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SC2Mapster Wiki
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Data/Items
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==Introduction== [[Data/Units|Units]] have the '''Stats: Item''' field, from which a valid entry makes them pickable by [[Data/Abilities/Inventory|Inventory]] type abilities. '''Item''' '''data''' is what lies inside that '''Stats: Item''' field. Once picked up the [[Data/Units|Unit]] becomes hidden (as '''hidden''' filter) and its '''Item data''' becomes at play with its abilities, given behaviors/weapons and flags. You can visually see that Item on the UI of the holding unit (when selected). Units inside the inventory can also interact with the carrying unit via periodic [[Data/Behaviors/Buff|Buff]] on the item unit that uses a [[Data/Effects/Search Area|Search Area]] effect with 0 arc and 0 radius. This allows for validations that are not possible otherwise. * Just like transport abilities, even if the transported unit is hidden, its wireframe is displayed and still represents that unit. Same goes for the unit item; The item unit is hidden, but its Item data displays. For example, if the unit item had life regen in negative leading to its death before being picked up, it still suffers the same faith while being in the inventory. The Item data related to it will disappear on its death. *Do not attempt to morph the [[Data/Units|Unit]] once picked up. This is very crashy (tested). *In Warcraft 3, Goblin Merchant structures use the [[Data/Abilities/Interact|Interact]] ability to connect to the item holder. They have the [[Data/Abilities/Pawn|Pawn]] ability to be able to refund an item, and the [[Data/Abilities/Queueable/Train|Train]] ability to sell items directly into the Hero's inventory. *Be advised that building a periodic [[Data/Effects/Search Area|Search]] to [[Data/Effects/Issue Order|Issue Order]] to grab an item [[Data/Units|unit]] (suppose you want the AI to auto-grab items) will require the search effect to exclude "Hidden" filters, as a test revealed that the Search will try to grab items from the holding unit's own inventory, thus conducting to failure to "Take". *[[Data/Items/Power Up|Power Up]] Items do require the container unit to have an [[Data/Abilities/Inventory|Inventory]] ability, but essentially ignore any [[Data/Requirements|requirements]] from its info pannel. *If an item could be used and have an Item Container as the same time, clicking it will priotize the container open/close toggling. To use it, have a secondary Item Container inside which it can be put and used (putting an item in its own inventory doesn't work, this was wisely programmed). *A unit sharing an inventory and pawn ability may pick items. If however, the pawn ability is disabled, the items will sell for nothing and will prevent other units from giving the item to this unit's inventory. This seems to be a bug.
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