QUOTE(Puddin @ Jan 2 2007, 03:54 AM)
Does somebody know how to do that without using a massive amount of triggers?
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MMWiki's Kills to Cash covers pretty much all the ways to do it. There's two tutorials on SEN, but they are just the original copy of MMWiki's. The perfect method is perfect, but I don't know how to set it up to give different exp per kill. The other methods show you how to do that, though they are flawed.
MMWiki's Kill Score is a list of all the scores a unit is when you kill it. Your trigger you presented would give the player 250 minerals for killing a Broodling, up to 48000 minerals for killing Hyperion. To get this effect without a massive amount of triggers, you can simply use 1 trigger that gives 1 mineral per kill score (you will want more to make it go faster), and make sure your units that you want to kill are appropriate. A zergling would be fixed at 50 exp/mins, while a Torrasque would be fixed at 2600 exp/mins. If you use this method, it is perfect, though you lose customization.
Kills to Cash is a forever annoying problem in SC. Nobody has found a way to do it truly perfect.