Heres what you can do, is the attribute bonus permanent? if not then you need a variable array of type real.
Trigger:
- Item
- Events
- Unit - A Unit acquires an item
- Conditions
- Item type of (Item being manipulated) equal to AgilityBonus10Percent
- Actions
- set TempReal[1] = Agility of (Hero manipulating item) * .10
- Hero - Add TempReal[1] Agility to (Hero manipulating item)
And then a similar trigger for if/when he drops it.
Wrong, we arent setting his agility in that one, we're getting 10% of it, then adding that to the heroes agility.