Yep, okay... so I've tried to comment the following to make sense of it..
Its 3 variables in 2 triggers. You can spread out the addition of abilities over multiple triggers if you wish.
I've used Integer Looping for the kill trigger, which basically chooses a number, runs everything beneath it inserting the number into where it specfies, then loops choosing a different number every time.
The variables:
UnitKills - Integer with array of 1.
UnitCount - Integer, no array
UnitAssigned - Unit variable with array of 1
The triggers:
TRIGGER 1:
"Creation"
Events
Map initialization
Conditions
Actions
-------- IMPORTANT NOTE : ALL VARIABLE NUMBERS MUST MATCH. --------
-------- UnitKills[1] must be the kills of UnitAssigned[1] <--- very important the number [1], or whatever it is, is the same for all variables concerned. --------
-------- Simple creation of a footman. --------
Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
-------- Firstly, a count for all your units. Secondly, allows other triggers to work. --------
Set UnitCount = (UnitCount + 1)
Set UnitKills[UnitCount] = 0
-------- Sets the number to a unit variable, so when that unit kills, it can be found --------
Set UnitAssigned[UnitCount] = (Last created unit)
[ --- The trigger creates and assigns the unit. You can change this to make it mass produce units and assign every single unit with a number, or on a different event.. no limitations. --- ]
TRIGGER 2:
"OnDeath"
Events
Unit - A unit Dies
Conditions
Actions
-------- Integer loops, will go through every unit from 1 -> your UnitCount --------
For each (Integer A) from 1 to UnitCount, do (Actions)
Loop - Actions
-------- Firstly find which unit is your killing unit... --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Killing unit) Equal to UnitAssigned[(Integer A)]
Then - Actions
-------- Once its found the killing unit, then it sets the unitkills + 1 --------
Set UnitKills[(Integer A)] = (UnitKills[(Integer A)] + 1)
-------- Secondly, once the counts and additions are done, check if kills are 10 or 15.. and set ability --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
UnitKills[(Integer A)] Equal to 10
Then - Actions
-------- Set the ability --------
Unit - Add Bash to UnitAssigned[(Integer A)]
Else - Actions
Do nothing
Else - Actions
Do nothing
[ --- So, when the unit dies, it'll find which unit did the killing, add a kill to its score, then check how many kills it has to see if it needs to add an ability --- ]
Hope this helps..
and I hope I've done it the way you needed
SORRY- Not very clear, I don't now how to insert the trigger on the white bg.. if you tell me I can do this for you..