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Does anyone know how to make it that if you kill a unit, a seperate unit gets xp for it?
Example: My zealot kills an enemy stalker, and because of that kill, my Nexus gets +1 experience, and it repeats itself every time i kill a stalker.
You can modify unit properties (life,energy,exp etc.) with triggers.
There's also a way to share exp in data, but idk about that.
@Necromoni: Go
I have tried the first one, but it only SETS to, and not ADDS experience
So check what unit experience is, add 1 to that value and set it then.
@maticpl: Go Can you go into more detail please? Like how do I check its unit experience?
Make a variable, set variable to unit property, then add to that variable, then set property to that variable. OR make an Effect-Modify Unit, make that effect be +1 experience, and apply the effect to the unit everytime conditions are met.
@Darttagman: Go
No need to initialize variable for it, something like this should do:
Unit Gains Exp Events Unit - Any Unit dies Local Variables Conditions (Owner of (Triggering unit)) == 2 Actions Unit - Set Nexus [18.50, 16.50] Experience to ((Nexus [18.50, 16.50] Experience (Current)) + 1.0) Set Unit Property Unit: Nexus [18.50, 16.50] Property: Experience Value: Arithmetic (Real) Value 1: Unit Property Unit: Nexus [18.50, 16.50] Property: Experience Current: Current Operator: + Value 2: 1.0
Does anyone know how to make it that if you kill a unit, a seperate unit gets xp for it?
Example: My zealot kills an enemy stalker, and because of that kill, my Nexus gets +1 experience, and it repeats itself every time i kill a stalker.
You can modify unit properties (life,energy,exp etc.) with triggers.
There's also a way to share exp in data, but idk about that.
@Necromoni: Go
I have tried the first one, but it only SETS to, and not ADDS experience
So check what unit experience is, add 1 to that value and set it then.
@maticpl: Go Can you go into more detail please? Like how do I check its unit experience?
Make a variable, set variable to unit property, then add to that variable, then set property to that variable. OR make an Effect-Modify Unit, make that effect be +1 experience, and apply the effect to the unit everytime conditions are met.
@Darttagman: Go
No need to initialize variable for it, something like this should do: