change unit when he kills an enemy

LurkerAspect

Now officially a Super Lurker
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You're better off going with the custom value option. An example trigger of this would be:
Trigger:
  • unit kills unit
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Unit - Set the custom value of (Killing unit) to ((Custom value of (Killing unit)) + 1)
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Custom value of (Killing unit)) Equal to (==) 10
          • Then - Actions
            • Unit - Replace (Killing unit) with a Footman using The old unit's relative life and mana
          • Else - Actions
            • Do nothing

You can add your own conditions if you only want it to work for a certain type of unit, or only a specific unit, etc. This trigger can be copied to make the killing unit upgrade multiple levels, all using the custom value of the unit.

Hope this helps :D
 

Inflicted

Currently inactive
Reaction score
63
Why are you even considering an Array? It is only MPI.

Use Custom Values/Hastabes/Some other count with ability levels or mana.

Otherwise, using an Array each player can only have a single unit thats leveling up.

Use the suggested method above.
It is the simplest and most effective.

However, if you are already using Custom Values for something else. Then perhaps a hashtable would be better.

---

EDIT: lol. i was too lazy to read it before post. Apologies, um then your array has all the units contained in it. Personally I wouldn't advise that, especially if you do not know what you are doing.
 

vypur85

Hibernate
Reaction score
803
Just some additional info.

Check out on the ability called Chaos in the Object Editor. Use this ability to morph in favour of the trigger 'Replace unit'.
 

WolfieeifloW

WEHZ Helper
Reaction score
372
i'd like it to be automathic, so i don't have to click every unit that kills X units, that's why i want it this way... so could anyone quote me the trigger, i just don't idea from where to start :S
Huh?
Give it an ability that adds a point to it each time it kills something (Think Necromastery from DoTA's Nevermore).
When that ability reaches X points, change the unit and reset the ability to 0, or keep adding.
 

guneruh

Member
Reaction score
1
You're better off going with the custom value option. An example trigger of this would be:
Trigger:
  • unit kills unit
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Unit - Set the custom value of (Killing unit) to ((Custom value of (Killing unit)) + 1)
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Custom value of (Killing unit)) Equal to (==) 10
          • Then - Actions
            • Unit - Replace (Killing unit) with a Footman using The old unit's relative life and mana
          • Else - Actions
            • Do nothing

You can add your own conditions if you only want it to work for a certain type of unit, or only a specific unit, etc. This trigger can be copied to make the killing unit upgrade multiple levels, all using the custom value of the unit.

Hope this helps :D

i can't find this triggers:
(Custom value of (Killing unit)) Equal to (==) 10
unit kills unit
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)

:S
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
1). Custom Value comparisons go under Integer Comparison conditions.
2). Unit kills unit is the name of the trigger, not an action.
3). That's an If/Then/Else, Multiple Functions action.
 
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