There are a few functions that seem the same, but the redundance of their inclusion in the world editor makes me wonder if they are functionally different in even the smallest way. Such pairings include things like:
Condition: alive equal to true vs dead equal to false
Action: kill vs...
I really like the idea of not having an arena dependent on farming. I started to read your theorycraft, but I stopped as soon as I read the part about it requiring a lagless environment, and being hard on computers that can't handle heavy visuals.
If you design an arena with creeps that are...
The level changes, just not the tooltip. I had this problem with a unit ability not changing the tooltip, if I had my cursor hovering over the ability to display the tooltip. So what I did was remove/add the ability so the tooltip would change.
Lol, I like the exact opposite of Narks. Balance is key because it makes all heroes playable at the same level. Smaller numbers are better IMO. When your health gets too high, you can't read it. And higher levels of damage/health also make damage detection systems harder to work around.
Lots of...
The hashtable thing calls it a Location, not a point (if you are having trouble finding the action). Make sure you remember to actually create the hashtable too :P
Use Acid Bomb and set the AoE fields to 0 and the buff duration to 0.01 sec. And just remove all the other disabling aspects of it (armour/speed/attack reduction, etc).
Lol Reaping, you funny. I keep reading your triggers, thinking if I should try and find out what's wrong. But then I scroll down to the bottom of your post to find "nevermind, it works".
Are there cliffs/ramps nearby?
In the World Editor, while viewing the main map window, press P and it will show you the pathing of the entire map. If it's pink, there is something blocking it. (I think it's pink...I'm colour blind)
I can't say for sure, since you are using JASS lines for referring to that variable, and I'm not good at de-bugging JASS. If you change the references to GUI, then we can talk. I'll keep looking at your triggers though.
Ahem. Curo to the rescue.
Item abilities and Phoenix Fire, along with some others, NEVER show icons. You will need to create a dummy ability (based off 0% evasion or something) that adds an icon to your hero when the Phoenix Fire/Item ability is learned for the first time.
Then you need to...
IfritsAbilities[1] Equal to Fire Wave <gen>: what kind of variable is this? I'd prefer to use a boolean variable to track if a unit is using an ability, which is what I think you are doing.