Short version:
Healing Wind 1 doesn't buff priests. Only Healing Wind 2 does.
Long version
First, here is the code for Healing Wind from Sedna's files.
Code: c++
- #################################################################################################################
- # Healing Wind I
- #################################################################################################################
- AbilityBlueprint {
- Name = 'HSednaHealingWind01',
- DisplayName = '<LOC ABILITY_Sedna_0030>Healing Wind I',
- Description = '<LOC ABILITY_Sedna_0063>A soothing wind washes over nearby allies.\n\n+[GetRegenBuff] Health Per Second Aura.',
- AbilityType = 'Aura',
- AffectRadius = 15,
- AuraPulseTime = 5,
- TargetAlliance = 'Ally',
- GetRegenBuff = function(self) return math.floor( Buffs[self.Name].Affects.Regen.Add ) end,
- TargetCategory = 'MOBILE - UNTARGETABLE',
- Buffs = {
- BuffBlueprint {
- Name = 'HSednaHealingWind01',
- Debuff = false,
- Duration = 5,
- DisplayName = '<LOC ABILITY_Sedna_0031>Healing Wind',
- Description = '<LOC ABILITY_Sedna_0032>Health Per Second increased.',
- BuffType = 'HSEDNAHEALINGWIND',
- Icon = '/DGSedna/NewSednaHealingWind01',
- Stacks = 'REPLACE',
- DamageSelf = true,
- CanBeEvaded = false,
- Affects = {
- Regen = {Add = 12},
- },
- },
- },
- CreateAbilityAmbients = function( self, unit, trash )
- FxHealingWind01( unit, trash )
- end,
- }
- #################################################################################################################
- # Healing Wind II
- #################################################################################################################
- AbilityBlueprint {
- Name = 'HSednaHealingWind02',
- DisplayName = '<LOC ABILITY_Sedna_0033>Healing Wind II',
- Description = '<LOC ABILITY_Sedna_0072>A soothing wind washes over nearby allies and nearby priests have increased healing power.\n\n+[GetRegenBuff] Health Per Second Aura.',
- AbilityType = 'Aura',
- AffectRadius = 15,
- AuraPulseTime = 5,
- TargetAlliance = 'Ally',
- GetRegenBuff = function(self) return math.floor( Buffs[self.Name].Affects.Regen.Add ) end,
- TargetCategory = 'MOBILE - UNTARGETABLE',
- Buffs = {
- BuffBlueprint {
- Name = 'HSednaHealingWind02',
- Debuff = false,
- Duration = 5,
- DisplayName = '<LOC ABILITY_Sedna_0031>Healing Wind',
- Description = '<LOC ABILITY_Sedna_0032>Health Per Second increased.',
- BuffType = 'HSEDNAHEALINGWIND',
- Icon = '/DGSedna/NewSednaHealingWind01',
- Stacks = 'REPLACE',
- DamageSelf = true,
- CanBeEvaded = false,
- Affects = {
- Regen = {Add = 24},
- },
- },
- #While this is a dummy buff, the actual work is done in the priest script.
- BuffBlueprint {
- Name = 'HSednaHealingWindPriest02',
- Debuff = false,
- DisplayName = '<LOC ABILITY_Sedna_0031>Healing Wind',
- Description = '<LOC ABILITY_Sedna_0035>Healing power increased.',
- EntityCategory = 'PRIEST',
- BuffType = 'HSEDNAPRIESTHEALBUFF',
- Stacks = 'REPLACE',
- Duration = 5,
- Icon = '/DGSedna/NewSednaHealingWind01',
- DoNotPulseIcon = true,
- Affects = {
- Dummy = {Add = 0.1},
- },
- },
- },
- CreateAbilityAmbients = function( self, unit, trash )
- FxHealingWind02( unit, trash )
- end,
- }
The important part is that Healing Wind 1 has nothing about buffing priests. If you look at Healing Wind 2, you can see a buff that goes on units with the category PRIEST that are with 15 units of the Sedna. The buff is placed every 5 seconds and has a duration of 5 seconds. The buff by itself does nothing. However it works in conjunction with the Priest Heals.
Looking at the code pacov quoted check lines 131 and 165. These lines check for the presence of the Healing Wind Priest Buff (HSednaHealingWindPriest02: granted by Healing Wind 2). If it finds the buff on the priest, then the priest sets the healing buff to be used to the Enhanced healing version (HighPriest01HeroHealHealingWindBuffl01for Demigods or or HighPriest01HealHealingWindBuff01 for other units).
Any questions?
re:pacov can't access mod forum
What's up with that?