Hi there!
You re my last chance to get my Rpg map finished without writing bout 4000 triggers

basically i need a kill scoring system (ressources for kills). so if player x kills a ling he should get y minerals, while if he kills a hydra he should get z minerals. imagine this for every player and every unit-type.
so the only way to do this correctly is this:
C: Player X kills at least 1 Ling.
A: Modify Ressources for Player X: Add 5 Ore.
C: Player X kills at least 2 Ling.
A: Modify Ressources for Player X: Add 5 Ore.
............
........
....
u see that this goes boring, if i do it for every unit and till at least 1000 because there will be a lot of units during the game.
so i tried to work out a more efficient system:
(i work on german editor, so i dont know the exactly words for the triggers)
C:
Player Z(opponent) must suffer exactly 1 death of Zergling
Actual Players "killed units and buildings" points are at least at 1
A:
Set points for actual player: Set killed units and buildings to 0.
add ressources: 5 Ore.
total death counts for Zergling: Set to 0.
preserve trigger.
This is really a perfect system, it worked if i tested it. didnt matter how much units i killed at one moment or anything else. works perfect, but .....
Now if there is more than 1 player, lets say 2 for the first ..
Player 1 Kills a Zerling and a Hydra, then Player 2 kills a Zergling.
(Player 1 should get 5 ore for ling, and 10 ore for hyd, makes 15 ore, while player 2 should get 5 ore.)
Now player 1 gets 5 ore for zergling, but because after that kill his points are set to 0, player 2 (whos points are now at least 1) gets the points for the Hydra. (And the next player who kills anything would get 5 ore from player 2's zergling)
Is it possible to improve this system a litte, so that everything goes correctly if there is more than 1 player?
Thank You !