For Each Integer Help

junicobakura

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Trigger:
  • For each (Integer A) from 1 to 100, do (Actions)
    • Loop - Actions
      • Unit - Create 1 Dummy Caster for (Owner of (Triggering unit)) at LichtRegenCastLoc facing LichtRegenOffset
      • Unit - Make (Last created unit) Explode on death
      • Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
      • Unit - Add LichtRegenAbility to (Last created unit)
      • Unit - Set level of LichtRegenAbility for (Last created unit) to (Integer A)
      • Unit - Order (Last created unit) to Orc Tauren Chieftain - Shockwave (Random point in LichtRegenArea)


How do i make the level of ability 1 level higher than the other
 
You mean like (Level of Ability) + 1?
Select arithmetic to add two numbers together.
 
"Unit - Set level of LichtRegenAbility for (Last created unit) to (Integer A)"
this seems fine to me
the problem might be somewhere else
show the whole trigger and tell us what are you actually trying to achieve and what happens instead
 
Trigger:
  • Licht Regen Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Licht Regen
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Licht Regen for (Triggering unit)) Equal to 1
        • Then - Actions
          • Set LichtRegenAbility = Licht Regen (Level 1)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Licht Regen for (Triggering unit)) Equal to 2
            • Then - Actions
              • Set LichtRegenAbility = Licht Regen (Level 2)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Licht Regen for (Triggering unit)) Equal to 3
                • Then - Actions
                  • Set LichtRegenAbility = Licht Regen (Level 3)
                • Else - Actions
      • Set LichtRegenCastLoc = (Position of (Triggering unit))
      • Set LichtRegenTargLoc = (Target point of ability being cast)
      • Set LichtRegenOffset = (LichtRegenCastLoc offset by 1000.00 towards (Angle from LichtRegenCastLoc to LichtRegenTargLoc) degrees)
      • Set LichtRegenArea = (Region centered at LichtRegenOffset with size (600.00, 600.00))
      • For each (Integer A) from 1 to 100, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy Caster for (Owner of (Triggering unit)) at LichtRegenCastLoc facing LichtRegenOffset
          • Unit - Make (Last created unit) Explode on death
          • Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
          • Unit - Add LichtRegenAbility to (Last created unit)
          • Unit - Set level of LichtRegenAbility for (Last created unit) to (Integer A)
          • Unit - Order (Last created unit) to Orc Tauren Chieftain - Shockwave (Random point in LichtRegenArea)


ignore leaks
 
And the problem is..?

Just wondering why you don't use one ability and set it to different levels, instead of creating an ability for each level? Even if you really have to do it that way, you can set it during map initialization, so Licht Regen[1] = Licht Regen ability (Level 1) and so on Then when you're setting it,

Set LichtRegenAbility = Licht Regen[Level of ability for triggering unit]
 
And the problem is..?

Just wondering why you don't use one ability and set it to different levels, instead of creating an ability for each level? Even if you really have to do it that way, you can set it during map initialization, so Licht Regen[1] = Licht Regen ability (Level 1) and so on Then when you're setting it,

Set LichtRegenAbility = Licht Regen[Level of ability for triggering unit]

the problem is i think the the dummy's ability does not increase in level

as they all go off at the same time when it should be 1 every 0.05 sec

level 1 of the dummy ability has 0 cast time and increases by 0.05 per level

up to level 100 with 4.95 cast time

but they all go at the same time
 
You sure the ability has 100 levels? o.o

Edit: Maybe you can upload your map :p
 
Erm how do I test it..? Sorry for taking so long..
 
Hmm okay. The problem I found was, indeed the skill was not leveled at all. I've experimented for an hour or so already... Can't find a solution.. I've tried other methods too.
 
Hmm okay. The problem I found was, indeed the skill was not leveled at all. I've experimented for an hour or so already... Can't find a solution.. I've tried other methods too.

okay then... i guess ill have to make it the hard way.

thanks anyways and

sorry for the time lost
 
Lol it's ok. I was actually experimenting with timers at the same time.
 
if i got it right you wanna change casting time each level, right?

if its right i have to say sorry....thats not possible. i dont know why but as far as i know the casting time set in level 1 doesnt change for the further levels. only workaround is to make a skill for every level and make all skills have the same damage etc only difference is casting time. but that would be really really bad if you skill has 100 levels and changing casting time each level....that would mean you have to make 100 skills.

i would say you change your skill to have 1 casting time for all levels.
 
Yeah I believe it's okay, just don't lost the variable somewhere in the process of transferring it to the other trigger.

And the method I tried was using a repeating timer, meaning the spell only had 0 second cast time, and the timer expires every 0.5 s so it creates a dummy every 0.5 seconds and do the stuff. It worked, but failed miserably when I tried to make it MUI :p
 
Okay so I've been working on it(I like challenges :p) and I think I made an easy way of doing it, using Weep's timer system. Not sure if you still need it, but I thought I'd show you how I did mine.
 
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