Need help(scaling with stat ability problem)

Level 3
Joined
Feb 10, 2026
Messages
11
Hello everyone, have one problem with ability that scales with my heros INT. stat

I've make a trigger that looks like
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Storm Bolt
Actions
Unit - Cause (Triggering unit) to damage (Target of ability being cast), dealing ((Real((Intelligence of (Triggering unit) (Include bonuses)))) x 1.00) damage of attack type Spells and damage type Normal

But there's a catch, damage deals immediately when my hero just wants to cast a spell, how can I make work this trigger only when Storm bolt ability projectile has already hit target?
 
You can use a wait and calculate the distance between the units divided by the speed of the missile (1000 by default)

  • Stormbolt
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Storm Bolt
    • Actions
      • Set VariableSet Point_Caster = (Position of (Triggering unit))
      • Set VariableSet Point_Target = (Target point of ability being cast)
      • Set VariableSet Unit_Target = (Target unit of ability being cast)
      • -------- -------------------------------------------------------------------------------------------------------------------- --------
      • Wait ((Distance between Point_Caster and Point_Target / 1000.00) seconds
      • -------- -------------------------------------------------------------------------------------------------------------------- --------
      • Unit - Cause (Triggering unit) to damage Unit_Target, dealing blablabla damage
If multiple units can use the ability, then you'll need an array and some indexing to make it MUI
 
You can use a wait and calculate the distance between the units divided by the speed of the missile (1000 by default)

  • Stormbolt
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Storm Bolt
    • Actions
      • Set VariableSet Point_Caster = (Position of (Triggering unit))
      • Set VariableSet Point_Target = (Target point of ability being cast)
      • Set VariableSet Unit_Target = (Target unit of ability being cast)
      • -------- -------------------------------------------------------------------------------------------------------------------- --------
      • Wait ((Distance between Point_Caster and Point_Target / 1000.00) seconds
      • -------- -------------------------------------------------------------------------------------------------------------------- --------
      • Unit - Cause (Triggering unit) to damage Unit_Target, dealing blablabla damage
If multiple units can use the ability, then you'll need an array and some indexing to make it MUI
Thanks a lot, That help me a lot, but there another problem, first damage is dealing too early(but that not a big problem, i can make a bolt faster, or lower that '1000' but when that number get below 890ish trigger stop working) and also when hero moves immediately after cast trigger don't work too, maybe there is another solution, just in case if you have time to give one more advice (no pressure), any way I'm very thankful (also forgot to notice i'm on patch 1.26 and maybe it is the case of problem)

What patch are you on? Newer patches has a native that allows you to modify damage dealt from the spell itself
Oh, my bad, I forgot to notice that my patch is 1.26, pretty old, but I'm not sure about reforged, mean it is pretty bad (as I've heard) or should i give it a try?
 
Last edited:
Oh, my bad, I forgot to notice that my patch is 1.26, pretty old, but I'm not sure about reforged, mean it is pretty bad (as I've heard) or should i give it a try?
Reforged has the option to play the old maps and new maps on classic (old) graphics and on new graphics.
If you have the money, go for it. It's way better now than it was at release.
 

I recall YDWE PK has a missile system that can help deal with this issue for 1.26 patch, but I haven't been using it for a while so my memories are fuzzy for the exact functions
 
Thanks a lot, That help me a lot, but there another problem, first damage is dealing too early(but that not a big problem, i can make a bolt faster, or lower that '1000' but when that number get below 890ish trigger stop working) and also when hero moves immediately after cast trigger don't work too, maybe there is another solution, just in case if you have time to give one more advice (no pressure), any way I'm very thankful (also forgot to notice i'm on patch 1.26 and maybe it is the case of problem)

Did you try with "starts the effect of an ability" instead of "begins casting"? Begins casting is less reliable
 

I recall YDWE PK has a missile system that can help deal with this issue for 1.26 patch, but I haven't been using it for a while so my memories are fuzzy for the exact functions
Thank you very much!

Did you try with "starts the effect of an ability" instead of "begins casting"? Begins casting is less reliable
Yes I did, and that didn't help, but anyway I have off-topic question, is wc3 reforged worth to be purchased? cause years ago I heard that Blizz mess up with world editor very bad, but from messages that above i see that they at least added a few features, so shall I buy it, or world editor from old 1.26 is still any good?
 
Try this system. Use Storm Bolt as your casting ability and set its missile art to none. Then, make a dummy unit and change its model to Storm Bolt.
create some variables and set up the trigger to something like this:
scaling-missile-4-png.576920

This should work on your older version. Hope this helps.
 
Try this system. Use Storm Bolt as your casting ability and set its missile art to none. Then, make a dummy unit and change its model to Storm Bolt.
create some variables and set up the trigger to something like this:
scaling-missile-4-png.576920

This should work on your older version. Hope this helps.
Oh my, that a lot of work, thank you very much! I'll try to recreate that for my trigger educaion, but I decided to finally get a new version, hope reforged won't be a dissapointment in terms of world editor. But any way I really appreciate your help, thanks!
 
Oh my, that a lot of work, thank you very much! I'll try to recreate that for my trigger educaion, but I decided to finally get a new version, hope reforged won't be a dissapointment in terms of world editor. But any way I really appreciate your help, thanks!
I assure you, it's simpler than it looks and will work on Reforged, But Since you have Reforged now, you have much better options available; however, that system is really easy to use and modify.
 
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