could you please add the smart alacrity> @NeeDforKill said:
it works in real games
i have jumpering's invoker and invoker rage. i was using jumpering+ ability.invoker together. jumpering's script doing the auto things like auto orb and ss. then this script hotkey failed. i just dont want to pay for the function i already have. i love to play voker just dont want to waste my money on already had functions.
i have jumpering's invoker and invoker rage. i was using jumpering+ ability.invoker together. jumpering's script doing the auto things like auto orb and ss. then this script hotkey failed. i just dont want to pay for the function i already have. i love to play voker just dont want to waste my money on already had functions.
Thats why I made the functions separate. So people can buy only what they really want.
I sent you a PM, we will figure out what made the script not to work in your game.
i have jumpering's invoker and invoker rage. i was using jumpering+ ability.invoker together. jumpering's script doing the auto things like auto orb and ss. then this script hotkey failed. i just dont want to pay for the function i already have. i love to play voker just dont want to waste my money on already had functions.
And I can add smart alacrity of course. Id just need a bit more details of what you think is smart alacrity. Thank you.
moones auto ss seems working bad in real games, idk why...
maybe add some prediction logic can make it better
like when enemy walk in one direction for 1.5 second
I don't have any good ideas, but it really miss a lot ss
@boyxd said:
moones auto ss seems working bad in real games, idk why...
maybe add some prediction logic can make it better
like when enemy walk in one direction for 1.5 second
I don't have any good ideas, but it really miss a lot ss
Hey, thanks for your feedback.
Theres condition that enemy has to walk atleast 2 seconds in one direction, but I will recheck it to make sure its working as intended.
@hppsc1215 said:
Hey Moon, when can we expect the announced update and the associated test reset.
Hey, thank you for your interest in trying out the assembly.
There were some new issues reported, which I needed to fix, and there still are.
Cant say at this point when I will reset trials.
@hppsc1215 said:
Hey Moon, when can we expect the announced update and the associated test reset.
Hey, thank you for your interest in trying out the assembly.
There were some new issues reported, which I needed to fix, and there still are.
Cant say at this point when I will reset trials.
You are like forcing people to buy it without properly testing. How much "preparations" u need to press 1 key ?
@hppsc1215 said:
Hey Moon, when can we expect the announced update and the associated test reset.
Hey, thank you for your interest in trying out the assembly.
There were some new issues reported, which I needed to fix, and there still are.
Cant say at this point when I will reset trials.
You are like forcing people to buy it without properly testing. How much "preparations" u need to press 1 key ?
Hey, Im glad to see you on my thread, sharing your opinion.
I guess you wanted to encourage me to reset the trials already and added some sarcasm in the end.
Well it really didnt feel great to read that. Cheers.
@hppsc1215 said:
Hey Moon, when can we expect the announced update and the associated test reset.
Hey, thank you for your interest in trying out the assembly.
There were some new issues reported, which I needed to fix, and there still are.
Cant say at this point when I will reset trials.
You are like forcing people to buy it without properly testing. How much "preparations" u need to press 1 key ?
Hey, Im glad to see you on my thread, sharing your opinion.
I guess you wanted to encourage me to reset the trials already and added some sarcasm in the end.
Well it really didnt feel great to read that. Cheers.
I like how u trying to be nice guy, but still refusing to make trial reset xD
@hppsc1215 said:
Hey Moon, when can we expect the announced update and the associated test reset.
Hey, thank you for your interest in trying out the assembly.
There were some new issues reported, which I needed to fix, and there still are.
Cant say at this point when I will reset trials.
You are like forcing people to buy it without properly testing. How much "preparations" u need to press 1 key ?
Hey, Im glad to see you on my thread, sharing your opinion.
I guess you wanted to encourage me to reset the trials already and added some sarcasm in the end.
Well it really didnt feel great to read that. Cheers.
I like how u trying to be nice guy, but still refusing to make trial reset xD
You seem like you really want that trial reset. Dont worry it will happen eventually.
The plan is to reset trials after I apply certain updates, but as I said, due to reported bugs which I needed or need to fix it gets delayed. Ill be glad if I can reset it next week, if everything goes as expected.
@Moones said:
You seem like you really want that trial reset. Dont worry it will happen eventually.
The plan is to reset trials after I apply certain updates, but as I said, due to reported bugs which I needed or need to fix it gets delayed. Ill be glad if I can reset it next week, if everything goes as expected.
I dont need it personally, i didnt even used my current trial, i just want other people to be able to test complex hero/assembly like this more than once per 2months, but whatever.
@Moones said:
You seem like you really want that trial reset. Dont worry it will happen eventually.
The plan is to reset trials after I apply certain updates, but as I said, due to reported bugs which I needed or need to fix it gets delayed. Ill be glad if I can reset it next week, if everything goes as expected.
I dont need it personally, i didnt even used my current trial, i just want other people to be able to test complex hero/assembly like this more than once per 2months, but whatever.
Well, thank you for getting to the point. I dont disagree with you, I just happened to get into such situation because I never felt its the right time to reset it, especially when there were some relevant issues reported.
Perhaps I will try to reset trials more often in the future.
Hey, you can bind Invoke+Cast Alacrity, in menu->keys. It will invoke+cast alacrity with one key on target nearest mouse cursor. If thats not enough for you I can add option to cast it always on the invoker himself.
Hey, you can bind Invoke+Cast Alacrity, in menu->keys. It will invoke+cast alacrity with one key on target nearest mouse cursor. If thats not enough for you I can add option to cast it always on the invoker himself.
i mean self cast alacrity when nothing on the mouse cursor and also cast on target if it is under the mouse cursor. it shloud be a small case for you
Hey, you can bind Invoke+Cast Alacrity, in menu->keys. It will invoke+cast alacrity with one key on target nearest mouse cursor. If thats not enough for you I can add option to cast it always on the invoker himself.
i mean self cast alacrity when nothing on the mouse cursor and also cast on target if it is under the mouse cursor. it shloud be a small case for you
Oh okay, Ill add it as option if theres no target it will cast on yourself.
i mean self cast alacrity when nothing on the mouse cursor and also cast on target if it is under the mouse cursor. it shloud be a small case for you
How long ago valve delete self casting spells by doubleclick or alt+click from dota? Script cant win your game by pressing one button. These option already in game, right? So use it, please. All you need is doubleclick. Oh god...
i mean self cast alacrity when nothing on the mouse cursor and also cast on target if it is under the mouse cursor. it shloud be a small case for you
How long ago valve delete self casting spells by doubleclick or alt+click from dota? Script cant win your game by pressing one button. These option already in game, right? So use it, please. All you need is doubleclick. Oh god...
i think u might know there is a option in game called quick cast? in that mode self cast means alt+click. thats not a comfort way to use skill. watch your words, dude
+
Not a comfort way? Are you fu*king kidding? If this way is uncomfortable, maybe you dont need to play dota? There are many uncomfortable mechanics...
Try to play tetris, it will be great for you.
Moones great job. Dont listen of these stupid idiots, script cant do all by pressing one key. Dont make the script too havy, more fitches = more bugs.
i mean self cast alacrity when nothing on the mouse cursor and also cast on target if it is under the mouse cursor. it shloud be a small case for you
How long ago valve delete self casting spells by doubleclick or alt+click from dota? Script cant win your game by pressing one button. These option already in game, right? So use it, please. All you need is doubleclick. Oh god...
I believe the invoke+cast key might still be useful for somebody since it also invokes it for you with that single key. So instead of 6 keys you just can press one.
@MinpoJke said:
Not a comfort way? Are you fu*king kidding? If this way is uncomfortable, maybe you dont need to play dota? There are many uncomfortable mechanics...
Try to play tetris, it will be great for you.
Moones great job. Dont listen of these stupid idiots, script cant do all by pressing one key. Dont make the script too havy, more fitches = more bugs.
I dream not to meet such teammates ever...
Wow, Id say you just prefer to do such actions like self alacrity by yourself and dont need a script for it. Perhaps you dont want to rely on script when it comes to these simple actions. Thats fine and its always good if you can do stuff by yourself and not rely on script.
Id be glad if we could keep this thread focused on the assembly and not offend other people. He suggested a feature that would fit his playstyle, and thats what everyone are free to do.
I respect each of my customers and listen to their suggestions and I see no problem in adding this optionable feature which consist like 5 lines of code to add.
hi moon! sunstrike is timing seems off. theres a lag time in the calculations. sunstrike for pudgehooks is out as well. the sunstrike is activated before the hooks. not after when pudge successfully hooks the enemy . :D
@waltzation said:
hi moon! sunstrike is timing seems off. theres a lag time in the calculations. sunstrike for pudgehooks is out as well. the sunstrike is activated before the hooks. not after when pudge successfully hooks the enemy . :D
Hi, thank you for the feedback, I can fix the pudge case. Im not sure what are the other cases where it miscalculates, but ill test to see if I find one.
@kuba0 said:
Holyshit, awesome work moones. I am already super happy with the script, but this is just another level.
Just one more little thing, can you add refresh shard to combo ? (combo doesnt work with shard)
Thanks
Hey, thanks for the feedback, Im glad you are happy and by the way Im not even close to being done with this script.
The refresh shard is actually implemented, it should use refresher shard or the refresher orb, whatever you have equipped, but I will recheck it. Were there any errors in console while it didnt work for you.
Heres next update changelog, which comes along with trial reset for Invoker.DynamicCombo
Part 1
Fix case where combo stops if enemy went invisible/to fog when getting tornadoed
Adjusted conditions for DeafeningBlast and Tornado, to prevent casting in certain situations
Adjusted conditions for IceWall, to fix cases where it is not casted at all
Fix prediction for hooked enemy
Adjust cast position of chaos meteor when casting with deafening blast
Pause the combo for target which is very likely to get killed from casted spell
Adjust conditions for SunStrike invoking
Add Dynamic Combo + Refresher Key
Add movement option KeepRange
Adjust conditions for ForgeSpirit invoking
Adjust conditions for ChaosMeteor invoking
Adjust casting conditions when target is likely to die from auto attacks
Part 2
Adjust ChaosMeteor cast conditions
Adjust SunStrike cast conditions
Adjust ColdSnap cast conditions
Adjust IceWall cast conditions
Adjust Tornado cast conditions
Has this been Implemented today or it is due? Just asking because If it is implemented today I will use my trial and possibly buy the script.
Hey, thank you for your interest in buying the assembly.
This update as well as the trial reset was already applied.
My dear Sir. You are a genius. I played a few games with your script and man it is so good. I literally set up a few hotkeys and that was it. Dynamic combo is destroying everything as well as the custom ones. I don't even know what the other 2 paid Invo assemblies are still doing on the forum. Compared to them yours is Like Divine class and the other 2 are Crusader or Archon :D. Not to mention they are so much more complex to set up, especially Invo Rage ... Please Moones keep up the amazing work you have done so far and keep providing your fans with quality masterwork scripts like this one :P Cheers.
Heres next update changelog, which comes along with trial reset for Invoker.DynamicCombo
Part 1
Fix case where combo stops if enemy went invisible/to fog when getting tornadoed
Adjusted conditions for DeafeningBlast and Tornado, to prevent casting in certain situations
Adjusted conditions for IceWall, to fix cases where it is not casted at all
Fix prediction for hooked enemy
Adjust cast position of chaos meteor when casting with deafening blast
Pause the combo for target which is very likely to get killed from casted spell
Adjust conditions for SunStrike invoking
Add Dynamic Combo + Refresher Key
Add movement option KeepRange
Adjust conditions for ForgeSpirit invoking
Adjust conditions for ChaosMeteor invoking
Adjust casting conditions when target is likely to die from auto attacks
Part 2
Adjust ChaosMeteor cast conditions
Adjust SunStrike cast conditions
Adjust ColdSnap cast conditions
Adjust IceWall cast conditions
Adjust Tornado cast conditions
Has this been Implemented today or it is due? Just asking because If it is implemented today I will use my trial and possibly buy the script.
Hey, thank you for your interest in buying the assembly.
This update as well as the trial reset was already applied.
My dear Sir. You are a genius. I played a few games with your script and man it is so good. I literally set up a few hotkeys and that was it. Dynamic combo is destroying everything as well as the custom ones. I don't even know what the other 2 paid Invo assemblies are still doing on the forum. Compared to them yours is Like Divine class and the other 2 are Crusader or Archon :D. Not to mention they are so much more complex to set up, especially Invo Rage ... Please Moones keep up the amazing work you have done so far and keep providing your fans with quality masterwork scripts like this one :P Cheers.
Hey. Looks like the script performed well in your games. Im glad you liked it!
Thank you so much for your kind words, I really appreciate what you said.
Trying out your Invoker.
I like that I can have a separate key for custom combo and dynamic.
With custom combo, I set it up so I do, Tornado -> Meteor -> D Blast, as I use this for early game kills. I still need to do more testing but it seems a little slow. It will tornado the enemy, then it will wait for the enemy to land before it uses meteor, but I think it should use it before he lands, otherwise they have a chance to dodge it. Could it be my settings? I just did some more testing, when he has Aghs he will Tornado then Meteor before the target lands, but he doesn't seem to do it without Aghs.
Seems to be working fine, now. Must have been something on my end.
Trying out your Invoker.
I like that I can have a separate key for custom combo and dynamic.
With custom combo, I set it up so I do, Tornado -> Meteor -> D Blast, as I use this for early game kills. I still need to do more testing but it seems a little slow. It will tornado the enemy, then it will wait for the enemy to land before it uses meteor, but I think it should use it before he lands, otherwise they have a chance to dodge it. Could it be my settings? I just did some more testing, when he has Aghs he will Tornado then Meteor before the target lands, but he doesn't seem to do it without Aghs.
Seems to be working fine, now. Must have been something on my end.
Anyway, really enjoying it.
Hey, thank you for your feedback, Im glad it worked for you in the end.
I will still give this a look to see if there could be any issue with the meteor timing calculations.
Can I make a suggestion and if you think it's not much of a hassle you can add it. So basically would it be possible to add an option that can be switched ON/OFF to the preference of the user and what that option should do is if we decide to cast an invoked spell by our selves and not using any of the combo modes it would still auto aim/predict that spell if it's something like ice wall, tornado, etc etc. And if the user wants to aim the spell by his/her self then they can switch it OFF. Would be really nice, especially with Ice wall.
@jokers1990 said:
theres this multiple instances under dynamic combo, meteor before tornado. why is this happening? previously it was working perfect
Hey, thank you for your feedback. I will test this out. Not sure why is this happening, but I will make sure this is fixed in next update.
@ramzesbg said:
Can I make a suggestion and if you think it's not much of a hassle you can add it. So basically would it be possible to add an option that can be switched ON/OFF to the preference of the user and what that option should do is if we decide to cast an invoked spell by our selves and not using any of the combo modes it would still auto aim/predict that spell if it's something like ice wall, tornado, etc etc. And if the user wants to aim the spell by his/her self then they can switch it OFF. Would be really nice, especially with Ice wall.
Hey, thanks for the suggestion!
You would want this when you cast the spell manually with D or F key (default dota keys). Or you want this for the Invoke+Cast keys in Ability>Invoker>Keys ?
@jokers1990 said:
theres this multiple instances under dynamic combo, meteor before tornado. why is this happening? previously it was working perfect
Could you perhaps send me some details about this issue in PM or Discord?
I was not able to recreate the issue in my tests, so I would like to know the details to debug it, thank you.
@jokers1990 said:
theres this multiple instances under dynamic combo, meteor before tornado. why is this happening? previously it was working perfect
Hey, thank you for your feedback. I will test this out. Not sure why is this happening, but I will make sure this is fixed in next update.
@ramzesbg said:
Can I make a suggestion and if you think it's not much of a hassle you can add it. So basically would it be possible to add an option that can be switched ON/OFF to the preference of the user and what that option should do is if we decide to cast an invoked spell by our selves and not using any of the combo modes it would still auto aim/predict that spell if it's something like ice wall, tornado, etc etc. And if the user wants to aim the spell by his/her self then they can switch it OFF. Would be really nice, especially with Ice wall.
Hey, thanks for the suggestion!
You would want this when you cast the spell manually with D or F key (default dota keys). Or you want this for the Invoke+Cast keys in Ability>Invoker>Keys ?
When Casting with Default Dota Keys if possible. Also Auto Orbs don't work very well for me when hitting creeps or enemy manually. Will try to test some more to see if it is this script's fault or something else causing it.
EDIT: In demo mode auto orbs work perfectly... In a real game how ever Invoker hardly uses Exort when auto attacking :/
It works fine until I use custom combo prepare and cast... After that orbs hardly work.
EDIT 2:
Dynamic Combo never uses Forge spirit and very rarely uses ice wall
When I create a custom combo with refresher if I put what abilities I want to use after refresher it doesn't use refresher at all, nor the abilities in the order I have set them after it.
And please fix it so that Auto Sunstrike is disabled when Dynamic Combo or Custom Combo button is pressed. Many times now half way in to my combo he just invokes sunstrike to assist my allies or killsteal something and it fuckes up my combo I either die or the enemy escapes most of the times.
thanks for the updates! ive been supporting u since the old ensage times, and im glad you continued to update. there are other developer out there who just charge certain amount and after sometime, they stop updating those scripts, sadly.
@jokers1990 said:
theres this multiple instances under dynamic combo, meteor before tornado. why is this happening? previously it was working perfect
Hey, thank you for your feedback. I will test this out. Not sure why is this happening, but I will make sure this is fixed in next update.
@ramzesbg said:
Can I make a suggestion and if you think it's not much of a hassle you can add it. So basically would it be possible to add an option that can be switched ON/OFF to the preference of the user and what that option should do is if we decide to cast an invoked spell by our selves and not using any of the combo modes it would still auto aim/predict that spell if it's something like ice wall, tornado, etc etc. And if the user wants to aim the spell by his/her self then they can switch it OFF. Would be really nice, especially with Ice wall.
Hey, thanks for the suggestion!
You would want this when you cast the spell manually with D or F key (default dota keys). Or you want this for the Invoke+Cast keys in Ability>Invoker>Keys ?
When Casting with Default Dota Keys if possible. Also Auto Orbs don't work very well for me when hitting creeps or enemy manually. Will try to test some more to see if it is this script's fault or something else causing it.
EDIT: In demo mode auto orbs work perfectly... In a real game how ever Invoker hardly uses Exort when auto attacking :/
It works fine until I use custom combo prepare and cast... After that orbs hardly work.
EDIT 2:
Dynamic Combo never uses Forge spirit and very rarely uses ice wall
When I create a custom combo with refresher if I put what abilities I want to use after refresher it doesn't use refresher at all, nor the abilities in the order I have set them after it.
And please fix it so that Auto Sunstrike is disabled when Dynamic Combo or Custom Combo button is pressed. Many times now half way in to my combo he just invokes sunstrike to assist my allies or killsteal something and it fuckes up my combo I either die or the enemy escapes most of the times
I agree with the above comment. Dynamic combo seems to forget some spells sometimes! Also the custom combo seems to be confused and will take some hesitation when starting combos and then switching back to dynamic
@jokers1990 said:
theres this multiple instances under dynamic combo, meteor before tornado. why is this happening? previously it was working perfect
Hey, thank you for your feedback. I will test this out. Not sure why is this happening, but I will make sure this is fixed in next update.
@ramzesbg said:
Can I make a suggestion and if you think it's not much of a hassle you can add it. So basically would it be possible to add an option that can be switched ON/OFF to the preference of the user and what that option should do is if we decide to cast an invoked spell by our selves and not using any of the combo modes it would still auto aim/predict that spell if it's something like ice wall, tornado, etc etc. And if the user wants to aim the spell by his/her self then they can switch it OFF. Would be really nice, especially with Ice wall.
Hey, thanks for the suggestion!
You would want this when you cast the spell manually with D or F key (default dota keys). Or you want this for the Invoke+Cast keys in Ability>Invoker>Keys ?
When Casting with Default Dota Keys if possible. Also Auto Orbs don't work very well for me when hitting creeps or enemy manually. Will try to test some more to see if it is this script's fault or something else causing it.
EDIT: In demo mode auto orbs work perfectly... In a real game how ever Invoker hardly uses Exort when auto attacking :/
It works fine until I use custom combo prepare and cast... After that orbs hardly work.
EDIT 2:
Dynamic Combo never uses Forge spirit and very rarely uses ice wall
When I create a custom combo with refresher if I put what abilities I want to use after refresher it doesn't use refresher at all, nor the abilities in the order I have set them after it.
And please fix it so that Auto Sunstrike is disabled when Dynamic Combo or Custom Combo button is pressed. Many times now half way in to my combo he just invokes sunstrike to assist my allies or killsteal something and it fuckes up my combo I either die or the enemy escapes most of the times.
Hey thank you for your feedbacks. I will work on this for the next update.
The refresher in combo can work only if its the last skill in the order, it will then use abilities you have currently invoked+items after refreshing.
Theres a delay being set for orbs while comboing to prevent it from interfering with skill invoking, but ill check it out why is it causing the issue.
I will test and fix other stuff, I wasnt aware of them.
@waltzation said:
thanks for the updates! ive been supporting u since the old ensage times, and im glad you continued to update. there are other developer out there who just charge certain amount and after sometime, they stop updating those scripts, sadly.
@jokers1990 said:
theres this multiple instances under dynamic combo, meteor before tornado. why is this happening? previously it was working perfect
Hey, thank you for your feedback. I will test this out. Not sure why is this happening, but I will make sure this is fixed in next update.
@ramzesbg said:
Can I make a suggestion and if you think it's not much of a hassle you can add it. So basically would it be possible to add an option that can be switched ON/OFF to the preference of the user and what that option should do is if we decide to cast an invoked spell by our selves and not using any of the combo modes it would still auto aim/predict that spell if it's something like ice wall, tornado, etc etc. And if the user wants to aim the spell by his/her self then they can switch it OFF. Would be really nice, especially with Ice wall.
Hey, thanks for the suggestion!
You would want this when you cast the spell manually with D or F key (default dota keys). Or you want this for the Invoke+Cast keys in Ability>Invoker>Keys ?
When Casting with Default Dota Keys if possible. Also Auto Orbs don't work very well for me when hitting creeps or enemy manually. Will try to test some more to see if it is this script's fault or something else causing it.
EDIT: In demo mode auto orbs work perfectly... In a real game how ever Invoker hardly uses Exort when auto attacking :/
It works fine until I use custom combo prepare and cast... After that orbs hardly work.
EDIT 2:
Dynamic Combo never uses Forge spirit and very rarely uses ice wall
When I create a custom combo with refresher if I put what abilities I want to use after refresher it doesn't use refresher at all, nor the abilities in the order I have set them after it.
And please fix it so that Auto Sunstrike is disabled when Dynamic Combo or Custom Combo button is pressed. Many times now half way in to my combo he just invokes sunstrike to assist my allies or killsteal something and it fuckes up my combo I either die or the enemy escapes most of the times
I agree with the above comment. Dynamic combo seems to forget some spells sometimes! Also the custom combo seems to be confused and will take some hesitation when starting combos and then switching back to dynamic
Hi, thank you for your feedback.
What are the spells which the combo forget?
Ill test the custom combo, but It would be great help for me if I knew the exact combination to reproduce the bug.
After new update the script does nothing. Just to let u know. Hopefully it won't take too long for an update for the script cheers!
Hey, looks like an old loading bug, which I already applied couple fixes for.
Still there are rare cases when it doesnt load, but you can easily fix it by pressing F5.
I can hardly reproduce this bug so its hard for me to make sure its fixed.
After new update the script does nothing. Just to let u know. Hopefully it won't take too long for an update for the script cheers!
Hey, looks like an old loading bug, which I already applied couple fixes for.
Still there are rare cases when it doesnt load, but you can easily fix it by pressing F5.
I can hardly reproduce this bug so its hard for me to make sure its fixed.
It works no. One thing though. Escape works rly bad for me. Many of the times it just invokes Ghost Walk and never uses it I have to press it manually. And sometimes it does use ghost walk after a fair bit of spamming the escape key but takes way much longer than it could have. I think this is due to the fact it is trying to make sure we have Quas before going invis but in most cases it's not even needed to have Quas when we are not on low health or have no tick dmg on us.
After new update the script does nothing. Just to let u know. Hopefully it won't take too long for an update for the script cheers!
Hey, looks like an old loading bug, which I already applied couple fixes for.
Still there are rare cases when it doesnt load, but you can easily fix it by pressing F5.
I can hardly reproduce this bug so its hard for me to make sure its fixed.
It works no. One thing though. Escape works rly bad for me. Many of the times it just invokes Ghost Walk and never uses it I have to press it manually. And sometimes it does use ghost walk after a fair bit of spamming the escape key but takes way much longer than it could have. I think this is due to the fact it is trying to make sure we have Quas before going invis but in most cases it's not even needed to have Quas when we are not on low health or have no tick dmg on us.
Hey, thank you for your feedback. In my tests the ghost walk was always casted, one thing that is important is to hold the key. It tries to switch orbs to quas/wex, but once the ghost walk is invoked, it doesnt wait, but makes sure to cast it as soon as possible.
I will do more tests on this feature to see if I can recreate the bug you have experienced. Is it possible that your hero was silenced/stunned or disabled in any other way while you pressed the key?
Comments
it works in real games
could you please add the smart alacrity> @NeeDforKill said:
i have jumpering's invoker and invoker rage. i was using jumpering+ ability.invoker together. jumpering's script doing the auto things like auto orb and ss. then this script hotkey failed. i just dont want to pay for the function i already have. i love to play voker just dont want to waste my money on already had functions.
Thats why I made the functions separate. So people can buy only what they really want.
I sent you a PM, we will figure out what made the script not to work in your game.
And I can add smart alacrity of course. Id just need a bit more details of what you think is smart alacrity. Thank you.
smart alacrity, just auto cast on invoker when press Z key (old dota key bind) when the mouse is not pointed to someone
You can bind all invoker spells to a certain key. There is option for only invoking and invoke+cast.
moones auto ss seems working bad in real games, idk why...
maybe add some prediction logic can make it better
like when enemy walk in one direction for 1.5 second
I don't have any good ideas, but it really miss a lot ss
Hey, thanks for your feedback.
Theres condition that enemy has to walk atleast 2 seconds in one direction, but I will recheck it to make sure its working as intended.
Hey Moon, when can we expect the announced update and the associated test reset.
Hey, thank you for your interest in trying out the assembly.
There were some new issues reported, which I needed to fix, and there still are.
Cant say at this point when I will reset trials.
You are like forcing people to buy it without properly testing. How much "preparations" u need to press 1 key ?
Hey, Im glad to see you on my thread, sharing your opinion.
I guess you wanted to encourage me to reset the trials already and added some sarcasm in the end.
Well it really didnt feel great to read that. Cheers.
I like how u trying to be nice guy, but still refusing to make trial reset xD
You seem like you really want that trial reset. Dont worry it will happen eventually.
The plan is to reset trials after I apply certain updates, but as I said, due to reported bugs which I needed or need to fix it gets delayed. Ill be glad if I can reset it next week, if everything goes as expected.
I dont need it personally, i didnt even used my current trial, i just want other people to be able to test complex hero/assembly like this more than once per 2months, but whatever.
Well, thank you for getting to the point. I dont disagree with you, I just happened to get into such situation because I never felt its the right time to reset it, especially when there were some relevant issues reported.
Perhaps I will try to reset trials more often in the future.
add self alacrity. XD
Hey, you can bind Invoke+Cast Alacrity, in menu->keys. It will invoke+cast alacrity with one key on target nearest mouse cursor. If thats not enough for you I can add option to cast it always on the invoker himself.
i mean self cast alacrity when nothing on the mouse cursor and also cast on target if it is under the mouse cursor. it shloud be a small case for you
Oh okay, Ill add it as option if theres no target it will cast on yourself.
How long ago valve delete self casting spells by doubleclick or alt+click from dota? Script cant win your game by pressing one button. These option already in game, right? So use it, please. All you need is doubleclick. Oh god...
i think u might know there is a option in game called quick cast? in that mode self cast means alt+click. thats not a comfort way to use skill. watch your words, dude
+
Not a comfort way? Are you fu*king kidding? If this way is uncomfortable, maybe you dont need to play dota? There are many uncomfortable mechanics...
Try to play tetris, it will be great for you.
Moones great job. Dont listen of these stupid idiots, script cant do all by pressing one key. Dont make the script too havy, more fitches = more bugs.
I dream not to meet such teammates ever...
I believe the invoke+cast key might still be useful for somebody since it also invokes it for you with that single key. So instead of 6 keys you just can press one.
Wow, Id say you just prefer to do such actions like self alacrity by yourself and dont need a script for it. Perhaps you dont want to rely on script when it comes to these simple actions. Thats fine and its always good if you can do stuff by yourself and not rely on script.
Id be glad if we could keep this thread focused on the assembly and not offend other people. He suggested a feature that would fit his playstyle, and thats what everyone are free to do.
I respect each of my customers and listen to their suggestions and I see no problem in adding this optionable feature which consist like 5 lines of code to add.
hi moon! sunstrike is timing seems off. theres a lag time in the calculations. sunstrike for pudgehooks is out as well. the sunstrike is activated before the hooks. not after when pudge successfully hooks the enemy . :D
Hi, thank you for the feedback, I can fix the pudge case. Im not sure what are the other cases where it miscalculates, but ill test to see if I find one.
Heres next update changelog, which comes along with trial reset for Invoker.DynamicCombo
Part 1
Part 2
Holyshit, awesome work moones. I am already super happy with the script, but this is just another level.
Just one more little thing, can you add refresh shard to combo ? (combo doesnt work with shard)
Thanks
Hey, thanks for the feedback, Im glad you are happy and by the way Im not even close to being done with this script.
The refresh shard is actually implemented, it should use refresher shard or the refresher orb, whatever you have equipped, but I will recheck it. Were there any errors in console while it didnt work for you.
Has this been Implemented today or it is due? Just asking because If it is implemented today I will use my trial and possibly buy the script.
Hey, thank you for your interest in buying the assembly.
This update as well as the trial reset was already applied.
My dear Sir. You are a genius. I played a few games with your script and man it is so good. I literally set up a few hotkeys and that was it. Dynamic combo is destroying everything as well as the custom ones. I don't even know what the other 2 paid Invo assemblies are still doing on the forum. Compared to them yours is Like Divine class and the other 2 are Crusader or Archon :D. Not to mention they are so much more complex to set up, especially Invo Rage ... Please Moones keep up the amazing work you have done so far and keep providing your fans with quality masterwork scripts like this one :P Cheers.
Hey. Looks like the script performed well in your games. Im glad you liked it!
Thank you so much for your kind words, I really appreciate what you said.
Hey Moones,
Trying out your Invoker.
I like that I can have a separate key for custom combo and dynamic.
With custom combo, I set it up so I do, Tornado -> Meteor -> D Blast, as I use this for early game kills.
I still need to do more testing but it seems a little slow.
It will tornado the enemy, then it will wait for the enemy to land before it uses meteor, but I think it should use it before he lands, otherwise they have a chance to dodge it.
Could it be my settings?
I just did some more testing, when he has Aghs he will Tornado then Meteor before the target lands, but he doesn't seem to do it without Aghs.
Seems to be working fine, now. Must have been something on my end.
Anyway, really enjoying it.
Hey, thank you for your feedback, Im glad it worked for you in the end.
I will still give this a look to see if there could be any issue with the meteor timing calculations.
Refresher shard is working, it was something wrong on my side. Played few games with this new update and so far works perfect. Thank you
Hey, thanks for letting me know. Im glad its working.
theres this multiple instances under dynamic combo, meteor before tornado. why is this happening? previously it was working perfect
Can I make a suggestion and if you think it's not much of a hassle you can add it. So basically would it be possible to add an option that can be switched ON/OFF to the preference of the user and what that option should do is if we decide to cast an invoked spell by our selves and not using any of the combo modes it would still auto aim/predict that spell if it's something like ice wall, tornado, etc etc. And if the user wants to aim the spell by his/her self then they can switch it OFF. Would be really nice, especially with Ice wall.
Hey, thank you for your feedback. I will test this out. Not sure why is this happening, but I will make sure this is fixed in next update.
Hey, thanks for the suggestion!
You would want this when you cast the spell manually with D or F key (default dota keys). Or you want this for the Invoke+Cast keys in Ability>Invoker>Keys ?
Could you perhaps send me some details about this issue in PM or Discord?
I was not able to recreate the issue in my tests, so I would like to know the details to debug it, thank you.
When Casting with Default Dota Keys if possible. Also Auto Orbs don't work very well for me when hitting creeps or enemy manually. Will try to test some more to see if it is this script's fault or something else causing it.
EDIT: In demo mode auto orbs work perfectly... In a real game how ever Invoker hardly uses Exort when auto attacking :/
It works fine until I use custom combo prepare and cast... After that orbs hardly work.
EDIT 2:
Dynamic Combo never uses Forge spirit and very rarely uses ice wall
When I create a custom combo with refresher if I put what abilities I want to use after refresher it doesn't use refresher at all, nor the abilities in the order I have set them after it.
And please fix it so that Auto Sunstrike is disabled when Dynamic Combo or Custom Combo button is pressed. Many times now half way in to my combo he just invokes sunstrike to assist my allies or killsteal something and it fuckes up my combo I either die or the enemy escapes most of the times.
thanks for the updates! ive been supporting u since the old ensage times, and im glad you continued to update. there are other developer out there who just charge certain amount and after sometime, they stop updating those scripts, sadly.
I agree with the above comment. Dynamic combo seems to forget some spells sometimes! Also the custom combo seems to be confused and will take some hesitation when starting combos and then switching back to dynamic
Hey thank you for your feedbacks. I will work on this for the next update.
The refresher in combo can work only if its the last skill in the order, it will then use abilities you have currently invoked+items after refreshing.
Theres a delay being set for orbs while comboing to prevent it from interfering with skill invoking, but ill check it out why is it causing the issue.
I will test and fix other stuff, I wasnt aware of them.
Hi, I appreciate your support, thank you.
Hi, thank you for your feedback.
What are the spells which the combo forget?
Ill test the custom combo, but It would be great help for me if I knew the exact combination to reproduce the bug.
https://ibb.co/ky7PH0
After new update the script does nothing. Just to let u know. Hopefully it won't take too long for an update for the script cheers!
For me its working same as before.
Hey, looks like an old loading bug, which I already applied couple fixes for.
Still there are rare cases when it doesnt load, but you can easily fix it by pressing F5.
I can hardly reproduce this bug so its hard for me to make sure its fixed.
It works no. One thing though. Escape works rly bad for me. Many of the times it just invokes Ghost Walk and never uses it I have to press it manually. And sometimes it does use ghost walk after a fair bit of spamming the escape key but takes way much longer than it could have. I think this is due to the fact it is trying to make sure we have Quas before going invis but in most cases it's not even needed to have Quas when we are not on low health or have no tick dmg on us.
Hey, thank you for your feedback. In my tests the ghost walk was always casted, one thing that is important is to hold the key. It tries to switch orbs to quas/wex, but once the ghost walk is invoked, it doesnt wait, but makes sure to cast it as soon as possible.
I will do more tests on this feature to see if I can recreate the bug you have experienced. Is it possible that your hero was silenced/stunned or disabled in any other way while you pressed the key?