No. A large number of variables and triggers will not cause lag or performance issues if they are properly cleaned and well-structured. The engine can handle thousands of variables without breaking a sweat.
However, looking at your screenshots, you are going to run into performance and gameplay issues for other reasons:
Hidden Leaks - In your Invoker trigger, you use Position of VS_Caster twice but never clean it up. You need to assign that to a point variable (like you did in Scale) and use call RemoveLocation() afterward.
Waits in Damage Events- Your Trans trigger uses a Wait 8.00 seconds action. Using waits inside high-frequency events like 'Takes Damage' is very dangerous. It breaks MUI, overwrites your global variables if the unit attacks again, and can cause the trigger to bug out. You should use a Timer system or a Unit Indexer instead.
Using Unit - A unit Takes damage globally is very taxing. Every time a squirrel gets hit on the other side of the map, this trigger fires just to check if the Damage source is your summon. It’s much more efficient to register the damage event specifically to your VS_Summon when it is first created.
Consolidate: You have Invoker and Scale running on the exact same event. Combine them into one trigger to make the engine's job easier.
! Also, note about the
Do Nothing Action: It isn't actually a "null" operation that the compiler skips; it’s a function call. Every time that Else branch hits, the engine has to pause, call the DoNothing() function in common.j, and then return. While one call won't lag a map, putting it inside high-frequency triggers like Takes Damage or Every 0.01 seconds is essentially asking the CPU to run a lap for no reason, so I’d delete that.
By the way, you should probably move this thread to the
World Editor Help zone, where you will get more eyes from tech ppl.