So, simply:
Unit Acquires Item X, then Player (owner of unit) gets Ability X.
Let's call Ability X - Equip Weapon
So 'Equip Weapon' is based off Night Elf - Bear Form.
When the unit has the weapon, he can 'equip' it and bearform into a new unit, armed with the weapon (obviously )...
My problem is, he acquires the ability okay, on picking up the item. But, the item is undroppable, and can only be 'dropped' by 'unEquipping' (or casting Night Elf Form). This basically creates the item at unit's location, and removes the one he is carrying. But, then what happens is: The 'Unarmed Unit' can still 'Equip Weapon' since it did not disable...
I think I've got it... is it because I've "removed" the item... So, therefore (Owner of (Hero manipulating item)) becomes invalid? Since the item no longer exists?
Also, I'm encountering an annoying bug (in the forums), but I'll post elsewhere about that (well try to).
Unit Acquires Item X, then Player (owner of unit) gets Ability X.
Let's call Ability X - Equip Weapon
So 'Equip Weapon' is based off Night Elf - Bear Form.
When the unit has the weapon, he can 'equip' it and bearform into a new unit, armed with the weapon (obviously )...
My problem is, he acquires the ability okay, on picking up the item. But, the item is undroppable, and can only be 'dropped' by 'unEquipping' (or casting Night Elf Form). This basically creates the item at unit's location, and removes the one he is carrying. But, then what happens is: The 'Unarmed Unit' can still 'Equip Weapon' since it did not disable...
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Weapon Dropped Shotgun
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Events
- Unit - A unit Begins casting an ability
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Conditions
- (Ability being cast) Equal to Equip Weapon Shotgun
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Casting unit)) Equal to Marine [Shotgun]
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Then - Actions
- Item - Remove (Item carried by (Casting unit) in slot 1)
- Item - Create Shotgun at (Position of (Casting unit))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-class of (Item carried by (Casting unit) in slot 2)) Equal to Powerup
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Then - Actions
- Item - Create Conventional Ammo at (Position of (Casting unit))
- Item - Set charges remaining in (Last created item) to (Charges remaining in (Item carried by (Casting unit) in slot 2))
- Item - Remove (Item carried by (Casting unit) in slot 2)
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Else - Actions
- Do nothing
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If - Conditions
- Player - Disable Equip Weapon Shotgun for (Owner of (Hero manipulating item))
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Else - Actions
- Do nothing
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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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Events
Also, I'm encountering an annoying bug (in the forums), but I'll post elsewhere about that (well try to).