Item Dropping

power

New Member
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Alrightio!

Heres my problem, I wanna know if there is an easier way to make a unit type drop an item... This is my trigger, works fine, I just wanna know if I have to make a million triggers for each unit.

Code:
Forest Troll Drop 1
    Events
        Unit - A unit owned by Player 12 (Brown) Dies
    Conditions
        (Unit-type of (Dying unit)) Equal to Forest Troll
    Actions
        Set Trollinteger = (Random integer number between 1 and 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Random integer number between 1 and 4) Equal to 1
            Then - Actions
                Item - Create Potion of Healing at (Position of (Dying unit))
            Else - Actions
 
if you want every unit type to do that then just remove the condition?
(Unit-type of (Dying unit)) Equal to Forest Troll
 
>I just wanna know if I have to make a million triggers for each unit

You can use an if-then-else function to filter through the type of dying unit,
and then create a random item using the help of a few arrayed-variables:
Code:
Example
    Events
        Unit - A unit Dies
    Conditions
    Actions
        Set SpiderItems[1] = Claws of Attack +3
        Set SpiderItems[2] = Mask of Death
        Set OgreItems[1] = Skull of Gul'dan
        Set OgreItems[2] = Killmaim
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of (Triggering unit)) Equal to Spitting Spider
            Then - Actions
                Set TempPoint = (Position of (Triggering unit))
                Item - Create SpiderItems[(Random integer number between 1 and 2)] at TempPoint
                Custom script:   call RemoveLocation(udg_TempPoint)
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Unit-type of (Triggering unit)) Equal to Ogre Warrior
                    Then - Actions
                        Set TempPoint = (Position of (Triggering unit))
                        Item - Create OgreItems[(Random integer number between 1 and 2)] at TempPoint
                        Custom script:   call RemoveLocation(udg_TempPoint)
                    Else - Actions
^ If a Spitting Spider dies, a random SpiderItems type of item will be created,
and else if an Ogre Warrior dies, a random OgreItems type of item will be created.

Simple really.
 
Atm I've got that for potions, here see....
Code:
Potion Drop everything
    Events
        Unit - A unit owned by Player 12 (Brown) Dies
    Conditions
    Actions
        Set Trollinteger = (Random integer number between 1 and 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Random integer number between 1 and 8) Equal to 1
            Then - Actions
                Item - Create Potion of Healing at (Position of (Dying unit))
            Else - Actions

But I mean... is there a way to make stuff drop without triggers or making into one trigger? So it takes less space...
 
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