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Then to determine traveled distance, use distance=distance+movespeed on every tick, instead of getting the distance from loc a to b all the time. If distance>targetdistance then destroy (spell ends).
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So right now my spell uses time to determine when to end the spell instead of traveled distance since the time is static. I'm not sure if I should do it his way or keep it the way I have it.
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Commonly 2 location variables are enough for a spell. To achieve this you need to use a location array variable for every instance which stores location where the spell is casted, let's name it CastPoint. Then the second one is a temporary location variable (current position of meteor): CastPoint[index] offset by CurrentDistance[index] towards Angle[index].
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This is honestly what I need help with ;_; as of right now, the spell uses 3 locations and 2 angles. 1 location to spawn the meteor, the target location, and the "aim" location. To find aim location, I use an angle from the current facing angle of the hero, and then to find the spawn of the meteor, I use an angle from aim location to target location.
EDIT: Actually I think I got this part.