you save all aquaos Variables in the config as array using an creation index. This Creation Index you count up at the end of the Config.
In your case you can save everything inside creation index and count up creation index by 1 at the end of config.
If you would save data not as formel you would save them as Creation index + Level; aka Creation Index + 1, Creation Index + 2 ... .
Additional you save creation Index onto the ability inside spell hash to easy load it in spells logic.
inside your cast Trigger: you save something like usedAbilityIndex[Spell Index] = Loaded AbilityCreation Index;
And use this usedAbilityIndex[Spell Index] inside your logic.
The bad point about this is that you have to convert Ability <> AbilityId using custom script, cause GUIhash does not accept Abilities which are actually Ids.
And might be a bit slower (not much), if one does not uses any Clone of this Spell.
udg_AbilityId is an Integer which you would have to create.
This converts the Spoken Ability inside Casting to an integer.
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Custom script: set udg_AbilityId = GetSpellAbilityId()
This converts the Choosen Ability in the Config to an integer.
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Custom script: set udg_AbilityId = udg_Spell__Ability
But it will reduces the mappers work to clone this to:
- Clone Spell in Object Editor
- Clone the config
- Change cloned config's/Spell's data.