Spell Dota Spell [Elunes Arrow]

THE_X

New Member
Reaction score
49
Elunes Arrow
(from DOTA)
MUI/MPI - MUI
Jass/GUI - GUI
Leakless - Hope so
Fun - yea
EluesArrow.jpg
Code:
Start Elunes Arrow
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Elunes Arrow 
    Actions
        Set MUI = (MUI + 1)
        Set Point[1] = (Position of (Triggering unit))
        Set Point[2] = (Target point of ability being cast)
        Unit - Create 1 Arrow Dummy for (Owner of (Triggering unit)) at Point[1] facing (Angle from Point[1] to Point[2]) degrees
        Trigger - Add to Activate Elunes Arrow <gen> the event (Unit - A unit comes within 130.00 of (Last created unit))
        Unit - Set the custom value of (Last created unit) to MUI
        Set Elunes_Arrow_Caster[(Custom value of (Last created unit))] = (Triggering unit)
        Custom script:   call RemoveLocation (udg_Point[1])
        Custom script:   call RemoveLocation (udg_Point[2])

Code:
Move Elunes Arrow
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        Set Group[1] = (Units of type Arrow Dummy)
        Unit Group - Pick every unit in Group[1] and do (Actions)
            Loop - Actions
                Set Point[1] = (Position of (Picked unit))
                Set Point[2] = (Point[1] offset by 10.00 towards (Facing of (Picked unit)) degrees)
                Unit - Move (Picked unit) instantly to Point[2]
                Set Elunes_Arrow_Range[(Custom value of (Picked unit))] = (Elunes_Arrow_Range[(Custom value of (Picked unit))] + 10.00)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Elunes_Arrow_Range[(Custom value of (Picked unit))] Greater than or equal to 3050.00
                    Then - Actions
                        Unit - Kill (Picked unit)
                        Unit - Remove (Picked unit) from the game
                        Special Effect - Create a special effect at Point[1] using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
                        Special Effect - Destroy (Last created special effect)
                    Else - Actions
                Custom script:   call RemoveLocation (udg_Point[1])
                Custom script:   call RemoveLocation (udg_Point[2])
        Custom script:   call DestroyGroup (udg_Group[1])
Code:
Activate Elunes Arrow
    Events
    Conditions
    Actions
        Set Point[1] = (Position of (Triggering unit))
        Set Group[1] = (Units within 150.00 of Point[1] matching ((Unit-type of (Matching unit)) Equal to Arrow Dummy))
        Unit Group - Pick every unit in Group[1] and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) is alive) Equal to True
                        ((Triggering unit) is A structure) Equal to False
                        ((Triggering unit) is Magic Immune) Equal to False
                        ((Triggering unit) is A ground unit) Equal to True
                        ((Triggering unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True
                        ((Triggering unit) is alive) Equal to True
                    Then - Actions
                        Special Effect - Create a special effect at Point[2] using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
                        Special Effect - Destroy (Last created special effect)
                        Unit - Cause Elunes_Arrow_Caster[(Custom value of (Picked unit))] to damage (Triggering unit), dealing (90.00 x (Real((Level of Elunes Arrow  for Elunes_Arrow_Caster[(Custom value of (Picked unit))])))) damage of attack type Spells and damage type Normal
                        Unit - Kill (Picked unit)
                        Unit - Remove (Picked unit) from the game
                        Unit - Create 1 Dummy for (Owner of (Picked unit)) at Point[1] facing Default building facing degrees
                        Unit - Add Elunes Arrow Stun  to (Last created unit)
                        Unit - Set level of Elunes Arrow Stun  for (Last created unit) to (Integer(Elunes_Arrow_Level[(Custom value of (Picked unit))]))
                        Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Triggering unit)
                        Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
                    Else - Actions
        Custom script:   call DestroyGroup (udg_Group[1])
        Custom script:   call RemoveLocation (udg_Point[1])

Code:
Set Arrow Stun
    Events
        Time - Every 0.20 seconds of game time
    Conditions
    Actions
        Set Group[1] = (Units of type Arrow Dummy)
        Unit Group - Pick every unit in Group[1] and do (Actions)
            Loop - Actions
                Set Point[1] = (Position of (Picked unit))
                Set Elunes_Arrow_Level[(Custom value of (Picked unit))] = (Elunes_Arrow_Level[(Custom value of (Picked unit))] + 0.80)
        Custom script:   call DestroyGroup (udg_Group[1])

Pretty fun ability to use, my favorite in DOTA, just one of those abilities that you need a little skill to use.

i could not find the ballista model file so i just imported it :eek:

have fun
 

Attachments

  • Elunes Arrow.w3x
    23.5 KB · Views: 291

GooS

Azrael
Reaction score
154
Indeed it is one the the funniest abilities in DotA, great job :) might use the code in my RPG although somewhat altered, creds will be given then ofc :)
 

Kazuga

Let the game begin...
Reaction score
110
Well, you could always tell us what it does, not everyone likes or plays DotA you know:)
Also the balista is a hidden model file, if that's now the one you searched for.
Code:
Abilities\Weapons\BallistaMissile\BallistaMissile.mdl
 

GooS

Azrael
Reaction score
154
Well, you could always tell us what it does, not everyone likes or plays DotA you know

Stuns depending on how far the arrow has traveled, dont now the specifics but for example, 200 range - 1second, 600 range - 2 seconds, 1000 range - 3 seconds, etc. but has a cap on how far, after some range it will dissapear. Also does some damage.

Edit: Oh and it's not homing so you'll need some thinking and aiming sills, thats what makes it fun :)
 

Romek

Super Moderator
Reaction score
964

THE_X

New Member
Reaction score
49
yes thats how i make all my GUI spells MUI :/ its my own little system i use, it works fine, right now im working on how to recycle the custom values, and i searched for an elunes arrow ability but did not find one :/, and mine is MUI in a GUI verison
 

Furberg

Ultra Cool Member
Reaction score
45
So, what you should do: Increase the AoE. It's pretty hard to hit units (it's bigger in DotA) - Make the size of arrow smaller. Anyways good job. I ´defintly find this useful.
 

Kenny

Back for now.
Reaction score
202
How exactly is the stun in this skill calculated? Im not good with GUI so i cant point it out to myself.

This skill is definately fun, i played with that hero so much that i just decided to make the abilities for myself, however mine is in JASS.
 

THE_X

New Member
Reaction score
49
timer, every second it sets a varible of an arrow to a new level and when it hits a unit the dummy units stun is the level of the variable of the arrow
 

Kenny

Back for now.
Reaction score
202
Oh fair enough...

The way i did it was the distance between where the unit is hit and where it was cast divided by 150.00, then convert that to an integer and return the integer, but if the integer is over 10 it will just return 10. It would go up in intervals of 0.50 (the stun) and 1500/150 is 10 so yeah 0.50 - 5.00 seconds.

Im guessing that they both work in a similar fashion. I just thought my way was the way they would probably do it in dota. I think i read it in a forum or something.

But oh well, that doesnt take away from this spells coolness :). Nice work. +rep.
 

THE_X

New Member
Reaction score
49
yea i was gonna try that but i dont like mathcraft when its hard lol, and when my unit dies the max integer i get was like 10.6 and thats close enough to what i need
 

Kenny

Back for now.
Reaction score
202
Haha, actually if i recall properly elunes arrow's stun in dota will stay at 10 once it reaches 1600 (dont ask me why), which is actually 10.666 or something after you do all the 'mathcraft' so your pretty dead on.

How much range does your version have? Will the dummy unit die once you get 10.6 or will it just limit the stun to level 10 and keep going for a bit.

The reason i bring this up is because if you use the skill in dota you will see that even though max stun is at about 1500 range it actually goes for well over that, something like 2000-2500. So that means once it reaches 1500 it doesnt matter anymore, any unit hit will get stunned for 5 seconds after 1500.
 

THE_X

New Member
Reaction score
49
well mine moves for 3k and its dies after 3050 so the max stun range is the max range of 3k so if you were to try to hit a moving target it would be lucky to get the level 10, and it goes to level 10, .5 sec stun each level.
 

Prometheus

Everything is mutable; nothing is sacred
Reaction score
590
yes thats how i make all my GUI spells MUI :/ its my own little system i use, it works fine, right now im working on how to recycle the custom values, and i searched for an elunes arrow ability but did not find one :/, and mine is MUI in a GUI verison
Recycle custom values
Try PUI.
Nice spell, I like it.
 

THE_X

New Member
Reaction score
49
i dont know any Jass :( im taking C++ so i can even get programing down,

so PUI i look at it and go ut oh!
 

Flare

Stops copies me!
Reaction score
662
The simplest way would be to set the value of your MUI counter within an If block i.e.
Code:
If MUICounter < (total instance limit) then
  Set MUICounter = MUICounter + 1
Else
  Set MUICounter = 0

Could be regarded as being lazy (since you aren't really recycling, but just going around in a circle), but who really cares? Why try and recycle values when you don't need to.

i dont know any Jass
AFAIK, PUI is pretty easy to use anyway. Just call GetUnitIndex (whichUnit) when you need to assign a custom value or retrieve it (I think the one function controls setting and retrieving)
 
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