Hero Max level, but not in map.

Dr Super Good

Spell Reviewer
Level 60
Jan 18, 2005
Do note that unit levels cannot be set outside of the object editor inside World Edit. Also hero levels are still limited to the maximum defined within gameplay constants. Hero levels may also be limited by internal overflow or rounding error in experience and level calculations for really larger numbers of levels with large numbers for experience.

Generally the maximum limit for hero level should not exceed 500 or 1000. Not only are larger hero levels generally considered bad game design but also they can start to run into issues.
Level 14
Sep 6, 2015
Here's the exact trigger that works. I tested this. No need for variables or anything else.

  • Untitled Trigger 001
    • Events
    • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
    • Unit - Create 1 Blood Mage for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
    • Hero - Set (Last created unit) Hero-level to 10, Show level-up graphics
Level 12
Mar 30, 2013
  • Kiran
    • Events
      • Time - Elapsed game time is 1350.00 seconds
    • Conditions
    • Actions
      • Game - Display to (All players) the text: |cff9370dbKiran|r: ...
      • Set TempGroup = (Units in (Playable map area) matching ((Owner of (Triggering unit)) Equal to Player 6 (Orange)))
      • Set TempGroup2 = (Units in (Playable map area) matching ((((Matching unit) belongs to an enemy of Player 6 (Orange)) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Black Citadel)))
      • Set Unitposition = (Position of (Random unit from TempGroup2))
      • For each (Integer A) from 1 to 1, do (Actions)
        • Loop - Actions
          • Set Spawn_Point2[1] = (Random point in SpawnRegions2[(Random integer number between 1 and 3)])
          • Unit - Create 1 |cffdc143cDestruction King|r for Player 6 (Orange) at Spawn_Point2[1] facing Default building facing degrees
          • Unit - Order (Last created unit) to Attack-Move To Unitposition
          • Custom script: call RemoveLocation (udg_Spawn_Point2[1])
          • Custom script: call RemoveLocation (udg_Spawn_Point2[bj_forLoopAIndex])
          • Wait 0.00 seconds
      • Custom script: call DestroyGroup(udg_TempGroup)
      • Custom script: call DestroyGroup(udg_TempGroup2)
      • Custom script: call RemoveLocation(udg_Unitposition)
This is how my spawn system work for the spawning of the hero. So where to insert it?