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e.g. 10% chance to do action A, 10% chance to do action B, 80% chance to do action C
Actions

If


random integer between 1 and 100 < 10

Then


Action A

Else


If



random integer between 1 and 90 < 10


Then



Action B


Else



Action C
If (All Conditions are True) then do (Then Actions) else do (Else Actions)

If - Conditions


(Random integer number between 1 and 100) Equal to 15

Then - Actions


Region - Center ITEM <gen> on (Position of (Dying unit))


Item - Create Gnoll Club at (Center of ITEM <gen>)

Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)

If - Conditions


(Random integer number between 1 and 100) [COLOR="Red"]not greater than[/COLOR] 15 [COLOR="SeaGreen"]// if you want 15%, your's was 1%[/COLOR]

Then - Actions


Set PositionVariable = (Position of (Dying unit)) [COLOR="seagreen"]// you need a variable to prevent memory leak[/COLOR]


Item - Create Gnoll Club at PositionVariable [COLOR="SeaGreen"]// = create Gnoll Club at position of dying unit[/COLOR]


Custom script : call RemoveLocation( udg_PositionVariable ) [COLOR="seagreen"]// here you remove the used point from the memory[/COLOR]

Else - Actions
Why dont u just create the item at the position of dying unit?
A unit dies
unit = ur unit <<< this isnt needed
create 1 Potion of Health at position of dying unit
(OR what I use for my RPG's is create 1 random artifact of level 8)
and set all the items I use to lvl 8 artifacts so the unit will drop one of them and you can even check the level of the dying unit or life and drop an item from a group that fits the unit, peasant drops mantle of intelligence, ogre drops boots of speed.
