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Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (20.00 x (Real((Intelligence of (Casting unit) (Include bonuses))))) damage of attack type Spells and damage type Normal
Also, most ability's missile can't be very accurate so this will required a DDS Detection.
Well for me if you want to go easy as damage timing you can simply just set missle speed to 3685 and then add same wait time event in to trigger to 0.65
this will work so fine(if its not just short the damage time or make missle slower)
a Wait action can override the trigger. If a both 2 player casts that spell at a same time, it will override it.
Also note that timing between the missile speed and the target's distances would be a lot of work to do.
I guess this Damage Detection System should answer your question.
its possible but with a proper schedule like either using new Damage Detecting System to Get income damage and check whether the taken damage was from a magical source and amplify it with a formula based on unit`s intelligence or consider intelligence as damage factor in your spells for example you creating a spell to death 200 damage to a unit consider a real variable like spellpower and add it to damage dealing function do this for all of your map`s spells thats how you can do that i will create a example map for you if didn`t understand
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