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How to..

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Moin moin =)

Well you should explain a bit more about your random system you want use.
But in many cases you store all heroes into a variable and use the random int check:

JASS:
function x takes nothing returns nothing
    local integer i = GetRandomInt(1,100)
    
    if i == 1 then
        // first champ
    elseif i == 2 then
        // second champ
    elseif i == 3 then
        // third chamo
    elseif
    // and so on
endfunction
[I don't know the GUI way anymore]

Well and item drops on neutral units when they die or when? You can use item tables for it.

Greetings and Peace
Dr. Boom
 
to make neutrals drop items select a neutral in the editor and press enter then go to item table

Won't work for units that are created via triggers or respawn.

The common GUI method is to use a bunch of if/then/else checks when a unit dies, but itempools are easy to learn and a lot less time consuming to use.
 
add something like this on init
  • Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set random_heroes[1] = Paladin
      • Set random_heroes[2] = Archmage
      • Set random_heroes[3] = Mountain King
      • Set random_heroes[4] = Blood Mage
      • Set numberOfHeroes = 4
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Trigger - Add to random <gen> the event (Player - (Player((Integer A))) types a chat message containing -random as An exact match)
and this to get the hero
  • random
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering player) Current gold) Greater than or equal to 500
        • Then - Actions
          • Unit - Create 1 random_heroes[(Random integer number between 1 and numberOfHeroes)] for (Triggering player) at (Center of (Playable map area)) facing Default building facing degrees
  • Player - Add -500 to (Triggering player) Current gold
    • Else - Actions
 
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