Spell flaws, looking for sharp eyes to pin-point error =/

LearningCode

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The spell is supposed to create One of Two possible dummy units:
h004 (Fire)
h005 (Ice)

Depending on which element the hero has activated:
A01P (Fire)
A01S (Ice)

Problem is, it creates the dummy, but deals no damage, even when an enemy unit is in range.

It displays only one Debug Message out of 3 I have placed
Works Without If (Displays)
First If (Does Not Display)
Second If (Does Not Display)

Here is the trigger :confused:
Function FamiliarGroup is the one that's malfunctioning =/

JASS:
struct FamiliarVar
   unit u
   real x
   real y
   real rad
   real xC
   real yC
   timer t
   group g
   real r=400.00
   integer i = 0
   unit h
endstruct

function FamiliarCond takes nothing returns boolean
   return GetSpellAbilityId() == 'A01Y' and GetUnitAbilityLevel(GetTriggerUnit(), 'A01S') > 0
   return GetSpellAbilityId() == 'A01Y' and GetUnitAbilityLevel(GetTriggerUnit(), 'A01P') > 0
endfunction

function FamiliarGroup takes nothing returns nothing
   local integer Agility = GetHeroAgi(GetTriggerUnit(), true)
   local integer NapalmLevel
   local real NapalmDmg
   local real x = GetUnitX(GetEnumUnit())
   local real y = GetUnitY(GetEnumUnit())
   local location l = GetUnitLoc(GetEnumUnit())
   local unit u
   BJDebugMsg("Works Without If")
    
    if GetUnitAbilityLevel(GetTriggerUnit(), 'A01S') > 0 then
        BJDebugMsg("First If")
        set NapalmLevel = GetUnitAbilityLevel(GetTriggerUnit(), 'A01S')
        if ModuloInteger(NapalmLevel, 2) == 0 then
            set NapalmDmg = I2R(R2I((((NapalmLevel * 0.5) * Agility))))
        else
            set NapalmDmg = I2R(R2I(((((NapalmLevel+1) * 0.5) * Agility))))
        endif
    elseif GetUnitAbilityLevel(GetTriggerUnit(), 'A01P') > 0
        BJDebugMsg("First If")
        set NapalmLevel = GetUnitAbilityLevel(GetTriggerUnit(), 'A01P')
        set NapalmDmg = I2R(R2I(((((NapalmLevel * 0.11)+0.11) * Agility)))) + (NapalmLevel * 5)
    endif   
    
    
    if IsPlayerAlly(GetOwningPlayer(GetEnumUnit()), GetOwningPlayer(GetTriggerUnit())) == false then
        call UnitDamageTarget(GetTriggerUnit(), GetEnumUnit(), NapalmDmg, false, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS)
        if GetUnitAbilityLevel(GetTriggerUnit(), 'A01P') > 0 then
            BJDebugMsg("Second If")
            call DestroyEffect(AddSpecialEffectTarget("Environment\\UndeadBuildingFire\\UndeadLargeBuildingFire2.mdl", GetEnumUnit(), "chest"))
            call UnitAddAbility(GetEnumUnit(), 'Aroa')
            call IssueImmediateOrder(GetEnumUnit(), "roar")
            call UnitRemoveAbility(GetEnumUnit(), 'Aroa')
            call CreateTextTagLocBJ( I2S(R2I(NapalmDmg))+"!", l, 0, 10, 100, 0,0, 0 )
        else
            BJDebugMsg("Second If")
            call DestroyEffect(AddSpecialEffectTarget("Abilities\\Spells\\Undead\\FrostArmor\\FrostArmorDamage.mdl", GetEnumUnit(), "chest"))
            set u = CreateUnit(GetOwningPlayer(GetTriggerUnit()), 'h01O', x, y, bj_UNIT_FACING)
            call UnitAddAbility(u, 'ANab')
            call SetUnitAbilityLevel(u, 'ANab', NapalmLevel)
            call IssueTargetOrder(u, "acidbomb", GetEnumUnit())
            call UnitApplyTimedLife(u, 'BTLF', 1.00)
            set u = null
            call CreateTextTagLocBJ( I2S(R2I(NapalmDmg))+"!", l, 0, 10, 0, 0, 100, 0 )
        endif
        call SetTextTagLifespanBJ( bj_lastCreatedTextTag, 1.00 )
        call SetTextTagPermanentBJ( bj_lastCreatedTextTag, false )
    endif
    
    call RemoveLocation(l)
    set l = null

endfunction

function FamiliarMove takes nothing returns nothing
   local FamiliarVar fv = GetTimerData(GetExpiredTimer())
   set fv.g = CreateGroup()
   call GroupEnumUnitsInRange(fv.g,fv.x, fv.y, 200.00, null) 
   call ForGroup(fv.g, function FamiliarGroup)
   set fv.rad = fv.rad+0.175
   set fv.xC = GetUnitX(fv.h)
   set fv.yC = GetUnitY(fv.h)
   set fv.x = fv.xC + fv.r * Cos(fv.rad)
   set fv.y = fv.yC + fv.r * Sin(fv.rad)
   call IssuePointOrder(fv.u, "move", fv.x, fv.y)
   set fv.i = fv.i + 1
   if fv.i == 100
      call fv.destroy()
      call PauseTimer(fv.t)
      call DestroyTimer(fv.t)
      call KillUnit(fv.u)
      call RemoveUnit(fv.u)
      set fv.u = null
   endif
   call GroupClear(fv.g)
   call DestroyGroup(fv.g)
   set fv.g = null
endfunction

function FamiliarAct takes nothing returns nothing
   local FamiliarVar fv = FamiliarVar.create()
   set fv.t = NewTimer()
   set fv.h = GetTriggerUnit()
   call SetTimerData(fv.t,fv)
   set fv.xC = GetUnitX(fv.h)
   set fv.yC = GetUnitY(fv.h)
   set fv.rad = (GetUnitFacing(fv.h) * bj_DEGTORAD)
   set fv.x = fv.xC + fv.r * Cos(fv.rad)
   set fv.y = fv.yC + fv.r * Sin(fv.rad)
   if GetUnitAbilityLevel(fv.h, 'A01P') > 0 then
      set fv.u = CreateUnit(GetOwningPlayer(fv.h), 'h004', fv.x, fv.y, (GetUnitFacing(fv.h)+90.00))
   else
      set fv.u = CreateUnit(GetOwningPlayer(fv.h), 'h005', fv.x, fv.y, (GetUnitFacing(fv.h)+90.00))
   endif
   call TimerStart(fv.t, 0.13, true, function FamiliarMove)
endfunction

//===========================================================================
function InitTrig_Familiar_Copy takes nothing returns nothing
    local trigger t = CreateTrigger(  )
    local integer i = 0
    loop
    exitwhen i == 8
    call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
    set i = i+1
    endloop
    call TriggerAddCondition(t, Condition(function FamiliarCond))
    call TriggerAddAction( t, function FamiliarAct )
endfunction


[EDIT]
Apparently, using [lJASS]GetTriggerUnit()[/lJASS] is wrong.
[lJASS]BJDebugMsg(I2S(Agility))[/lJASS] Returned [lJASS]0[/lJASS], meaning, it couldn't get the Agility of [lJASS]GetTriggerUnit()[/lJASS]
But I tried using structs and JASSHelper told me that I'm using the wrong syntax=/

How would I use structs in this case.. ?
But even if [lJASS]GetTriggerUnit()[/lJASS] was the problem..
It should have displayed the floating text or created the dummies to cast spells on the affected units..

Right?


[EDIT=2]
Okay, I now can use the structs without JASSHelper giving me errors =x
But It still only shows me One Debug message, and it's the same one =/

JASS:
struct FamiliarVar
   unit u
   real x
   real y
   real rad
   real xC
   real yC
   timer t
   group g
   real r=400.00
   integer i = 0
   unit h
endstruct

function FamiliarCond takes nothing returns boolean
   return GetSpellAbilityId() == 'A01Y' and GetUnitAbilityLevel(GetTriggerUnit(), 'A01S') > 0
   return GetSpellAbilityId() == 'A01Y' and GetUnitAbilityLevel(GetTriggerUnit(), 'A01P') > 0
endfunction

function FamiliarGroup takes nothing returns nothing
   local FamiliarVar fv = FamiliarVar.create()
   local integer Agility = GetHeroAgi(fv.h, true)
   local integer NapalmLevel
   local real NapalmDmg
   local real x = GetUnitX(GetEnumUnit())
   local real y = GetUnitY(GetEnumUnit())
   local location l = GetUnitLoc(GetEnumUnit())
   local unit u
   BJDebugMsg("Works Without If"+I2S(Agility))
    
    if GetUnitAbilityLevel(fv.h, 'A01S') > 0 then
        BJDebugMsg("First If")
        set NapalmLevel = GetUnitAbilityLevel(fv.h, 'A01S')
        if ModuloInteger(NapalmLevel, 2) == 0 then
            set NapalmDmg = I2R(R2I((((NapalmLevel * 0.5) * Agility))))
        else
            set NapalmDmg = I2R(R2I(((((NapalmLevel+1) * 0.5) * Agility))))
        endif
    elseif GetUnitAbilityLevel(fv.h, 'A01P') > 0
        BJDebugMsg("First If")
        set NapalmLevel = GetUnitAbilityLevel(fv.h, 'A01P')
        set NapalmDmg = I2R(R2I(((((NapalmLevel * 0.11)+0.11) * Agility)))) + (NapalmLevel * 5)
    endif   
    
    
    if IsPlayerAlly(GetOwningPlayer(GetEnumUnit()), GetOwningPlayer(fv.h)) == false then
        call UnitDamageTarget(GetTriggerUnit(), GetEnumUnit(), NapalmDmg, false, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS)
        if GetUnitAbilityLevel(GetTriggerUnit(), 'A01P') > 0 then
            BJDebugMsg("Second If")
            call DestroyEffect(AddSpecialEffectTarget("Environment\\UndeadBuildingFire\\UndeadLargeBuildingFire2.mdl", GetEnumUnit(), "chest"))
            call UnitAddAbility(GetEnumUnit(), 'Aroa')
            call IssueImmediateOrder(GetEnumUnit(), "roar")
            call UnitRemoveAbility(GetEnumUnit(), 'Aroa')
            call CreateTextTagLocBJ( I2S(R2I(NapalmDmg))+"!", l, 0, 10, 100, 0,0, 0 )
        else
            BJDebugMsg("Second If")
            call DestroyEffect(AddSpecialEffectTarget("Abilities\\Spells\\Undead\\FrostArmor\\FrostArmorDamage.mdl", GetEnumUnit(), "chest"))
            set u = CreateUnit(GetOwningPlayer(fv.h), 'h01O', x, y, bj_UNIT_FACING)
            call UnitAddAbility(u, 'ANab')
            call SetUnitAbilityLevel(u, 'ANab', NapalmLevel)
            call IssueTargetOrder(u, "acidbomb", GetEnumUnit())
            call UnitApplyTimedLife(u, 'BTLF', 1.00)
            set u = null
            call CreateTextTagLocBJ( I2S(R2I(NapalmDmg))+"!", l, 0, 10, 0, 0, 100, 0 )
        endif
        call SetTextTagLifespanBJ( bj_lastCreatedTextTag, 1.00 )
        call SetTextTagPermanentBJ( bj_lastCreatedTextTag, false )
    endif
    
    call RemoveLocation(l)
    set l = null

endfunction

function FamiliarMove takes nothing returns nothing
   local FamiliarVar fv = GetTimerData(GetExpiredTimer())
   set fv.g = CreateGroup()
   call GroupEnumUnitsInRange(fv.g,fv.x, fv.y, 200.00, null) 
   call ForGroup(fv.g, function FamiliarGroup)
   set fv.rad = fv.rad+0.175
   set fv.xC = GetUnitX(fv.h)
   set fv.yC = GetUnitY(fv.h)
   set fv.x = fv.xC + fv.r * Cos(fv.rad)
   set fv.y = fv.yC + fv.r * Sin(fv.rad)
   call IssuePointOrder(fv.u, "move", fv.x, fv.y)
   set fv.i = fv.i + 1
   if fv.i == 100
      call fv.destroy()
      call PauseTimer(fv.t)
      call DestroyTimer(fv.t)
      call KillUnit(fv.u)
      call RemoveUnit(fv.u)
      set fv.u = null
   endif
   call GroupClear(fv.g)
   call DestroyGroup(fv.g)
   set fv.g = null
endfunction

function FamiliarAct takes nothing returns nothing
   local FamiliarVar fv = FamiliarVar.create()
   set fv.t = NewTimer()
   set fv.h = GetTriggerUnit()
   call SetTimerData(fv.t,fv)
   set fv.xC = GetUnitX(fv.h)
   set fv.yC = GetUnitY(fv.h)
   set fv.rad = (GetUnitFacing(fv.h) * bj_DEGTORAD)
   set fv.x = fv.xC + fv.r * Cos(fv.rad)
   set fv.y = fv.yC + fv.r * Sin(fv.rad)
   if GetUnitAbilityLevel(fv.h, 'A01P') > 0 then
      set fv.u = CreateUnit(GetOwningPlayer(fv.h), 'h004', fv.x, fv.y, (GetUnitFacing(fv.h)+90.00))
   else
      set fv.u = CreateUnit(GetOwningPlayer(fv.h), 'h005', fv.x, fv.y, (GetUnitFacing(fv.h)+90.00))
   endif
   call TimerStart(fv.t, 0.13, true, function FamiliarMove)
endfunction

//===========================================================================
function InitTrig_Familiar_Copy takes nothing returns nothing
    local trigger t = CreateTrigger(  )
    local integer i = 0
    loop
    exitwhen i == 8
    call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
    set i = i+1
    endloop
    call TriggerAddCondition(t, Condition(function FamiliarCond))
    call TriggerAddAction( t, function FamiliarAct )
endfunction
 
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