Before I get too far in, though, I want to sort out the kills for cash issue:
It can only work if the players kill one unit at a time, and you also have to separate units with the same killscore so the system doesn't get confused.
I know for a fact that some heroes in the map will be using splash. How do I fix it to where it can detect when a player has killed multiple units at the same time?
I think a system where I simply placed a kills to cash trigger for each kill of a unit up to a couple thousand or so would work, but I fear it might cause trigger lag (there will be a good variety of things to blow up, and a technically infinite number of them XD). Would thousands of kills to cash triggers possibly cause trigger lag?
I also want to make enemies have a chance of dropping items when killed (sort of like how it was done in spellsword). Would this be difficult to implement, or is it as simple as it looks?
Any ideas?
PS: I put this in the right section, right? I tend to suck with that XD.
None.