You know that is an awful long post of triggers... If you could test it and see where the problem lies, in which trigger, and reduce it, I believe you'll receive more help.
First of all... You might want to use tags. Next, you can replace casting unit with triggering unit just to be sure.
What I understand is
Spell: Copy
Throws a storm bolt at enemy, both mini stunned, and caster becomes target of ability.
I don't understand what you mean for the problems, but...
Since you're using the variables directly from the hashtable, I suppose it doesn't leak, but you might want to clear this unit group variable, aoetargetgroup_Copy using call DestroyGroup.
Oh, very easy to trigger actually. You just have to order your dummy unit to cast the base ability it was made from, for simplicity. In other words, you create an ability off storm bolt, you name it Crusher, you change the mana cost to 20, the cooldown to 20 seconds. You just have to add the...
But that's what I meant. If the same variable is used again, it leaks right? For example:
Set PosVar = Position of Unit 1
Set PosVar = Position of Unit 2
call RemoveLocation(udg_PosVar)
It leaks right?
Bad idea. If you don't clear the first position before using it for another, the memory of the first location is not removed and lost somewhere in the game.. Therefore it leaks. You gotta destroy them after use or before its next use, and then again after that.
Alright. So I managed to make it work... But it's extremely glitchy and I hoped you'd help me with that. At the moment, it works pretty alright, except for some problems here and there, but we'll touch on it later if you're still helping. Right now, the recycle list isn't working properly and...
If you want to add the knock up to another ability.. you can just cast both spells at once. One dummy spell and the actual impale spell. (Using a dummy unit of course) Or maybe you just want to change the projectile to shockwave, not sure if it works.
You might want to check out the...
So..
CastBar
Real Variable Array
Castbar[5] = 5?
Maybe you could use the linked listings and make a simple system as an example? Like simply creating special effects every second for 5 seconds and removing when a spell is casted? ><
Ah. Got that. You missed out the one in red :P
CastBar Start Number 2
-ListSize = 2
-RecycleList[0] = 0
-Next[0] = 1, [1] = 2, [2] = 0
What about, how do they set it during the triggers? You've shown me what it should be when the castbars cast and finish, but I have no idea how it actually...
In other words, there're 2 chains? Could you sort of like guide me through with exact numbers, during the scenarios?
Like at the beginning x=0 When a cast bar is used, x = x + 1, therefore x becomes 1.
Really sorry for making it really difficult. ><