In cast trigger you make same actin twice:
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Set SS_Dummy_Owner[SS_Dummy_ID] = SS_Caster_Owner
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Set SS_Dummy_Owner[SS_Dummy_ID] = SS_Caster_Owner
In loop you don't need Point[array] variables. You can just use normal point variable, because they get removed immediatly, and you dont refer to them at any other trigger.
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Set SS_Dummy_Loc[SS_Dummy_ID] = (Position of SS_Dummy)
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Set SS_Dummy_Loc2[SS_Dummy_ID] = (SS_Dummy_Loc[SS_Dummy_ID] offset by SS_Speed towards SS_Dummy_Angle[SS_Dummy_ID] degrees)
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....
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....
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Custom script: call RemoveLocation(udg_SS_Dummy_Loc[udg_SS_Dummy_ID])
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Custom script: call RemoveLocation(udg_SS_Dummy_Loc2[udg_SS_Dummy_ID])
In loop you forgot to change 'Picked Unit' to 'SS_Dummy'
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Set SS_Dummy_Range[(Custom value of (Picked unit))] = (SS_Dummy_Range[(Custom value of (Picked unit))] - SS_Speed)
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Spell isnt very special, but looks not bad in game. I would add maybe something more special maybe.
Something like a explosion at end before blademaster disappears would make it more attractive for me. (just for example
)