I rewrote the whole trigger to make it IMO MUI.
I used a more sophisticated indexing system I learned from other spells.
I don't need the caster group now. Also, I can cast it multiple times on the same hero (with reset ability cooldowns i spammed it on a single hero before it turned off) and...
I figured it out!
Your script is fine, but the units in the object editor need to be changed.
Change the "Movement - Type" to "Fly" and not "Foot" (for both Units)
Also, change the "Movement - Height Minimum " for the arrow to 50.
Ok i improved it with a more sophisticated indexing system:
Regen Globe Trigger
Unit - A unit Dies
Or - Any (Conditions) are true
(Unit-type of (Dying unit)) Equal to Unit_Demolisher
Ok i already thought so that they do leak. Thanks a lot!
I wasn't sure if Position Center of Map does also leak, now i know :)
So then what would you say about these two triggers?
My assumption is that there are never more than 100 runes active on the map.
Regen Globe Trigger
do these triggers leak?
Boss Event Announce and Countdown
Time - Boss_Event_Loop expires
Boss_Events Equal to True
Boss_Status Equal to <Dead>
For each (Integer A) from 1 to 20, do (Actions)
Loop - Actions...
the spell works for itself fine, but it triggered always another spell of the hero. i changed the "Order String - Use/Turn On" in the object editor of the affected spells (gave each another stirng, or none), but still it was like that. is there something else i could do about it? or i will try...
unfortunately this spell created so many lags in my map that i had to remove it. the more it was casted the slower the game was, until it was that slow that we had to abort it. i tried to find out why it does it, but i couldnt find any leaks...
i have some trouble with the arrow point creation in this spell... the arrow is created a little bit left or right of the hero, and not where it should. i checked the triggers and tried to correct it with offsets towards angles (+/- 90°) but it didnt help really.
Also, i compared the trigger...
First i wasn't sure if it is still MUI when multiple spells use the same variables, but according to the other comments it still is...
anyway i just used some few of them, and those work fine :) thanks!
nice spell! works fine - I use it as an ulti (for Lady Vashji) but I haven't found yet the right balancing for this spell.
the drag into the maelstrom is extremely strong, because if the damage is high enough this is kind of a one-shot killer.
i try to reduce the drag speed and how often one...
works ok, but not with fortress/strongholds - i could get stuck within the fortress if that last point was exactly in the middle of the fortress. So I combined it with CheckWalkability (creating an item at move position, basically) and with that it works better
quite a lot of animations, and when i played alone (1 player) with multiple heroes (3 kaelthas) then their spells were linked somehow, so it was not really MUI when i play alone. but i it's different when multiple players cast it, then it works. So it's just "half MUI" for me...
and also i had...
the spell is quite nice! i use it in my map.
I like that the it does AoE damage and then stays for a while :)
But the first cast always lags, is it possible to preload somehow the models such that the first one does not lag?
this spell is really original and amazing! truly unique!
+ very good job with all the animations
+ works fine, i see no leaks
- not easy to find the lines where the heal and mana happens, because there is no configuration trigger.
- i didn't find a easy way on how to scale the heal with...
nice spells and cool effects! like it!
the Frostmourne Hunger's ability (the charge ability) didnt work quite right in my map after i imported it, so i replaced the "Attack Speed Dummy" ability with a custom Berserker ability (and possibly new custom buffs too) and then it worked.
I used it in...
really cool spell with nice effect!
i had to use Periodictimer = 0.1 seconds, because it created lags in local game 1v1 when the ability was casted twice around the same time (we had both the same hero).
very useful system to create some charge abilites.
but it's not straight forward to import it...
had to make first another little test trigger to toggle the animation index and check if i got the right two animation for the walk and attack part.
and also i changed the parts where it checks if...