Execute

The problem lies in your offset. I don't know what offsetting it by integer A does, but I guess it is by 1 each time you say? Set the offset to 100. The problem there might be that it travels much too far. But try changing the offset and see if you can't find a good amount that works better. Sorry I can't be more certain :p
 
EDIT- How come when i create this trigger everything works fine. Damages appropriately, gives about the right amount of distance for effects but if i use the second trigger, so that it makes it better depending on the levels... it does not work. What am i doing wrong?

Working One:
Code:
Execution
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Execution 
    Actions
        Set CastingUnit = (Casting unit)
        For each (Integer A) from 0 to (Integer((Mana of CastingUnit))), do (Actions)
            Loop - Actions
                Unit Group - Pick every unit in (Units within 100.00 of ((Position of CastingUnit) offset by (Real((Integer A))) towards (Facing of CastingUnit) degrees) matching (((Matching unit) belongs to an enemy of (Owner of CastingUnit)) Equal to True)) and do (Unit - Order CastingUnit to damage (Picked unit) for (1.00 x (Real((Level of (Ability being cast) for CastingUnit)))) using attack type Normal and damage type Universal.)
        For each (Integer A) from 0 to ((Integer((Mana of CastingUnit))) / 100), do (Actions)
            Loop - Actions
                Special Effect - Create a special effect at ((Position of CastingUnit) offset by ((Real((Integer A))) x 100.00) towards (Facing of CastingUnit) degrees) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
                Set SpecialEffect = (Last created special effect)
                Special Effect - Destroy SpecialEffect
        Unit - Set mana of CastingUnit to ((Mana of CastingUnit) - (Mana of CastingUnit))

Not working code:
Code:
Execution Copy
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Execution 
    Actions
        Set CastingUnit = (Casting unit)
        For each (Integer A) from 0 to ((Integer((Mana of CastingUnit))) x (Level of (Ability being cast) for CastingUnit)), do (Actions)
            Loop - Actions
                Unit Group - Pick every unit in (Units within 100.00 of ((Position of CastingUnit) offset by (Real((Integer A))) towards (Facing of CastingUnit) degrees) matching (((Matching unit) belongs to an enemy of (Owner of CastingUnit)) Equal to True)) and do (Unit - Order CastingUnit to damage (Picked unit) for (1.00 x (Real((Level of (Ability being cast) for CastingUnit)))) using attack type Normal and damage type Universal.)
        For each (Integer A) from 0 to (((Integer((Mana of CastingUnit))) / 100) x (Level of (Ability being cast) for CastingUnit)), do (Actions)
            Loop - Actions
                Special Effect - Create a special effect at ((Position of CastingUnit) offset by ((Real((Integer A))) x 100.00) towards (Facing of CastingUnit) degrees) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
                Set SpecialEffect = (Last created special effect)
                Special Effect - Destroy SpecialEffect
        Unit - Set mana of CastingUnit to ((Mana of CastingUnit) - (Mana of CastingUnit))
 
Bump- so no one knows why the first one WILL work and 2nd wont? The damage is done correctly but the animation doesnt work at all.
 
Code:
  For each (Integer A) from 0 to (((Integer((Mana of CastingUnit))) / 100) x (Level of (Ability being cast) for CastingUnit)), do (Actions)

There lies your problem. Thats why i really hate gui, and i swear to myself i will never go back.

Code:
For each (Integer A) from 0 to (Integer(Mana of CastingUnit) / 100) x (Level of (Ability being cast) for CastingUnit)

I think this should work. Im not sure since i cant test it. The only real difference is theres alot less useless parenthesis.
 
meh i cant even get it narrowed down to one ( how did u do it?

as clean as i could do was

Code:
For each (Integer B) from 0 to (Integer((((Mana of CastingUnit) / 50.00) x (Real((Level of (Ability being cast) for CastingUnit)))))), do (Actions)
 
i didnt recreate the trigger, i just simply deleted unneeded parenthesis. It would be really hard to recreate without using jass. Arithmetics in gui really suck.
 
>.< so gui cant do it then? I dont know how to use jass it was way to confusing
 
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