If you mean his different invoke abilities, you won't. You just invoke whichever spell corresponds to your qwe, so you can't use anything without knowing the combo and invoking it.
Well sir, I care to disagree, since I just wrote a script for it:
Code:
chat_join "NeoGAF"
dota_force_right_click_attack 1
////Invoker Script Start.
//Set these two to off or on, if you wi`sh to have ability echoing off or on by defalt. Leaving con_filter_enable to 1 will cause
//console info to not display correctly.
con_filter_enable 0
developer 0
con_filter_text >
con_notifytime 3 // How long to display recent console text to the upper part of the game window
con_nprint_bgalpha 50 // Con_NPrint background alpha.
con_nprint_bgborder 5 // Con_NPrint border size.
contimes 5 // Number of console lines to overlay for debugging.
// our simple screen print test... which you can expand to do menus or whatever
alias "cold_snap" "dota_ability_execute 0; dota_ability_execute 0; dota_ability_execute 0; echo >Cold_Snap; newline"
alias "ghost_walk" "dota_ability_execute 0; dota_ability_execute 0; dota_ability_execute 1; echo >Ghost_Walk; newline"
alias "tornado" "dota_ability_execute 0; dota_ability_execute 1; dota_ability_execute 1; echo >Tornado; newline"
alias "emp" "dota_ability_execute 1; dota_ability_execute 1; dota_ability_execute 1; echo >EMP; newline"
alias "alacrity" "dota_ability_execute 1; dota_ability_execute 1; dota_ability_execute 2; echo >Alacrity; newline"
alias "chaos_meteor" "dota_ability_execute 1; dota_ability_execute 2; dota_ability_execute 2; echo >Chaos_Meteor; newline"
alias "sun_strike" "dota_ability_execute 2; dota_ability_execute 2; dota_ability_execute 2; echo >Sun_Strike; newline"
alias "forge_spirit" "dota_ability_execute 0; dota_ability_execute 2; dota_ability_execute 2; echo >Forge_Spirit; newline"
alias "ice_wall" "dota_ability_execute 0; dota_ability_execute 0; dota_ability_execute 2; echo >Ice_Wall; newline"
alias "deafening_blast" "dota_ability_execute 0; dota_ability_execute 1; dota_ability_execute 2; echo >Deafening_Blast; newline"
bind "KP_0" "deafening_blast"
bind "KP_1" "sun_strike"
bind "KP_2" "forge_spirit"
bind "KP_3" "chaos_meteor"
bind "KP_4" "emp"
bind "KP_5" "alacrity"
bind "KP_6" "tornado"
bind "KP_7" "cold_snap"
bind "KP_8" "ghost_walk"
bind "KP_9" "ice_wall"
bind "KP_MINUS" "developer 1; echo >Ability_echoing_on; con_filter_enable 1"
bind "KP_PLUS" "con_filter_enable 0; echo >Ability_echoing_off; developer 0"
//Invoker Script End
You push a button on the num pad, it will hit the proper combo and echo the spell name in the upper left of the screen. It doesn't auto-invoke, in case you simply want to change what you have instanced at the moment (7, 4, and 1 would likely be the most used, which is 3 in each QWE). It also has plus and minus set up to turn echoing off and on (I have it off by default, since it can screw with the displayed text of the console)
It should work fine, but I won't be able to test it live till after he is actually out.