% at all levels, while its miss chance is 40%/50%/60%/70%.
The Inferno has a 0.01 seconds stun duration, and an AoE of 250/275/300/325.


Blink Strike (A0K9)
Based on Channel.

When this spell's effect is started, Rikimaru's X&Y position is set to be 75 units behind the target unit (in the angle that it's facing), then Rikimaru made to face at the same angle that the target unit is facing. A check is done if the SpellTarget Unit is an enemy, if it is, make Rikimaru deal 30*BSLevel with Attack Type Normal, Damage Type Normal, set «Backstab|Free» to true then issue an attack order on the target.


Backstab (A0DZ)
The base spell of this skill is Evasion, set to 0% on all levels.

When a unit is attacked, the trigger checks in this order: if the attacking unit is not an ally unit, if the attacking unit has learned Backstab, if the attacked unit is not an structure, then if the angle of the attacker has less than 105? diference from the attacked unit or «Backstab|Free» is true.

If they are true, then set «Backstab|Free» to false, make the special effect done when a stampede hits on the attacked unit, and make Rikimaru damage it for 0.25*BackstabLevel*RikimaruAgility with Attack Type Spells, Damage Type Fire.


Permanent Invisibility (A00J)
The base spell of this skill is Permanent Invisibility, providing for everything this skill do.

When this skill is learnt, if it's learnt for the first time, add an Evasion ability (A0MB) to the unit. Afterwards, set this Evasion ability level equal to that of Permanent Invisibility.

So why do we need a 0% Evasion? Because Permanent Invisibility does not have an icon/tooltip, and this skill is added just to provide that.


Syllabear The Lone Druid



Summon Spirit Bear (A0A5)
This skill, based on summon bear, has many associated trigger:

On spell cast:

A trigger checks if the player owner of Syllabear already controls one of the spirit bears (n01G, n01C, n018, n004) on the playable area rectangle, if he does, then tell Syllabear to stop, and a message appears to the player which carries the name of the unit n03M, «Spirit Bear is already summoned!».

On spell effect:

The same check shown above is done (because of possible exploit?), if there's no Spirit Bear, then create the Spirit Bear unit on top of Syllabear, assign them to the variable «MyBear» on the cache, and show the special effect that is shown on Feral Spirit's summons when they are created. If it's on level 4 though, another function is called (which be explained later). Afterwards, the Entangle ability is given by triggers, with its ability level equal to that of Summon Spirit Bear.

The special function called when the level 4 Bear is called does the following: Recovers two variables from the Cache, «BearItemHolder» and «MyBear», now if «BearItemHolder» exists and it is not «DeathMatch» mode, then the function adds items to each of the Bear's slot at the same time that it removes the item from the Dummy Item Holder.

When Syllabear raises a level on Summon Spirit Bear:

The trigger counts every unit controlled by the Player that is either Spirit Bear levels 1-2-3 (n01C,n018,n004), and sees if there's at least one unit, if there is, then the life percent and location of that unit is saved on a variable, then the unit is removed. Then the trigger creates a unit at the location of the removed unit, and adds the special effect of Feral Spirit Summon on it. Then this newly created unit is given the Life Percent saved on the variable, and is stored on the cache with the variable «MyBear».

Whenever a unit is attacked:

If the attacker is Spirit Bear, Check the distance between Spirit Bear and Syllabear, if the distance is bigger than 1500, then set the Bear's position to a random position between 25-50 units away from Syllabear.

Whenever the Spirit Bear is killed, a trigger does the following:

Create a Rectangle of 300 width, 300 height with the Bear's position being the center. Then a variable is assigned the hero of the player owner of the Spirit Bear. Then the trigger set the hero's XP to SyllaXP — (SyllaXP/(125-25*SpiritBearLevel)). Then, make the Killer of the Spirit Bear deal damage equal to 4*SpiritBearLevel to Syllabear with Attack Type Spells, Damage Type Normal. Then, all items in the rectangle created before hand are counted, and this calls to another function.

This new function deals with items: It first checks if the mode is DeathMatch, if it's true, then move all items in there to the fountain corresponding to Sylla's side, if it's not deathmatch, it recovers both «BearItemHolder» and «MyBear» variables from the cache, then the trigger sees if there's already a Dummy Item Holder unit, if there isn't, it's created on either the bottom left or top right of the map (depending if the owner is sentinel or scourge). This newly created unit is assigned to «BearItemHolder» in the cache. Then this new item holder unit is added the items it find, as long as it's not Gem of True Sight or Divine Rapier. Then the unit is shown (Truth is I have never seen it, but there's surely a ShowUnit(m7, true) in there.

When Syllabear (normal or all three true form) is killed:

A variable recovers from the cache the «MyBear» variable for the player, and then that unit is killed.

Spirit Bear's Return Trigger:
This skill is based on Summon Bear, with the Bear being a dummy unit that lasts for 0.01 seconds.

When the effect is done, move the spirit bear to the hero of the owner of the bear (this means Syllabear, on noherolimit it's actually moved to the last hero you have chosen), the new bear's X position is SyllaX + Random(25,50)*Cos(RandomDegree), with Y position being SyllaY + Random(25,50)*Sin(RandomDegree).

This means that the bear may appear on a square by 100*100 around Syllabear, with him being the center.

Rabid (A0AA->A0AB->A0AC->A0AD->A0AE)


Synergy (A0A8)
The Base Skill is Engineering Upgrade, which provides the Improvements to Rabid.

When this skill is learnt, two upgrades are researched to one extra level, those are R000 and R001.

R000 provides with Damage Bonus and Movespeed bonus (this is so the Spirit Bear gains those). R001 provides Hit Points Bonus (so Sylla in True Form and Spirit Bear gain those bonuses).

True Form (A0AG)

One (A0A9)

Battle Cry (A0AI)


Lina Inverse The Slayer


Dragon Slave (A01F)

Light Strike Array (A027)

Ultimate (A001)

Laguna Blade (A01P)


Yurnero The Juggernaut



Blade Fury (A05G)
Based on Bladestorm, providing 99.9% of this skill effect.

When it goes into effect, the unit has «BladeStorm» as active for 5 seconds. This is only used for other triggers which check for spell immunity.


Healing Ward (A047)
The Base Spell is Healing Ward.

When the ward is summoned, his healing ward aura skill is leveled to be equal of Juggernaut's Healing Ward ability.

Blade Dance (A00K)


Omnislash (A0M1)
The Base Ability of Omnislash is Storm Bolt, with a 0.01 seconds duration at all levels.

1.-When the ability's effect is started, the ability level of Blade Fury is stored in a variable. Depending on the level of Omnislash, a variable is assigned with 3/5/8. Now, if the player has leveled BladeFury, make BladeFury unavailable for that player. Now, make the player deselect Yurnero (this is only if it's the owner of Yurnero). Make Yurnero's vertex 255,255,255,125 (this one is to make him look like he does while Omni), disable his pathing and make him invulnerable. Then the Hero and the Target are stored in the game cache. And a timer with 0 seconds is done.

2.-At the time out of the timer, this new function is done which recovers the Hero and Target variables from the cache, and call another function:

3.-This new function takes the Hero and Target, then creates a random number between 0 and 360, the Hero is now moved 50 units away from the target in the random real, making him face the target and force the Attack Animation, show the Blink Caster effect on Yurnero then make him damage the target for a random number between 150 and 250 with Attack Type Hero and Damage Type Normal. He's then told to attack the target.

4.-We now return to the first trigger. Now it saves the following variables to the gamecache: Hero (Yurnero), Limit (Maximum number of slashes), BFLevel (Blade Fury level, to know what level regive Yurnero later), Counter (2), FX (the Phoenix missile which is attached to Yurnero's weapon). This trigger now creates a new trigger with 2 conditions, one is a timed event every 0.4 seconds and the other is if Yurnero is selected.

5.-This new function recovers the variables Hero Limit BFLevel and Counter. It firsts sees if it was called because Yurnero has been selected, if it is it then checks if it was the owner of Yurnero, if it was him, make him deselect Yurnero. If it was called because of timed event, see if Counter is higher than Limit, if it is, check if BFLevel has been leveled and make it available once again. Restore Yurnero's Pathing, Vertex, Clear the selection of the owning player then add Yurnero to the selection of him, and finally the trigger is destroyed. If the counter is lower or equal, then Raise the counter once, call a new function:

6.-This new function counts every visible non ancient (except Spirit Bear) non dummy non structure enemy unit in a 575 AoE, then picks a random unit in that group, and if there's a unit call the Damage Dealing trigger said above (number 3). Now, we get back to the function one line before here (number 5).

7.-Now, if there was no unit to blink to in Omnislash, check if BFLevel has been leveled and make it available once again. Restore Yurnero's Pathing, Vertex, Clear the selection of the owning player then add Yurnero to the selection of him. Then destroy the trigger.

The first slash of this ability always happen before the ministun hits, while the second slash may happen before, depending on the fact if you casted Omnislash at full distance or not.

капл оф рашн фо май протекшн :3

4 комментария

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а зачем тут Лина если про неё ничего нет
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Лина единственный фулл дефолтный герой из присутствующих, все абилики не триггерные.
Интересно нах этот копипаст еще и без перевода тут, описание как сделаны абилки в доте… На XGM бы запостил и код кинул для начинающих, спасибо бы тебе написали…
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Мне ваще не в тему переводы этого делать) Выложил из бэкапа старой дотыолстарс, буржуям посмотреть
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hola dracoli, soy de peru y espero puedas traer de vuelta el dota como debe ser, tengo algunas sugerencias de quienes podrías considerar como nuevos héroes, espero este proyecto vaya muy bien, espero nos pongamos en contacto muy pronto, saludos
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