There is a unit group action to do this. One can get the native function name by converting such a trigger to custom script and then looking up the function from the Blizzard and native JASS files. This applies to both JASS and Lua.
Leaks a location. One needs to assign the point to a point variable and then pass it to RemoveLocation after it has been used. Since the point is constant one could set a global variable to it on map initialization and keep reusing that variable, and hence avoiding the need to use custom script.
This is not adding an ability? There is also no picked unit in this context, hence the function will return null and not modify the armor of any unit.
Use the multiple if, then else block action instead of the single line RoC one. This would allow you to run multiple actions when the condition is true instead of just a single one.
It should apply to no unit as you would need to iterate through all units in the unit group for Picked Unit to have a non-null value.
If you want the chance to be independent for each unit then the pick all units action block will work with a argument of last created unit group. One repeats the roll for each unit as they are picked and mutate the units as desired. If you want a specific number of randomly selected units to always be mutated then use the appropriate unit group function that selects random units. Remember that groups can leak if created and not destroyed after they are no longer useful.
as far as no picked unit there is a picked unit because I do that in the pick all units function, I just didn't post that part
as far as not being an ability, I only did the armor 1000 for testing purposes, as adding an ability would be the exact same trigger pretty much
Unit - Create (Random integer number between 1 and 10).level1creeps[(Random integer number between 1 and 3)] for Player 24 (Peanut) at (Position of Portal 0088 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Last created unit group) and do (Actions)
Loop - Actions
If ((Random integer number between 1 and 3) Equal to 1) then do (Unit - Set Armor of (Picked unit) to 6666.00) else do (Do nothing)
If ((Random integer number between 1 and 3) Equal to 1) then do (Animation - Change (Picked unit)'s size to (500.00%, 500.00%, 500.00%) of its original size) else do (Do nothing)
Unit - Add (Elite) Molten to (Triggering unit)
so for example in the above test trigger some of the units will have 6666 armor, and some will be 500% size, I want it so it would always only apply my ability/size/stat everything to the same unit.
As far as the leak location thing, so that means every region needs to be a variable, in order for it not to leak?, and all I do is set variable to that region and it will be leak free?
As far as a unit group leaking, how would I destroy it?