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'Tauren Chieftain' - (questions) #16

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
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Questions:
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1. Echo Stomp 'A1AA':

    - Missing orderstring
    - Should I put EFFECTDIVIDE in Advanced_Bonus ? 
    - If Yes: How does AI know if unit 'Ancestral Spirit' is existent to seperate the damage/stun effect at two places ? 

2. Ancestral Spirit 'A1A8':

    - Don't know what kind of damage the spirit deal out.
    - Should I mention the damage effect though the damage is caused by the summoned unit 'Ancestral Spirit' ?
    - I've found 4 unit ID's for 'Ancestral Spirit' ('n001','n00F','n028','n029'). I'm not sure which one of these are level 1,2,3 or 4.
    - How does AI know when to get the speed/attack damage buff (after Spirit fusions with Chief) and how much it is ?

3. Natural Order 'A1CD':

    - ATTRIBUTEGAIN: Is PERMANENTEFFECT considered as:
        > Effect adhere to AffectTarget if AffectTarget goes in Effect range.
            OR
        > Effect dispels after AffectTarget is out of range.
      For Aura effect the second must be true.
    - Found some data in 6.68 txt-files. Should I ignore them ?:
        > [A1CQ] = Natural Order Aura Art
        > [A1B7] = Natural Order - Armor 4
        > [A1C3] = Natural Order - Armor 2
        > [A1C4] = Natural Order - Armor 3
        > [A1C5] = Natural Order - Armor 1
        > [A1C2] = Natural Order - Spell 3
        > [A1C6] = Natural Order - Spell 1
        > [A1C7] = Natural Order - Spell 2
        > [A1C8] = Natural Order - Spell 4
        > [A1C9] = Natural Order 2
        > [A1CA] = Natural Order 1
        > [A1CB] = Natural Order 3
        > [A1CC] = Natural Order 4

4. Earth Splitter 'A1A1':

    - There is no effectation until earth implodes after 3 seconds. Is it therefore FREECHANNEL ?
    - What's the difference between active and passive Forcemove ?

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Current skill data (28.08.2010):
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15. Tauren Chieftain:

    call SetHeroAttribute('O015',"TC",false,128,1.7,NONE,310,3,STRENGTH,47,57,24,14,23,2.3,1.5,1.6,'Aamk','A1AA','A1A8','A1CD','A1A1')

15.1. 'A1AA' Echo Stomp:

    call SetAbilityBasic('A1AA',4,1,2)
    call SetAbilityBasic_Bonus(1,1.4,2,2,15,100,475,NONE,NONE,NONE,'B0BM')
    call SetAbilityBasic_Bonus(2,1.4,3,3,15,115,475,NONE,NONE,NONE,'B0BM')
    call SetAbilityBasic_Bonus(3,1.4,4,4,15,130,475,NONE,NONE,NONE,'B0BM')
    call SetAbilityBasic_Bonus(4,1.4,5,5,15,145,475,NONE,NONE,NONE,'B0BM')
    call SetAbilityCastTarget(NONE,NONE,NONE,true,false,false,false,false,false,false)
    call SetAbilityAdvanced("   ",CHANNEL,"Echo Stomp")
    call SetAbilityAdvanced_Bonus(

15.2. 'A1A8' Ancestral Spirit:

    call SetAbilityBasic('A1A8',4,1,2)
    call SetAbilityBasic_Bonus(1,NONE,NONE,NONE,19,110,275,1000,NONE,   ,'B0BX') // 'n001'
    call SetAbilityBasic_Bonus(2,NONE,NONE,NONE,19,110,275,1000,NONE,   ,'B0BX') // 'n00F'
    call SetAbilityBasic_Bonus(3,NONE,NONE,NONE,19,110,275,1000,NONE,   ,'B0BX') // 'n028'
    call SetAbilityBasic_Bonus(4,NONE,NONE,NONE,19,110,275,1000,NONE,   ,'B0BX') // 'n029'
    call SetAbilityCastTarget(NONE,NONE,POINTTARGET,true,false,false,false,false,false,false)
    call SetAbilityAdvanced("volcano",NOCHANNEL,"Ancestral Spirit")
    call SetAbilityAdvanced_Bonus(1,

15.3. 'A1CD' Natural Order:

    call SetAbilityBasic('A1CD',4,1,2)
    call SetAbilityBasic_Bonus(1,NONE,NONE,NONE,NONE,NONE,275,NONE,NONE,NONE,'B0BP')
    call SetAbilityBasic_Bonus(2,NONE,NONE,NONE,NONE,NONE,275,NONE,NONE,NONE,'B0BP')
    call SetAbilityBasic_Bonus(3,NONE,NONE,NONE,NONE,NONE,275,NONE,NONE,NONE,'B0BP')
    call SetAbilityBasic_Bonus(4,NONE,NONE,NONE,NONE,NONE,275,NONE,NONE,NONE,'B0BP')
    call SetAbilityCastTarget(NONE,NONE,NONE,false,false,false,false,false,false,false)
    call SetAbilityAdvanced(null,NOCHANNEL,"Natural Order")
    call SetAbilityAdvanced_Bonus(1,ATTRIBUTEGAIN,ARMOR,PERMANENTEFFECT,NONE,false,20,40,60,80)
    call SetAbilityAffectTarget(ENEMY,ALLUNIT,false,false,false,true,false,false)
    call SetAbilityAdvanced_Bonus(2,ATTRIBUTEGAIN,MAGICRESISTANCE,PERMANENTEFFECT,NONE,false,20,40,60,80)
    call SetAbilityAffectTarget(ENEMY,ALLUNIT,false,false,false,true,false,false)

15.4. 'A1A1' Earth Splitter:

    call SetAbilityBasic('A1A1',3,6,5)
    call SetAbilityBasic_Bonus(1,NONE,3,3,100,175,300,1600,2400,NONE,'B0BR')
    call SetAbilityBasic_Bonus(2,NONE,4,4,100,175,300,1600,2400,NONE,'B0BR')
    call SetAbilityBasic_Bonus(3,NONE,5,5,100,175,300,1600,2400,NONE,'B0BR')
    call SetAbilityCastTarget(NONE,NONE,NONE,true,false,false,false,false,false,false)
    call SetAbilityAdvanced("channel",NOCHANNEL,"Earth Splitter")
    call SetAbilityAdvanced_Bonus(1,DAMAGEPERCENT,NORMAL_NORMAL,NONE,NONE,false,17.5,17.5,17.5,NONE)
    call SetAbilityAffectTarget(ENEMY,ALLUNIT,false,false,false,true,false,false)
    call SetAbilityAdvanced_Bonus(2,DAMAGEPERCENT,NORMAL_MAGIC,NONE,NONE,false,17.5,17.5,17.5,NONE)
    call SetAbilityAffectTarget(ENEMY,ALLUNIT,false,false,false,true,false,false)
    call SetAbilityAdvanced_Bonus(3,MSIMPROVE,UNSTACKABLE,NONE,NONE,false,-35,-35,-35,NONE)
    call SetAbilityAffectTarget(ENEMY,ALLUNIT,false,false,false,true,false,false)
    call SetAbilityAdvanced_Bonud(4,FORCEMOVE,   ,PULL,

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Original issue reported on code.google.com by f.kel...@gmx.de on 27 Aug 2010 at 10:40