I do not get exatly what this system is meant to do. When I tested it I managed to feed cheese to the do not give cheese hero. It also looks like a triggering mess and I can not see any form of logical data table structure to it. I see no use for this system in its current state.
In its current state it looks like a proof of concept map rather than anything practicle or usable.
What is really needed is for this to be combined with an item restriction system so you can set up data set and it will apply to the units for both purchases and pickups. Such a system would be highly useful for RPGs and could save a lot of hassle.
To make MUI will probably be difficult but really is important for the usability of such systems. I advise looking at how other parameters behave with the units involved. You might find some pattern or corolation that will let you make it MUI. I am aware this can be painful it can be, something as simple as a building construction detection system took me a long time to design and make.
"I do not get exatly what this system is meant to do. When I tested it I managed to feed cheese to the do not give cheese hero."
(that would not happen in games with one hero by player)
-they system only works for hero stored in HERO[X] variable and that hero gets big,so maybe shop didnt target the big hero big hero...anyway that mess will not happen when i update this
Edit:
i can make it fast for v1.06 (Done)
variables - 3
timer varaiable - ITEM
UnitGroup - "NotAllowedHeroes" (heroes that should not buy the item)
Item-Type - "ITEM"
-now it will work for all players and hero does not have to be stored in HERO[X] variable
-the system will not be able to detect the buying unit (as it never did) but it will work for the buying units
-should it get it approved?
[system description:
the system disables all heroes that should not buy the item
(so if you dont want mages to buy axe than you disable all mages)
also there is a "shop is selected by player" condition
so if you have 6 mages and 2 players have the shop selected only 2 mages could be they buying unit and they will be disabled
when i say disabled i mean
it increases level of inventory ability to 2 and on that level hero is unable to get items,after 0.00 seconds (timer expireing) they will again be able to get items
]
(and btw,not sure if you need it or if you already did it...
but you can use channel ability with 100 range and when unit is issued to build order him to use channel at that point instead and save the building,when unit begins casting channel order him to build the saved building,i heard that you could not detect the builder if 2 players targeted the same point but now its possible because builder is the casting unit xD )