Hi thanks for posting your ideas in the spell section.
Public resources in this form section follow a certain style of coding, guided by the
spell submission rules.
I would like to point out a few things you
have to and some which can be done different.
1. Your spell requires a
configuration trigger, where you set up i.e level based data.
The config trigger should also cover information like the spell ability raw, aswell as dummy raw.
Store configurable data in variables, so users can quickly manipulate these value to his needs.
You also should use these variables in your code, instead of hardcoded values.
If you're not sure how-to-do a config trigger, check out already approved GUI resources.
2 Your
instancing should be be done via
dynamic indexing,
there are a few different allocation possibilities ( various linked list , ... )
However
dynamic indexing remains most convinient for GUI spells.
For non public spells, you may stick to your style,
for public releases not.
3. By our rules the manipulation
CustumValue of a unit is strictly reserved to UnitIndexer systems.
4. The total amount of nova shards should be configurable for users. You have to
calculate the angle offset to each other ( 360/amount ).
5. You agree that this location is useless.
-
Set ArcticBlastPoint = (Position of (Picked unit))
-
Unit - Kill (Picked unit)
-
Custom script: call RemoveLocation(udg_ArcticBlastPoint)
6. Do not use harcoded values in your code ( effects, damage, ... )
Everything should be configurable and stored in variables in your config trigger.
Then use these variables in your code.
Currently your spell has the status
Need Fix.