When you upload spells, you should post the triggers in [Trigger][/Trigger] tags.
Please improve your description, tell us what makes your spell pack good. Describe the spells.
You also need an in game screenshot.
well would help me to spell called "Gother", I would like to know how the spell would be no leaks.
And once resolved to share it with everyone.
Resources must be completed. For works in progress, post in the relevant forum, or the Pastebin.
I believe you should've posted this in the
Triggers and Scripts forum. This section of the site is for finished spells, not works in progress.
The custom script needs to be moved outside of the else block, into the same block the variable is.
This applies to all of your triggers.
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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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((Attacked unit) has buff Slow) Not equal to True
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((Attacked unit) is A ground unit) Equal to True
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((Attacked unit) is A structure) Not equal to True
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((Attacked unit) is alive) Equal to True
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((Attacked unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True
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Then - Actions
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Set Spell_Point = (Position of (Attacked unit))
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Unit - Create 1 Dummy for (Owner of (Attacking unit)) at Spell_Point facing Default building facing degrees
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Unit - Add Dummy Spell to (Last created unit)
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Unit - Set level of Dummy Spell for (Last created unit) to (Level of Spell for (Attacking unit))
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Unit - Order (Last created unit) to Human Sorceress - Slow (Attacked unit)
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Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
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Else - Actions
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Custom script: call RemoveLocation(udg_Spell_Point)
Using set bj_wantDestroyGroup = true is preferred over setting the group to a variable and destroying it.
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Set Vidente_Group = (Units in (Playable map area) matching ((Unit-type of (Triggering unit)) Equal to Far Seer))
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Unit Group - Pick every unit in Vidente_Group and do (Actions)
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Loop - Actions
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Set Vidente_Respawn = ((Owner of (Picked unit)) start location)
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Hero - Instantly revive (Picked unit) at Vidente_Respawn, Hide revival graphics
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Unit - Add Spell Robo de Alma to (Triggering unit)
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Unit - Remove Pum from (Triggering unit)
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Unit - Remove Reincarnation from (Triggering unit)
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Custom script: call RemoveLocation(udg_Vidente_Respawn)
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Custom script: call DestroyGroup(udg_Vidente_Group)
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==
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This can be simplified to:
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==
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Triggering unit)) Equal to Far Seer)) and do (Actions)
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Loop - Actions
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Set Vidente_Respawn = ((Owner of (Picked unit)) start location)
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Hero - Instantly revive (Picked unit) at Vidente_Respawn, Hide revival graphics
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Unit - Add Spell Robo de Alma to (Triggering unit)
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Unit - Remove Pum from (Triggering unit)
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Unit - Remove Reincarnation from (Triggering unit)
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Custom script: call RemoveLocation(udg_Vidente_Respawn)
.03 is preferred over .02. It is more efficient and you won't see a difference visually.
I don't think Robo de Alma is MUI, meaning that multiple units may cast the spell at the same time and it have its desired effect.
This can be simplified to:
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Set Gother_Group = (Units within 225.00 of Gother_Point)
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Unit Group - Pick every unit in Gother_Group and do (Actions)
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Loop - Actions
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==
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Simplified to:
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==
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units within 225.00 of Gother_Point) and do (Actions)
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Loop - Actions
Gother is not MUI. The variable Gother_Caster will be overwritten when cast be another unit and will not have its desired effect. I'd suggest looking at one of the many MUI tutorials we have to fix this.