for i = 0 to 6
spell = BlzGetUnitAbilityByIndex(u, i)
if BlzGetAbilityPosX(BlzGetAbilityId(spell)) == 0 and BlzGetAbilityPosY(BlzGetAbilityId(spell)) == 2 and spell != null // Q
abil_Q[id] = spell
abilArray[0] = spell
if BlzGetAbilityPosX(BlzGetAbilityId(spell)) == 1 and BlzGetAbilityPosY(BlzGetAbilityId(spell)) == 2 and spell != null // W
abil_W[id] = spell
abilArray[1] = spell
if BlzGetAbilityPosX(BlzGetAbilityId(spell)) == 2 and BlzGetAbilityPosY(BlzGetAbilityId(spell)) == 2 and spell != null // E
abil_E[id] = spell
abilArray[2] = spell
if BlzGetAbilityPosX(BlzGetAbilityId(spell)) == 3 and BlzGetAbilityPosY(BlzGetAbilityId(spell)) == 2 and spell != null // R
abil_R[id] = spell
abilArray[3] = spell
if BlzGetAbilityPosX(BlzGetAbilityId(spell)) == 3 and BlzGetAbilityPosY(BlzGetAbilityId(spell)) == 1 and spell != null // T
abil_T[id] = spell
abilArray[4] = spell
if BlzGetAbilityPosX(BlzGetAbilityId(spell)) == 2 and BlzGetAbilityPosY(BlzGetAbilityId(spell)) == 1 and spell != null // F
abil_F[id] = spell
abilArray[5] = spell
if BlzGetAbilityPosX(BlzGetAbilityId(spell)) == 1 and BlzGetAbilityPosY(BlzGetAbilityId(spell)) == 1 and spell != null // D
abil_D[id] = spell