This'll be the second time I make this post (since the previous upload of this was deleted, and yeah use the update button, don't delete and reupload) with a fresh list of issues (and some repeated ones hence the use of the word "still")
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Unit Group - Remove (Last created unit) from Ka_UG
Removes the wrong unit from the unit group, should remove the picked unit.
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Unit - Move Ka_Dummy[Ka_Index[3]] instantly to Ka_Loc[4]
Still should be done with SetUnitX/SetUnitY custom script lines (see previous post I made on this spell on that old thread for explanation of why)
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Ka_Boolean[Ka_Index[3]] Equal to True
This is never set to false so
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Else - Actions
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Set Ka_Index[1] = (Ka_Index[1] - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Then - Actions
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Set Ka_Index[2] = 0
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Trigger - Turn off (This trigger)
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Else - Actions
Will never run
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Unit - Kill (Picked unit)
Dummy units still need to be removed after they have been killed to prevent memory leaks
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Unit Group - Pick every unit in Ka_UG and do (Actions)
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Loop - Actions
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Unit - Kill (Picked unit)
This will run and effect ALL units in association with this spell, thus if you cast two at once, the paths will be removed early, I believe I also pointed this out before.
You still lack a configuration trigger or general configuration, as I've already said this is against the rules of submissions, as it must support multiple levels by default.
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Set Ka_Index[2] = 0
This is indexed incorrectly, it should be in line with other indexing
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Set Ka_Index[1] = (Ka_Index[1] + 1)
Why have this if it's not used for anything? literally it's used for nothing other than turning off and on the other trigger, and that could be a function fulfilled by what you're using Ka_Index[2] for
The reason your path stops working is because you don't de-index properly, thus your unit group removal keeps being used, preventing the path from being created as it's constantly being removed (and trying to remove units that aren't part of the group, from the group) on top of your removal method via group selection being wrong in itself, you should use a unique ID value which connects all parts of the spell so that they can all be removed at once via scanning through the array looking for units with this same ID value
This should be taken to the trigger & scripts section (second time I've said this) the spell resource section is no place for unfinished works, please read the rules you agree to when uploading resources.
Also it /still/ doesn't even deal any damage what so ever, so it's just some "pretty lights" that serve no purpose