1. (I posted it in my old thread but got no response) A unit picks up a "Lurker skull". And then, the unit tries o pick up another one. I want a message to say "You can only hold one of this item". Here's what I have so far, but it doesn't work. Instead, each time a unit picks up the skull, it drops it. No matter what.
2. I was going to make the minimap on my game completely black. I know how to do that.. (My map is huge, and it's an RPG). Later on in the game, I'd like to make an item named "Map". And when you use the map, a giant fade filter that I'll make in photoshop will cover the screen. But the problem I'm worried about.. Is individual player filters. Can a fade filter be applied for ONLY the owner of casting unit? Or must it apply to all players?
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onlyOneLurkerSkull
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Events
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Unit - A unit Acquires an item
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Conditions
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(Item-type of (Item being manipulated)) Equal to |cffEEE8AAFragment of the Lurker's skull|r
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Actions
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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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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(Owner of (Hero manipulating item)) Equal to (Player((Integer A)))
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((Hero manipulating item) has an item of type |cffEEE8AAFragment of the Lurker's skull|r) Equal to False
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Then - Actions
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Do nothing
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Else - Actions
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Hero - Drop (Item being manipulated) from (Hero manipulating item)
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Game - Display to (Player group((Player((Integer A))))) the text: |cff696969You may o...
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2. I was going to make the minimap on my game completely black. I know how to do that.. (My map is huge, and it's an RPG). Later on in the game, I'd like to make an item named "Map". And when you use the map, a giant fade filter that I'll make in photoshop will cover the screen. But the problem I'm worried about.. Is individual player filters. Can a fade filter be applied for ONLY the owner of casting unit? Or must it apply to all players?