Doomwalk:
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(Real((Level of DoomWalk for Caster))) Equal to 1.00
Use integer comparison.
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Unit - Create 1 Dummy(Lightning Level 1) for Player 1 (Red) at (Position of Caster) facing (Facing of Caster) degrees
Create the unit for owner of triggering unit. Position of caster causes a memory leak, as do all "position of something". Fix all those.
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Unit - Add a 1.99 second Generic expiration timer to Dummy[1]
Why is that value different than on lvl 1 and lvl 3?
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Set Dummy[1] = (Last created unit)
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Unit - Move Dummy[1] instantly to (Position of Caster)
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Unit - Order Dummy[1] to Attack (Random unit from (Units within 1200.00 of (Position of Dummy[1])))
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Unit - Add a 1.50 second Generic expiration timer to Dummy[1]
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Set Dummy[1] = No unit
Since these lines are the same in every branch, move them to at the end of the trigger.
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Unit - Order Dummy[1] to Attack (Random unit from (Units within 1200.00 of (Position of Dummy[1])))
Unit group leak.
Shadow Death:
The wait is bad, there's unit group leak, and the call RemoveLocation should be at then end of the trigger.
Shadow death fix:
It runs all the time, turn it on/off when needed. It also creates memory leaks.
Shadow death fix 2:
Target equal to (Dying Unit) = fail. You need to use indexes or hashtable or something.
Energy balls:
Wait is still bad. Location leak removing calls are in wrong place.
Energy balls loop:
Runs all the time, turn on/off when needed. Creates shitload of memory lekas.
Overall the tooltips are not that good.
"You will hide you"
"20sec"
"Cooldown"
"emeny"
"the skull explode"
"when the skull reached"
"Lasts 15 Sec"
"60sec Cooldown"
Bad screenshot and terrible description.
Verdict: F as in fail. I don't want to sound too harsh, but these spell are not good in their current state. Fix the things I mentioned and I'll have a look at them again for more possible fixes.