In the trigger below is an ability that when casted will first attempt to clear your hound, then make a new one (so it's only limited to one) and I tried to make it multiplayer viable via the index. Can someone tell me if this is working properly, and this also properly leaking A LOT. But I don't know how to fix that with the indexes, so if someone could point that out too, that would be awesome 




-
Limithound
-
Events
-
Unit - A unit Finishes casting an ability
-
-
Conditions
-
(Ability being cast) Equal to Fel Stalker
-
-
Actions
-
Unit - Remove LimitHound[(Player number of (Owner of (Triggering unit)))] from the game
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Level of Fel Stalker for (Triggering unit)) Equal to 1
-
-
Then - Actions
-
Unit - Create 1 Fel Hunter (1) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Position of (Triggering unit))
-
Set LimitHound[(Player number of (Triggering player))] = (Last created unit)
-
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Level of Fel Stalker for (Triggering unit)) Equal to 2
-
-
Then - Actions
-
Unit - Create 1 Fel Stalker (2) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Position of (Triggering unit))
-
Set LimitHound[(Player number of (Triggering player))] = (Last created unit)
-
-
Else - Actions
-
Unit - Create 1 Hell Stalker (3) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Position of (Triggering unit))
-
Set LimitHound[(Player number of (Triggering player))] = (Last created unit)
-
-
-
-
-
-