This is a pretty cool ability. I could see it being rather useful in an actual game setting as well. The only thing I'd reccomend is making the dome itself a little more transparent. Another option, if you'd like to go this route, is to severely limit the speed of the units in the dome instead...
Interesting ability, but I agree with link. It'd be rather cool to see him fade back instead of an actual "blink back" type thing. For example, as he's fading you could have an immobile and invulnrable copy of your unit at the original spot, getting more corporeal with each passing moment. It'd...
Thanks for the input, people. Didn't notice that leak >.<
Anyways, I've changed the way the code works a bit. It's now completely MUI, multiple heroes per player can use it at the same time.
Thanks for the input, glad you liked it.
I will take your advice into consideration, but so far I've yet to see any problems with crashing or the use of casting unit. Perhaps I haven't done enough testing. I'll check it out later today and see what happens.
Thanks again :>
Getting tons...
If you have alot of destructables and pre-placed units the loading time will increase dramatically. If you can, spawn the pre-placed units and destructables with triggers.
Theres a condition to check every slot. I think it's a boolean, I'll find it in a sec.
This: ((Triggering unit) has an item of type Tome of Experience) Equal to True
Boolean, under hero.
Simple. Just use the trigger you have, basically "A unit dies, unit type of dying unit = to blah blah". Then, add a custom integer variable that increases by 1 every time a unit dies. "Set integer X = integer X + 1". Finally, use an If then else to check if X = 20, and do what you want to do.
Spiritual Pinball
I honestly felt that the screenshot completely failed to do the ability justice. Before judging, I'd recommend trying it out in game, as I'm quite aware that my fail art sense makes it's function look ambiguous.
Description: The ability is a fairly accurate repersentation...
You could make it like a research-esque ability. As in, you have the ability, it's grayed out, in yellow you can put needs "Name of the item". When the player gets the item, you can replace that ability with one that doesn't have that requirement and vice versa.
I think that your map is going to be extremely laggy. Battles on that scale aren't going to work with the Warcraft engine.
On another note, what I'd like to see is the possibility of getting a squad (or even a single unit) of bears with chainsaw arms. Nothing inspires fear quite like bears...
You could just make various buffs of an identical type for each spell. Then, trigger it so that when a unit casts a spell or attacks that applies a buff to a unit, you check which level of the particular buff it is, remove it, and cause a dummy unit to use an ability that applies the next level...