- Joined
- Apr 1, 2009
- Messages
- 201
I've created a system that stores items in 2 separate regions for each player. I have abilities where you can move items around the 2 regions or to your hero and keeper (Like a storage unit). I have the conditions so far that checks if the item isn't owned or is owned by you, then I check if the item is in one of your inventory regions. How would I make a condition that allows me to check every other players region, checking if its not equal to the owner of the unit casting the ability? There are 16 different regions, 2 for each player. The reason I ask if because I want the Keeper to be able to pick up items anywhere on the map unless they are in another players inventory regions or owned by another player. The problem is I can't pick up any item that isn't in any players inventory (Like in the playable map area).
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Move To Keeper
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Events
- Unit - A unit Begins casting an ability
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Conditions
- (Ability being cast) Equal to Move To Keeper [E]
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Actions
- Set DisplayForce = (Player group((Owner of (Triggering unit))))
- Set MoveToKeeperCaster = (Owner of (Triggering unit))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- MoveToKeeperCaster Equal to PlayerToPlayerInventoryGroup[(Player number of MoveToKeeperCaster)]
- MoveToKeeperCaster Equal to PlayerToPlayerSafeGroup[(Player number of MoveToKeeperCaster)]
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Or - Any (Conditions) are true
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Conditions
- ((Target item of ability being cast) is in PlayerInventory[(Player number of MoveToKeeperCaster)]) Equal to True
- ((Target item of ability being cast) is in PlayerSafeInventory[(Player number of MoveToKeeperCaster)]) Equal to True
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Conditions
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Or - Any (Conditions) are true
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Conditions
- CustomValueItemOwnerShip Equal to PlayerNumberItemOwnership
- CustomValueItemOwnerShip Equal to 0
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Conditions
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Then - Actions
- Hero - Give (Target item of ability being cast) to (Triggering unit)
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Else - Actions
- Game - Display to DisplayForce the text: Invalid Item
- Custom script: call DestroyForce(udg_DisplayForce)
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If - Conditions
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Events
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Setup
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Events
- Map initialization
- Conditions
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Actions
- -------- Player and Player's Inventory --------
- Set PlayerToPlayerInventoryGroup[1] = Player 1 (Red)
- Set PlayerInventory[1] = Player 1 Inventory <gen>
- Set PlayerToPlayerInventoryGroup[2] = Player 2 (Blue)
- Set PlayerInventory[2] = Player 2 Inventory <gen>
- Set PlayerToPlayerInventoryGroup[3] = Player 3 (Teal)
- Set PlayerInventory[3] = Player 3 Inventory <gen>
- Set PlayerToPlayerInventoryGroup[4] = Player 4 (Purple)
- Set PlayerInventory[4] = Player 4 Inventory <gen>
- Set PlayerToPlayerInventoryGroup[5] = Player 5 (Yellow)
- Set PlayerInventory[5] = Player 5 Inventory <gen>
- Set PlayerToPlayerInventoryGroup[6] = Player 6 (Orange)
- Set PlayerInventory[6] = Player 6 Inventory <gen>
- Set PlayerToPlayerInventoryGroup[7] = Player 7 (Green)
- Set PlayerInventory[7] = Player 7 Inventory <gen>
- Set PlayerToPlayerInventoryGroup[8] = Player 8 (Pink)
- Set PlayerInventory[8] = Player 8 Inventory <gen>
- -------- Player and Player's Safe Inventory --------
- Set PlayerToPlayerSafeGroup[1] = Player 1 (Red)
- Set PlayerSafeInventory[1] = Player 1 Safe Inventory <gen>
- Set PlayerToPlayerSafeGroup[2] = Player 2 (Blue)
- Set PlayerSafeInventory[2] = Player 2 Safe Inventory <gen>
- Set PlayerToPlayerSafeGroup[3] = Player 3 (Teal)
- Set PlayerSafeInventory[3] = Player 3 Safe Inventory <gen>
- Set PlayerToPlayerSafeGroup[4] = Player 4 (Purple)
- Set PlayerSafeInventory[4] = Player 4 Safe Inventory <gen>
- Set PlayerToPlayerSafeGroup[5] = Player 5 (Yellow)
- Set PlayerSafeInventory[5] = Player 5 Safe Eventory <gen>
- Set PlayerToPlayerSafeGroup[6] = Player 6 (Orange)
- Set PlayerSafeInventory[6] = Player 6 Safe Inventory <gen>
- Set PlayerToPlayerSafeGroup[7] = Player 7 (Green)
- Set PlayerSafeInventory[7] = Player 7 Safe Inventory <gen>
- Set PlayerToPlayerSafeGroup[8] = Player 8 (Pink)
- Set PlayerSafeInventory[8] = Player 8 Safe Inventory <gen>
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Events
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Item Ownership
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Events
- Unit - A unit Acquires an item
- Conditions
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Actions
- Set ItemVariableItemOwnership = (Item being manipulated)
- Set CustomValueItemOwnerShip = (Custom value of ItemVariableItemOwnership)
- Set PlayerNumberItemOwnership = (Player number of (Owner of (Hero manipulating item)))
- Set DisplayForce = (Player group((Owner of (Hero manipulating item))))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- CustomValueItemOwnerShip Equal to 0
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Then - Actions
- Item - Set the custom value of ItemVariableItemOwnership to PlayerNumberItemOwnership
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- CustomValueItemOwnerShip Not equal to PlayerNumberItemOwnership
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Then - Actions
- Hero - Drop ItemVariableItemOwnership from (Hero manipulating item)
- Game - Display to DisplayForce the text: This item does not ...
- Custom script: call DestroyForce(udg_DisplayForce)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Events