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Okay, the event is registered like this along with sells and pawns an item (those two work - same trigger):
Trigger - Add to The Perfect Clone Item Mod <gen> the event (Unit - (Triggering unit) Loses an item)
This is the actual trigger:
The Perfect Clone Item Mod
Events
Conditions
Actions
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
Hero - Drop the item from slot (Integer A) of ThePerfectClone[(Player number of (Owner of (Triggering unit)))]
Item - Remove (Last dropped item)
Item - Create (Item-type of (Item carried by (Triggering unit) in slot (Integer A))) at (Position of ThePerfectClone[(Player number of (Owner of (Triggering unit)))])
Item - Make (Last created item) Undroppable
Hero - Give (Last created item) to ThePerfectClone[(Player number of (Owner of (Triggering unit)))]
And yes, I'm aware of the leaks, but I won't fix those until this actually works.
No, the point is that this trigger synces the inventory of the hero and the clone. So when the original buys, sells, drops an item, I refresh all 6 slots with the items of the original hero.
Loop from 1-6 and check "ItemType In Slot LoopIndex for CloneUnit == ItemType of Item being manipulated". If true you drop it for clone and exit the loop.
An other question. Have you access to unit + cloneUnit at same time? Is it really necessary that they have same items at same time?
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