Well tested on PC:
There are so many things you need to fix in your spell:
OBJECT EDITOR ( F6 )
* Dummy Attack ( Unit )
- Art - Animations must be 0.
- Art - Death time can be 0 also.
- Art - Water Shadow can be set to false.
- Art - Pitch and Roll angle can be 0.
- Art - Model File must be dummy.mdx ( Vexorian ) to attach any effects.
- Art - Shadow Image can be set to none.
- Movement type can be set to none.
- Pathing - Collision size must be 0.
- Stats - Sight Radius ( Day and Night ) can be set to 400.
- Techtree - Upgrades used must be none.
* Bolt Of Holy ( Ability )
- Text - Tooltip - Learn - Extended: you forgot to change the description.
- Stats - Buffs can be none.
- Remember to avoid some spell data configurable through Object Editor if possible.
* Sun Strike ( Ability )
- Don't know if you must include this ability in this map. You must upload finished abilities.
TRIGGER EDITOR ( F4 )
- Create a configuration trigger. Put the data modification values from there. No values must be hardcoded.
* New Trigger
- is not needed if it is not finished. Remove it.
* Lightnings Effects Trigger
- what is the function of this trigger? Is this related? It has no events at all which makes it useless.
* Lightning Cast
-
Set Lightning_handle1 = (Key (Triggering unit))
^ Use your stored Unit variable. ( Apply this to all (Triggering unit) parameters )
^ Lightning_handle1 can be an integer variable and use:
-
Custom script: set udg_Lightninghandle1 = GetHandleId( udg_Unit )
-
Hashtable - Save Handle OfLightning_2 as 1 of Lightning_handle1 in Lightning_hashtable
^ Where did you create that Lightning_2?
-
Hashtable - Save 42.00 as 3 of Lightning_handle1 in Lightning_hashtable
^ What is this 42? store it in the variable first.
-
Trigger - Turn on Lightning Spell Loop <gen>
^ Your are turning on the loop everytime you cast the spell which makes it useless.
^ Make an integer variable, increase that integer variable everytime you add a unit in the group and decrease it everytime you remove a unit in the group.
^ Then Make an If statement about checking that if integer variable is equal to 1 then turn on the loop trigger.
-
Unit - Cause (Casting unit) to damage circular area after 1.00 seconds of radius 500.00 at Point, dealing 100.00 damage of attack type Spells and damage type Normal
^ This GUI function is not recommended to use.
-
Special Effect - Create a special effect at Point using Abilities\Spells\Other\Awaken\Awaken.mdl
^ Destroy this effect.
-
Set point2 = (Target point of ability being cast)
^ You are leaking this location, remove it like you did in the Point variable.
-
Time - Every 10.00 seconds of game time
^ That is a very long periodic event, you can lower it actually.
-
Set Lightning_handle1 = (Key (Picked unit))
^ Use the stored Unit variable ( Picked Unit ), always use the stored Unit variable into the parameters that needs to reference it.
-
Set point2 = (Load 4 of Lightning_handle1 in Lightning_hashtable)
^ I'm still confused where did you save this location.
-
Set Lightning_2 = (Load 1 of Lightning_handle1 in Lightning_hashtable)
^ Also this, you are loading a destroyed lightning.
-
Set Integer = (Load 5 of Lightning_handle1 in Lightning_hashtable)
^ And this, where did you save these things xD?
-
(Life of (Triggering unit)) Greater than (Load 2 of Lightning_handle1 from Lightning_hashtable)
^ You are loading nothing, it will return to 0.
^ Triggering Unit is the Picked Unit. ( Use the Unit variable )
-
Lightning - Destroy Lightning_2
^ Again, you destroyed the destroyed lightning.
-
Set Lightning_spellOff = (Lightning_spellOff - 1.00)
^ Can be an integer variable.
-
Hashtable - Clear all child hashtables of child Lightning_handle1 in Lightning_hashtable
^ Put this above of where you remove the Unit in the group.
-
Hashtable - Clear (Last created hashtable)
^ this is absolutely not needed. Remove it.
-
Hashtable - Save Lightning_spellOff as 5 of Lightning_handle1 in Lightning_hashtable
^ this is not needed to save also.
* For the proper way of using GUI unit groups filtering, I recommend you to read this:
Convenient Unit Group Filtering in GUI
Applying these changes to spell might come in handy. I highly suggest you to read my tutorial about MUI spells and if you are planning to create a next spell then apply what you have learned from the tutorial.
Goodluck ^^