Ok send me a pm on this site or join the sc2mapster discord, a lot easier to converse there through pms.
You should just move onto using galaxy script instead of gui. But here's a work around to defeating the problem of it not allowing you to edit the expression. Set your local variables that your passing into the expression greater than zero. Once the expression is created/modified, set your locals to zero.
Alternative is to just use ArithmeticInt or ArithmeticReal functions instead of an expression if you can.
Here is something to get you started, as drsuper mentioned ask questions on discord.
Helpful tip. When map is loaded use ctrl+alt+F12 to use the UI debugger. Most efficient way to move/resize something to get the look you want. Plus you can see what all of fields do.
So are you wanting to change the skin? If so, then you can probably accomplish that by modifying the layouts.
The reason why the text is dark is because your using the built in TimerWindowCreate. When you add the lotv campaign dependency you need to switch to using libVCUI_gf_TimerWindowCreate. Just take a look at the trigger GUI timers. You will notice that there are two create timer windows to pick from. Use the one that references LOTV.
Using libVCUI_gf_TimerWindowCreate will solve the issue. Take a look at the Void Native Lib concerning timers. You can also send animations events to the timer as well.
You need to make a function that will search through the unit group array. Then return the unit group that the triggering unit is in.
Get Unit Group Options: Function Return Type: Unit Group Parameters Unit = No Unit <Unit> Grammar Text: Get Unit Group(Unit) Hint Text: (None) Custom Script Code Local Variables Index = 0 <Integer> Unit Group = (Empty unit group) <Unit Group> Actions General - For each integer Index from 0 to Max Unit Group Count with increment 1, do (Actions) Actions General - If (Conditions) then do (Actions) else do (Actions) If (Unit is in Unit Groups[Index]) == True Then General - Return Unit Groups[Index] Else General - Return No Unit Group
Trigger will look something like this
Trigger Events Unit - Any Unit acquires a target Local Variables Unit Group = (Empty unit group) <Unit Group> Conditions (Owner of (Triggering unit)) == 1 Actions Variable - Set Unit Group = (Get Unit Group((Triggering unit))) Unit Group - Pick each unit in Unit Group and do (Actions) Actions General - If (Conditions) then do (Actions) else do (Actions) If ((Picked Unit) has [Insert Behavior]) == False Then Unit - Add 1 [Insert Behavior] to (Picked unit) from (Picked unit) Else
I doubt any triggers were used for the ability. The actor data is where you will find your answer. Looks like the actor uses "drag" on the effect. Not sure if sc2 has that.
Fixed, try it again.