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(Solved) Giving a hero a timed buff for killing a unit.

  • 10 posts
    #1 Jan 11, 2013 at 22:48 UTC - 0 likes

    So I'm working on this hero. One of his abilities does the following: On killing a creep (non hero) he gains some health and health regneration for a few seconds. This is supposed to be stackable and stacks refresh the previous stacks duration. On killing a hero, this amount is increased. Honestly, I have no idea where to start with this, and I'm pretty new to the editor. I would greatly appreciate any help.

    #2 Jan 12, 2013 at 10:45 UTC - 0 likes

    Give the enemy units a buff with a damage response on Defender when damage is fatal that applies the buff stack to the killing unit. Heroes just have a different one that adds more stacks.

    If you want only that hero to have the benefit, just create an aura like ability that applies the buff to the enemies and set the damage response to only work for the damage effect of the weapons on your hero like the massive void ray vulnerability buff.

    #3 Jan 13, 2013 at 20:35 UTC - 0 likes

    @DrSuperEvil: Go

    Thanks for the response, but I'm still not sure what to do. The only "response" I see is "Death Response." So I was thinking that I would use that to link the effect that applies a buff with the health + health regen.

    #4 Jan 13, 2013 at 21:25 UTC - 0 likes

    Look how the campaign does it for the valerian02b hero ko buffs.

    http://www.sc2mapster.com/wiki/galaxy/data/behaviors/buff/

    Last edited Jan 13, 2013 by DrSuperEvil
    #5 Jan 16, 2013 at 11:19 UTC - 1 like

    @AdamantiumHydra: Go

    I know, wrong forum, but you may actually find this easier with triggers. There's an event that is "Unit Dies" and then a condition that's "Killing unit is [x]" and then just make the action add the behavior. Evil's advice is spot on though, too (as usual).

    #6 Jan 16, 2013 at 21:02 UTC - 0 likes

    @Bilxor: Go

    Hey, thanks that was easier. I was shying away from triggers, but I suppose I will start using them now.

    #7 Jan 16, 2013 at 22:47 UTC - 0 likes

    Depends on what best fits the requirements. Triggers can do some stuff data cannot and data can do stuff more efficiently than some triggers.

    #8 Jan 20, 2013 at 20:12 UTC - 0 likes

    I have one more question in order to finish this ability. How do I make the actor work so that it is always on when the behavior is active?

    #9 Jan 20, 2013 at 20:22 UTC - 0 likes

    actors tab
    your actor
    events +
    behavior.(name of behavior).on
    -create
    behavior.(name of behavior).off
    -destroy

    #10 Jan 20, 2013 at 22:45 UTC - 0 likes

    @willuwontu: Go

    Thank you sir.

  • 10 posts

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