Checking to make sure I got the point and picked unit leak removals right. Also, I'm looking for suggestions on how to remove the 15 special effect leaks without altering the effect (it makes meteors fall down which don't particularly do anything individually). Don't worry about the functionality of the spell, it's working how I want it to.
Trigger:
- For each (Integer A) from 1 to 15, do (Actions)
- Loop - Actions
- Set MeteorEffect = (Position of (Random unit from (Units within 260.00 of (Position of (Target unit of ability being cast)))))
- Special Effect - Create a special effect at MeteorEffect using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
- Custom script: call RemoveLocation (udg_MeteorEffect)
- Wait 0.06 game-time seconds
- Set SplashDamage[(Player number of (Owner of (Triggering unit)))] = (Units within 260.00 of (Position of (Target unit of ability being cast)) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)))
- Unit Group - Pick every unit in (Last created unit group) and do (Unit - Cause (Casting unit) to damage (Picked unit), dealing DmgDemonHunter[(Player number of (Owner of (Triggering unit)))] damage of attack type Spells and damage type Fire)
- Custom script: call DestroyGroup(udg_SplashDamage[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])
- Loop - Actions