There's no point uploading converted GUI resources
- Converted GUI resources will be judged like normal JASS resources, and then be rejected because Converted GUI is terrible
- It's hard to update the JASS code if you do not know it already since it involves restructuring the entire code, it makes more sense to leave it in the GUI format (converting also makes it harder to read given the terrible structure of converted GUI) or writing it in JASS to begin with
- Most of the functions when converted are not natives which we avoid in most cases when working with JASS due to their slow speed
Now that all said here's some things that the code needs changed in order to approve it, I'll separate it into issues caused by converting (judging like a normal JASS resource) and general issues that would exist even if you had not done this:
JASS:
- Structure is awful, all "Trig_xxxxxx_Conditions" functions can have the conditional statements reduced to a single line instead of the minimum of 4 it has when converted
- Use condition evens only and nest the actions into it when the condition would return true - this makes the code run faster and gets rid of unnecessary functions
- Replace BJ functions (they code highlight as red) with their respective native functions
- All spells can and should be reduced to use a single trigger each
- Utilise local variables where necessary
General:
- Lacks a configuration
- Use Triggering Unit instead of things like Dying Unit
- You use an inefficient structure for checking ability levels: you can just check if they're greater than 0 to see if a unit has an ability
- Avoid using custom values for units they're generally not accepted due to easily conflicting with each other making it hard to have multiple abilities in a single map, we make exceptions to things that are universal systems like unit indexers which allow that to be avoided
- Do Nothing functions do nothing, so do not put them in the code
- Dummies should be created for neutral players and not specific ones in order to avoid messing with the scorescreen at the end of play
- Your importing instructions fail to mention that you have dummy units
- Your importing instructions fail to mention that you have items
- Phantom strike setup has a terrible conditional structure that could easily be avoided (using a dummy unit)
- Spells are really simple, which is very apparent if you consider how elongated they are by the conversion (this isn't inherently an issue but warrants near-perfection)
There's probably more but it's hard to see when the code is structured so badly and that's enough to get started on improving the spellpack
I strongly suggest reading JASS tutorials if you want to keep the spellpack in this format, but I'd also strongly suggest leaving it in GUI because it'd take forever and a day to modify to be clean (aside from building it all again from the ground up) and fixing all the general problems it has