Instead of using a visual drop (Making an item actually appear there) you can do a text/death-based drop (Tell the person what dropped, and add a death count to that item showing that they received one).
Randomize two switches (S = Set, C = Cleared)
S 1, S 2
S 1, C 2
C 1, S 2
C 1, C 2
for a 75% of nothing and a 25% change of something dropping, make just one of these have a dropping action. You could use switches:
If C 1, C 2 was the combination that triggered a drop, randomize switch x (x decides which item drops. If you want 2 items to drop, randomize 1 switch. 4 items, 2 switches, and so on [x² = y, where x is the number of switches and y is the number of items you want dropped]). Then with the switches as conditions, make the actions the text saying the item dropped and the death counters being the item itself.
| Trigger |
| Conditions: |
| ¤ Current Player Kills at least 1 Zergling |
| Actions: |
¤ Modify Score for Current Player: Set Kills to 0 for Zergling
|
¤ Randomize Switch 'Drop1'
|
¤ Randomize Switch 'Drop 2'
|
| ¤ Preserve Trigger |
| Trigger |
| Conditions: |
¤ 'Drop 1' is Cleared
|
| ¤ 'Drop 2' is Cleared |
| Actions: |
¤ Randomize 'Item 1'
|
¤ Randomize 'Item 2'
|
| ¤ Preserve Trigger |
The above trigger is for the 25% chance an item drops. for the other 75% chance of something NOT dropping, use this one:
| Trigger |
| Conditions: |
¤ 'Drop 1' is Set
|
| ¤ 'Drop 2' is Set |
| Actions: |
¤ (Optional) Display Text Message: "No item was dropped."
|
| ¤ Preserve Trigger |
Now for the actual item randomization:
| Trigger |
| Conditions: |
¤ 'Item 1' is Set
|
| ¤ 'Item 2' is Set |
| Actions: |
¤ Display Text Message: "Found 1 Healing Potion"
|
¤ Modify deaths for Current Player: Add 1 for 'Healing Potion'
|
| ¤ Preserve Trigger |
Now instead of 'Item 1' is Set and 'Item 2' is Set, you can have either of them cleared and use another trigger for a different item being dropped.
Sorry if this is confusing. If you still don't understand (And nobody else helps) PM me and I will try to make a sample map.