Create a duplicate of every item, and when it is picked, remove the item and add its duplicate, same way when its dropped, remove the duplicate and add the normal one.
also, as a way to "know" to which player the original item belongs, set the custom value of the item to the player of the original item. for example:
Player 4 buys a "Red Flute of Uselessness."
then set its custom value to 4.
When an item is dropped, nothing needs to happen.
However, when an item is picked up, you need to check if "playernumber of owner of unit who picks up item == custom value of item being manipulated"
if it is: its ok, nothing needs to change.
if its not: remove item being manipulated, and add the "muted" item. then set the muted item's custom value to the custom value of the item being manipulated.
If later, the original owner picks his own item, then if "playernumber of owner of unit who picks up item == custom value of item being manipulated" you have to remove the muted item and create the normal version of that item again and give it the hero who is picking up the item.
would the 'buys' action be sells an item from shop? Because ther is a difference between aquiring an item and selling an item from the shop, I can trigger the Aquiring trigger so that the item is dropped if it is not owned but how do I trigger the sold item to be dropped. It is a different event response
Omg windale5 why do you want to know how to do all the things in DotA has. You ask how to make the hero selection you ask how to do the recipies, etc, ect. Just go to a dota site with all the info
Finally finding about some of the bots that are flooding the users online - bytespider apparently is a huge offender here - ignores robots.txt and comes in from a ton of different IPs
Ghan has said he has fixed this. Monovertex please confirm this fix. This was only a problem with people that had signatures in the upper levels like not the special members but the respected members.