Half the Spell not working

Hildagarn

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JASS:
// +------------------------------------------------------------+
// |                                                            |
// |                -=-=- Forked Entangle -=-=-                 |
// |            -=-=- Trigger by Wolfie[NoCT] -=-=-             |
// |               -=-=- Idea by Hildagarn -=-=-                |
// |                   Requires Jass NewGen                     |
// |                                                            |
// +------------------------------------------------------------+
// |                                                            |
// |   Throws multiple surges of lightning at nearby enemy      |
// |      units. Units hit by this pulse of energy are          |
// |         paralyzed in place for a short period.             |
// |                                                            |
// +------------------------------------------------------------+
// |                                                            |
// |   -=-=- How To Implement -=-=-                             |
// |      1. Copy this trigger into your map                    |
// |      2. Copy the buffs into your map                       |
// |      3. Copy the abilities into your map                   |
// |      4. Copy the dummies into your map                     |
// |      5. Make sure the 'Rawcodes' in the trigger match      |
// |            your buffs/abilities/units in Object Editor     |
// |      6. Customize the spell                                |
// |      7. Enjoy!                                             |
// |                                                            |
// +------------------------------------------------------------+
// |   -=-=- Version History -=-=-                              |
// |                                                            |
// |      Version 1.0                                           |
// |         - Initial release                                  |
// |                                                            |
// +------------------------------------------------------------+

scope ForkEntangle initializer FEInit

// +-------------------------------------+
// |       -=-=- MODIFY HERE -=-=-       |
// |       -=-=- MODIFY HERE -=-=-       |
// |       -=-=- MODIFY HERE -=-=-       |
// +-------------------------------------+

    globals
        private constant integer FLID = 'A01G'
        //Rawcode of the 'Forked Entangle' ability
        
        private constant integer ERID = 'A01A'
        //Rawcode of the 'Entangle' ability
        
        private constant integer FDID = 'A01H'
        //Rawcode of the 'Forked Dummy' ability
        
        private constant integer DUID = 'n00C'
        //Rawcode of the 'DummyCaster' unit
        
        private constant string ERORDER = "entanglingroots"
        //'Order String - Use/Turn On' of the 'Entangle' ability
        
        private constant string FDORDER = "forkedlightning"
        //'Order String - Use/Turn On' of the 'Forked Dummy' ability
        
        private constant attacktype ATKTYPE = ATTACK_TYPE_NORMAL
        //Attack Type of "Forked Entangle"
        
        private constant damagetype DMGTYPE = DAMAGE_TYPE_NORMAL
        //Damage Type of "Forked Entangle"
        
        private constant boolean BONUS = true
        //Include stat bonuses in damage?
    endglobals

// +------------------------------------------------+
// |       -=-=- Function Configurables -=-=-       |
// +------------------------------------------------+
    
    private function NUMBERHIT takes integer level returns integer
        return (level + 2) + 1
        //The number of units that get hit
    endfunction
    
    private function MULTIPLIER takes integer level returns real
        return (level * 0.5)
        //The amount to multiply the hero's stat by for damage
    endfunction
    
// +----------------------------------------------+
// |       -=-=- NO TOUCHIE PAST HERE -=-=-       |
// |       -=-=- NO TOUCHIE PAST HERE -=-=-       |
// |       -=-=- NO TOUCHIE PAST HERE -=-=-       |
// +----------------------------------------------+

    private function FEConditions takes nothing returns boolean
        return (GetSpellAbilityId() == FLID)
    endfunction
    
    private function FEGConditions takes nothing returns boolean
        return (IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(GetTriggerUnit())) and GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) >= 0.405)
    endfunction
    
    private function FEActions takes nothing returns nothing
        local unit tu = GetTriggerUnit()
        local real tux = GetUnitX(tu)
        local real tuy = GetUnitY(tu)
        local integer QT = GetUnitAbilityLevel(tu, FLID)
        local group FEGroup = CreateGroup()
        local integer i = 0
        local unit FoG
        local unit u
        
        call GroupEnumUnitsInRangeCounted(FEGroup, tux, tuy, 800, Filter(function FEGConditions), NUMBERHIT(QT))
        loop
        set FoG = FirstOfGroup(FEGroup)
        exitwhen FoG == null
            call UnitDamageTarget(tu, FoG, (GetHeroInt(tu, BONUS) * MULTIPLIER(QT)), true, true, ATKTYPE, DMGTYPE, WEAPON_TYPE_WHOKNOWS)
            set u = CreateUnit(GetOwningPlayer(tu), DUID, tux, tuy, bj_UNIT_FACING)            
            call UnitAddAbility(u, FDID)
            call SetUnitAbilityLevel(u, FDID, QT)
            call IssueTargetOrder(u, FDORDER, FoG)
            call UnitApplyTimedLife(u, 'BTLF', 1.00)
            set u = null
            set u = CreateUnit(GetOwningPlayer(tu), DUID, tux, tuy, bj_UNIT_FACING)
            call UnitAddAbility(u, ERID)
            call SetUnitAbilityLevel(u, ERID, QT)
            call IssueTargetOrder(u, ERORDER, FoG)
            call UnitApplyTimedLife(u, 'BTLF', 1.00)
            call GroupRemoveUnit(FEGroup, FoG)
        endloop
        call DestroyGroup(FEGroup)
        set u = null
        set FoG = null
        set tu = null
        set FEGroup = null
    endfunction

//====================================================================================================
    private function FEInit takes nothing returns nothing
        local trigger t = CreateTrigger()
        local integer i = 0
        
        loop
            call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
            set i = i + 1
        exitwhen i == bj_MAX_PLAYER_SLOTS
        endloop
        call TriggerAddCondition(t, Condition(function FEConditions))
        call TriggerAddAction(t, function FEActions)
    endfunction

endscope

The entangled units do not get damaged. I have no idea about Jass so I couldn't tell what's whrong with it, but I do know the raw codes are correct.
 
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