The only thing wrong is that if you want to heal 5% of a unit's MAX health, your should change the equation. You gotta take the current unit's life and then add the default unit's life x 0.05 (5 % of his max hp).
Good trigger btw :P
it would be something like :
Unit - Set (Picked unit) Life to (((Picked unit) Life (Current)) + (((Picked unit) Life (Default)) * 0.05))
When unit comes enough close to any of listed structures in trigger, it heals that unit 5% of it's maximum health if not in 100% health, every second.
Version 2! More like in my map but example map is not updated yet.
Outdated.
Anyway to have a demo map attached?
Well I can do one quick. =)
hiho,
you could also create this with the data editor, if blizzard would add hp-reg % and would finally fix the bug with vitaly fractions ...
would be much easier ... xD
Robbepop
It fit better for my maps as I prefer to use floating texts to show various information (bounties mainly).
The only thing wrong is that if you want to heal 5% of a unit's MAX health, your should change the equation. You gotta take the current unit's life and then add the default unit's life x 0.05 (5 % of his max hp). Good trigger btw :P
it would be something like : Unit - Set (Picked unit) Life to (((Picked unit) Life (Current)) + (((Picked unit) Life (Default)) * 0.05))
I updated trigger to resemble more of what I use in my current map, test map however is not updated yet.
Unit - Set (Picked unit) Life to (((Picked unit) Life (Current)) * 1.05)
Surely that increases the units life by 5% of there current life, not 5% of there default life.
Thanks for the script anyway!
I changed the line to
Unit - Set (Picked unit) Life to (((Picked unit) Life (Current)) + (((Picked unit) Life (Default)) * 0.05))
to make the trigger heel for a true 5% of the units max health
aint it easier to create a region at each well and then just heal all units within it? much less code for sc 2 to handle. Just a idea.