GalaxyEdit Complete Hero Tutorial
Written by Bifuu. Big thanks to to Arthas.
Note: Because of how GE is different than XML Editing by hand, there are some things we have to do out of order than what what is in the original tutorial
Prerequisite: Completion of, or at least the understanding of Creating Your First Unit
Step 1: Creating Item Classes
In your map (Create a new one if you dont have one) pull up the Data Editor and Select the Data Type Item Class (Its under advanced)
on the Menu Bar select View and make sure it looks like this:

Create a new Object and name it “WeaponClass”, Suggest the ID and just Hit OK. Simple enough, Do it again 3 times but using the names ArmorClass, AccessoryClass and MiscClass.

And thats all you have to do here
Step 2: Item Containers
Pick the new Data Type of Item Container, and Add a new Object.
name it ContainerEquipment, use Suggest and hit ok
In the Fields Set the Value of Model to Ghost, and set Model Height and Model width each to 800
Now Double click on the value area for Slots + a new window should pop up Just follow these steps:

- Press the Plus Sign to create a new slot
- make sure the slot is selected
- Press the plus to assign a class to this slot (only items of this class can go in this slot)
- Check this box to tell the game that items in this slot are equipped
- Sets the Row number of the slot
- Sets the Column of the slot
- Go back and add all the slots you want now (repeat steps 1-6) , then hit OK!
Create these slots:
- Index: 1, Class: ArmorClass, Equip: yes, Row: 1, Column: 3
- Index: 2, Class: AccessoryClass, Equip: yes, Row: 3, Column: 0
- Index: 3, Class: AccessoryClass, Equip: yes, Row: 4, Column: 0
- Index: 4, Class: AccessoryClass, Equip: yes, Row: 5, Column: 0
- Index: 5, Class: AccessoryClass, Equip: yes, Row: 6, Column: 0
- Index: 6, Class: MiscClass, Equip: yes, Row: 3, Column: 7
- Index: 7, Class: MiscClass, Equip: yes, Row: 4, Column: 7
- Index: 8, Class: MiscClass, Equip: yes, Row: 5, Column: 7
- Index: 9, Class: MiscClass, Equip: yes, Row: 6, Column: 7
- Index: 10, Class: (none), Equip: no, Row: 6, Column: 2
- Index: 11, Class: (none), Equip: no, Row: 6, Column: 3
- Index: 12, Class: (none), Equip: no, Row: 6, Column: 4
- Index: 13, Class: (none), Equip: no, Row: 6, Column: 5
And Also create a second Container object named ContainerStorage with no model and has 16 slots forming a 4×4 container, all having no class and no equip value
Step 3: Inventory set up
Select the Data Type of Abilities to work under, when its up right click in object and add a new one, name it HeroInventory and suggest, Ability Type: Inventory, Race: Terran

and hit OK.
Now set the Value for Range to 2, and the value for Maximum Drop Range to 5. Range states how far away you can be to pick up something, Dropping is how far away from you that you can drop an item.
Now Double Click the value for Info + and follow the steps below
- Press the Plus sign to add a container
- Make sure the correct Container is selected
- Set screen alignment to Left (for the Equipment container)
- Set container to ContainerEquipment
- Pick Upgrade to Orbital Command (Anything can do really, or create your own in a Data Type of Buttons)
Repeat these steps for ContainerStorage, setting its alignment to right
Hit ok
the inventory system is now complete!
Step 4: Creating a Hero
Having a complete Inventory system is nice and all, but we need to have a hero in order to use it dont you agree?
In Data Type Units Add a new Object and Create a Unit named Hero and suggest with the object type of Hero, Race of Terran, Object Family of Melee, and Copy from Marine

Now in Data Type Actors, Duplicate Marine and chant its unitName to Hero (If you dont know how to do this see Creating Your First Unit )
Back to the Data Type of Units, Make sure Hero is selected and double click the Values for Stats – Flags and check Hero then hit OK
now go in to the Data Type of Behaviors, and add a new object. Name it HeroLevels and set behavior type to Veterancy

Now double click the Value for Veterancy Levels +
There is a load of information here, but for this second we are only ganna touch the experience needed to gain levels
- Press the plus to add another level
- Make sure the right level is selected
- Set the max Experience needed to go up in levels (i used increments of 500)
Repeat for all levels you want
going back to Unit Data and Selecting Hero again, Double click the value for Behaviors, Press the Add button to add a new behavior and select HeroLevels
Now Double click the value of Abilities, add a new ability and select HeroInventory, very similar as the above.
You now can play the map with a Levelable hero with an Inventory, next up, adding items
Step 5: Items
Now we will make some Items. For an over view heres some examples of items ill show you how to make:
- Accessory that increases move speed
- Only using a weapon when one is equipped
- Misc item that heals
- Misc item to Call down a drop pod of Marines
first lets create some Buttons for these.
Load Data Type Buttons and create a new Object with the name Speed Charm, suggest, with the Race Neutral

For the Alert tooltip, give a brief description of the item, mine reads “Increases owner’s speed by 100%!”. For Icon i chose the icon for the Zealot Charge, to find it easy, when browsing for a texture, just type in charge in the search box. It should be the first one. Since this is a passive ability, no Hot Key should be needed.
Now create 3 more buttons for the other 3 Items. Use creativity to pick icons and tooltips! (Although use these names to make it easy, Hero Weapon, Health Kit, Calldown: HELP!)
Now that we have the buttons set up for our items, time to set them up one at a time.
Speed Charm
The speed bonus of the charm is considered a Buff, so this buff will be given through a behavior. Load of Data Type Behaviors, create a new object of Behavior Type Buff, named Speed Charm, Race neutral, and hit ok

Some Fields we will have to change: Alignment set to Positive, Set the Icon to the same icon used in the button, and then Double click Modifier + and find Movement Speed Multiplier and set it to 2
After this Load up Data Type Items and add a new object, Set its name to Speed Charm and suggest, Leave Item Type at Generic, choose Item Class MiscClass and hit ok. Thanks to the Editor being smart, most fields we need are filled in for us, all you need to add is an Equip Behavior, Modify its value and add the Speed Charm Behavior.
now load up the Units Data Type and add a new object, Name it Speed Charm and suggest, Race to neutral, Object type of Item. Set the fields Stats – Flags check Pawnable, Stats – Item to Speed Charm, Repair resource to 150 minerals
Now Pick any unit in Actor Data to duplicate and set the unitName to Speed Charm (Just like you did for the hero) i used a Zealot, but maybe a Zergling better represents speed? =D
Now Place the Item on the map as the Neutral player and try it out, Just right click the item with your Hero Selected and he should pick it up and auto Equip it!.
Hero Weapon
Ok now we will make a weapon for the Hero to use.
Load up the Data Types for Items and create a new one, Named Hero Weapon and suggest, make sure the Item class is WeaponClass.
The only Field you will want to set here is for Equip Weapons +, set this to Ghost – C-10 Canister Rifle.
Now move to Unit data type and create a new object named Hero Weapon and suggest, Race Neutral, Object Type Item and hit OK
The Fields to change here are Stats – Item: Hero Weapon, Stats – Flags: Check Pawnable, Repair Resouce: Set minerals to 50.
Now Duplicate another actor and set its unitName to Hero Weapon (i used a ghost, we are using the Ghosts weapon after all!)
And you are done, Place the Hero Weapon Item and test your map, when you pick it up your weapon should change to the C-10 Canister Rifle.
If you want you map to work so that the Hero has no Weapon until you pick up this item, simply remove the reference to the Gauss Rifle from the Weapons + field in the Unit type for Hero.
Health Kit
Ok now we will be making a health kit, an item to where if the hero is hurt, he can use this and regain a fraction of his health. First thing we need to do is set up that “if he is hurt” part. Go into Data Type Validator and create a new object named IsHeroHurt and Validator type Unit Compare Vital and press ok. Set the Values; Compare: Less Than, Failure Result: TooMuchLife, Type: Fraction, Value: 1
Now bring up Data Type Effect and create a new object named Health Kit – Heal (dont forget to suggest) Effect type of Modify Unit and race Terran. and hit ok. For the fields set Validators: IsHeroHurt (Press the plus sign), Vitals: set the value for Life change to 100.
Now create a new Item in Data Type Item and set its name to Health Kit, Item Type Instant, Item Class MiscClass. Set the Fields for Effect: Health Kit- Heal, Effect Flags: Check Transient, Face: Health Kit, Flags : Check Destroy when Depleted, and for Effect Cost+: in the Charge Section set Coutn MAx to 5, Count Start to 5, Count use to 1, Location Ability.
Now in Data Type Unit create a new unit named Health Kit, Race Neutral, Object Type Item,and hit ok. Set Stats – Item to Health Kit, Flags to include Pawnable, and Repair Resource to 200. Now Duplicate an Actor to Use for the Model and adjust its unitName to Health Kit (I used a medivac). now place it in your map and give player 2 some kind of unit that can damage your hero to test it out. It should work fine.
Calldown: HELP!
Open up Data Type Effect and create a new Object, named Calldown: HELP! and suggest an ID, set Effect Type to Create Unit and set the race to Terran and hit ok. Set these Values: Data – Location +: Set Value to Target Unit/Type, Data – Spawn Count: 2, Spawn Unit: Marine, Effect – Spawn: Calldown MULE (Create Set).
Now load up Data Type Items and create a new object named Calldown: HELP!, item Type: Target, Item Class: MiscClass, and hit ok. Set these Values: Flags: Destroy when Depleted, Effect Flag: Transient, Effect Cost: Charge Count Max 2 – Charge Count Start 2 – Charge Count use 1, Range 10
Now in Data Type Units, create a new object named: Calldown: HELP! and suggest, Race: Neutral, Object Type: Item, and hit ok. Set the Values for Repair Resource to 500 minerals, Stats – Flags: Pawnable, Stats – Item: Calldown: HELP!.
Now in Data Type Actors duplicate again picking a unit to choose from (i chose Marine again, having 2 Copies of Marine, yes its cluttered but it works).
Go ahead and place the item in game and Test it out, it should call down 2 drop pods and 2 marines should pop out just like MULEs do! Note: They have a timer just like MULES!. to take this out you will have to create a new set of Effects just like the MULE’s but leaving that out (the effect to leave out is Calldown MULE (Timed Life).
Step 6: A Place to Sell
Ok in order to make a Building able to buy your items you have to make an Ability to make it able to buy them (see get it!?)
Load up Data Type Abilities and create a new object named Pawn Shop, of ability Type Pawn and hit ok. Set the Value for Range to 100 and Bring up Info +, Here you want to set Button to Salvage (Or create one like you did for the Items) and set Refund Fractions to 1 for all resource types:
Now in Data Type Units, Create a new Object named Pawn Shop and suggest, Set Unit Type to Structure and Race to Neutral and Choose to copy information from the Nexus (because when i think Pawn Shop i think Nexus!). Under Abiilities, Clear out everything then add a new one, selecting Pawn Shop.
Now in Actors, duplicate a nexus and assign it to the Pawn Shop, place it in game, and try to sell your items, it should work (right click item in bags to pick it up and then left click on the Nexus).
Now we are done with the items and inventory section of this tutorial, Some things you can do from here is go back and make some custom buttons for the bags, maybe fix the Actors for the items to scale them smaller. Maybe even make some more Items that do even cooler things, the amount of stuff to do is almost endless!
Step 7: Hero Attributes
Ok for Attributes we are going to want to do a set for 4 of them, Stamina, Strength, Agility, and Intellect. Stamina, For every point will add 10 life to a unit, Strength will increase the units damage by 1 each point, Agility will increase run speed by 1 each point, and Intellect will cause 2 more Spell damage a point.
First load up Data Types Bahaviors and create a new object named Stamina and of type Attribute and hit ok. Modify the value of Modification + and find Vitals Max Bonus and set Life to 10.
Now create another Behavior named Strength and in Modification + find Damage Delt (Unscaled) and set it to 1 for Ranged and Melee
Create Another named Agility and in Modification + Set Movement Speed Bonus to 1
Now create one more for Intellect and Set its Modification + at Damage Delt (Unscaled) to 2 for spell
Now back in the Data Type for Units, Find your Hero and Adjust the Value of Behaviors and add all 4 Attributes that we just made.
If you load your game now Your hero has Attributes! But it seems tacky to start at 0, so lets make it so we start at 1 for each. Go back to Data Type Behaviors and create a new object named Starting Stats and set the Type to buff. Go into its Modification + and find Attribute Changes, add each attribute and set each to 1.
now Head back to your Hero Unit and add this Behavior just like the stats. Now we should set it so that Each time we level we gain some stats, So back in Behaviors (yes i know alot of back in forth haha im sorry) Find HeroLevels and open up Veterancy Levels. For each one you will have to set the total Stats the player should have that level from base stats alone, in other words, when a Unit levels attributes arnt added they are replaced. So set the stats just like you did for starting stats in each level (for mine i just set them to 1,2,3,4,5,6 for all (Also note that because starting stats in a behavior set on the unit itself, those stats will always be there to add on to what you set per level)).
Here are the basic steps you will take here:

Congratulations! You now have stats for your hero!
Step 8: Hero Abilities
At first the thought of adding hero abilities that only became active at a certain level seemed tough, but really its not as bad as it may seem. Only these 6 Data Types come into play, and still its not much: Button, Validator, Behavior, Requirement, Ability, Unit. The Sample Ability we will be making is giving the hero Stim Pack at level 2.
Load Button Data and Create a new object, Name it Hero Stimpack. Set its Alert Tooltip to something simple to say it will cast Stimpack, then for the Icon, find the Stimpack icon and use it.
Load Up Validators and create a new one named Hero Below Level 2 make it of type Unit Compare Veterancy Levels and hit ok. Set the Values of Compare to Less than and the value of Value to 2.
Now Load up Behaviors and create a new one named Hero Level 2, make it of type Buff and hit ok. All you need to set here is Validators (Remove) to Hero Below Level 2.
Now Load up Data Type Requirements and Create a new Requirement named Hero Level 2 and hit ok. Bring up Requirement + and switch the mode to Expression and type in the following string into the first box labeled Use “CountBehavior(HeroLevel2,CompleteOnlyAtUnit) < {Hero Level 2 }1"
Load the Data Types for Abilities and Create a new one named Hero Stimpack, set the Type to Effect – Instant and choose to copy from Marine – Stimpack. Now Bring up Commands + and select the Execute command. Switch the Requirements to List View and Select Hero Level 2.
Now Finally Load up Units and elect your Hero. Bring up Abilities and change Marine – Stimpack to Hero Stimpack
Now bring up Command Card + and Select the stimpack Icon, Press the Red X on the Side to delete it. Now hit the Green plus sign to add another and select the Hero Stimpack Button. In the dropdown boxes at the Bottom select Command type: Ability Command, Ability: Hero Stimpack, and make sure Ability Command is Use Stimpack. and Hit ok.
Now if you Run your map and have some bad guys to kill, You can see that At first you cant use your Ability but after you kill enough badies to level, Bam! you can do drugs!
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Man this tutorial sucks ass. It doesnt even work correctly. THe dumb person who designed this tutorial doesnt even tell you what each step is accomplishing so that you can understand what you are doing. 0/10
Or maybe you’re just too lazy or stupid to find out anything by yourself. Thanks for the tutorial.
I am sorry, but this is NOT suppose to be a complete beginners guide to how to use the map editor. Some previous know how is necessary.
If you would like I can possibly get a few beginners guides posted?
I think our readers would appreciate anything you can come up with, which is a guide, explaining more in depth information.
Wow, Two things A: This tutorial is very well done and even if you couldn’t understand any of it, it deserves a hell of lot more than 0/10, at least 5-7/10. And B: Blizzard hasn’t necessarily made it quite as easy of a process to create heroes than in wc3 but now it has a lot more customize-ability even if it takes a bit more work, my main point being that I personally am quite a beginner at map making (having only a tiny bit of experience from wc3, making loading screens and whatnot for people) and I found this tutorial extremely easy to follow and quite explanatory. However it would be helpful to beginners if someone could analyze the steps for us and put a link next to each step leading us to an in depth analysis of the step, However this is up to the author or someone that can help him, and he has already done an outstanding job, A+ tutorial 10/10. Keep um’ comin!
This maybe isn’t the BEST tutorial for beginners, but I learnt alot from this one. Thanks for the tutorial!
Awesome tutorial, shows the very needed information about creating a hero in starcraft 2.
My inventory never showed up while playing map idk if i missed a step, someone help?
nvm never added inventory ability to my hero
Could somone please explain to me how to make experience be shared? My hero only gets experience for the units he kills, not if hes nearby a unit when a team mate kills it.
check the unit you are killing in the data editor, maybe there is something about xp gain when killed and maybe something about assists. I havent tested this its just a hunch but it would be the most natural place to put it i guess.
I think you can use triggers for this, like, When “unit Dies” ie zirgling, check if Hero”name” is within “50″ yards or wheatever, award “X” exp, perhaps something like that.
very god tut. works 100% for me.
only 1 question left: heroes only get xp for units they killed by their own hands. is it possible to having them get xp for units killed by any allied unit like is is in wc3 ?
great tutorial. do you also know how to make a town portal scroll item like in warcraft 3 in sc2 ??? couldnt figure that out, plz someone help
I’m following the Health Kit section but at the items part I don’t have a Health Kit face. What have I done wrong?
Also, I can’t find Repair Resource. I went and tested what I had and the face isn’t really necessary for testing purpsoes, but my items aren’t being depleted. I have the destroy when used flag checked. Help?
Hi my view bar looks completely different to the one you showed, for example where yours says Ctrl + shift + H for advanced values, mine shows the Placement grid, and on a couple of the steps its not showing some of the info you need to input, any idea as to why or how to resolve it?
This tutorial is nothing short of amazing. The title leads you to believe that we will be taught to make a hero and only a hero, but the writer goes completely out of his way and teaches us how to make items, abilities, etc. Big ups to you, 10/10, keep em coming!
Questions about GalaxyEdit, can now also be asked in the StarCraft forums. Got a tutorial, you want everyone to read, post it in the forums.
is there a tutorial up for making your building sell the items you have created?
Syphael i believe your the creator of the Quest RPG v0.6 thats up in SC2.. If you are please Email me ide like to help bata test if and give a few suggestions and report some bugs SC2 name is Ondeadundead and my friend code is 422 add me
@syphael: thats pretty easy you just make an ability (type train), go to info +, insert the items (also choose a button for every item, otherwise it wont work). then give the building the ability and go to the command card and put all the items there
When I go in-game after making the hero weapon, It’s icon in the inventory is a white square. Can anyone help?
hi, im having a problem with hero leveling, he do not earn xp, the level bar stays empty. any ideas?
hey i had the same problem until i went to triggers and deleted set default melee options for all players. try deleting it and see if that fixes it
Dude, Soldier, you are my hero…. I was utterly stumped on what was preventing XP gain, big <3!!!
Ihad the same problem, then I went to the unit tab and checked it as a hero. Also check the flag for hero to.
Hey!
Great guide! I’m having a bit of a problem with step 8 tho, the stimpack is availible from level 0, any idea what I’m doing wrong?
please help me, my hero can´t take the items
Solved!
Thx alot for this tutorial! This helped me alot ( i just started creating maps again old wc3 mapper )