Help_TTT looks pointless. It is 0 at the first cast and then is set to 1 in the middle of nowhere.
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Unit Group - Pick every unit in (Units in (Region centered at ((Position of Hero_TTT) offset by (((Real(Cast_TTT_2)) x 50.00) x -1.00) towards (Facing_TTT + 120.00) degrees.) with size (300.00, ((Real((Cast_TTT_2 + 1))) x 100.00)))) and do (Actions)
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Loop - Actions
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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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((Owner of (Picked unit)) is an enemy of (Owner of Hero_TTT).) Equal to True
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Then - Actions
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Unit - Cause Hero_TTT to damage (Picked unit), dealing ((Real(DMG_TTT)) / 2.00) damage of attack type Spells and damage type Normal
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Else - Actions
I don't understand why you decided to sometimes pick units within a region and other times within X range.
Lots of special effect leaks, unit groups and point leaks. Destroy them imediately after creating (the thunderclap ones), since you only want the their death animations.
You should use your own integer loops, using only integer A and B might interfer in other users' triggers and are usually unsafe as they can get overwritten.
Waits are almost always avoided due to their inaccuracy on low duration amounts.
Most spells (if not most) require to be MUI, as in, able to be cast by multiple units without bugs.
You should structure the spell in the following ways:
1. A configurable trigger, where the user sets up his desirable values that affect the spell overall.
2. A cast trigger, when the unit casts the ability, turns periodic trigger on if it's the first index of the spell.
3. A periodic trigger, where the spell has effects per interval, it can also have stages or phases. Includes deindexing when the spell ends.
4. You also might have a cancel trigger, depending on the spell.
C0Memory leaks For a quick lookup on most important actions, read Things That Leak. Introduction Object Leaks Reference Leaks Miscellaneous Conclusion C1Introduction If your computer's memory keeps occupied with stuff you already lost access to, it's called memory leak. It slows down the...
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Contents Introduction MUI Dynamic Indexing Comparison Credits A Introduction Dynamic indexing is a technique used to ensure that your spell or code can be ran multiple times without any MUI issues. At first, it is incredibly daunting to look at. This tutorial aims to show it in a better...
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These tutorials should help you on that.
This needs quite a lot of rework at the moment.