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Drops

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Level 4
Joined
Dec 14, 2009
Messages
48
I give unit loot table. Something like this
Item set 100%
Item 1-30%
Item 2-25%
Item 3-25%
Item 4-20%

Then I do trigger where is that when that herodie he will by revived. And when he is revived he doesn´t have that loot table. How can I do that he will have that loot table after reviveing?
 
  • Untitled Trigger 003
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Item_Array[0] = Claws of Attack +15
      • Set Item_Array[1] = Crown of Kings +5
      • Set Item_Array[2] = Kelen's Dagger of Escape
      • Set Item_Array[3] = Mask of Death
  • Untitled Trigger 002
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • Set Temp_Loc_1 = (Position of (Triggering unit))
      • Set Temp_Integer_1 = (Random integer number between 1 and 100)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Temp_Integer_1 Less than or equal to 30
        • Then - Actions
          • Item - Create Item_Array[0] at Temp_Loc_1
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Temp_Integer_1 Less than or equal to 55
            • Then - Actions
              • Item - Create Item_Array[1] at Temp_Loc_1
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Temp_Integer_1 Less than or equal to 80
                • Then - Actions
                  • Item - Create Item_Array[2] at Temp_Loc_1
                • Else - Actions
                  • Item - Create Item_Array[3] at Temp_Loc_1
      • Custom script: call RemoveLocation(udg_Temp_Loc_1)
Instead of "triggering unit is a hero" you can use unit type comparison.
 
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