Well that's mighty bizarre...seemed the perfect operation.
Two other ideas--from someone not versed in multiplayer coding--to take with a grain of salt.
--Check the values of the following player slots by looping through them.
I'm not sure if the cur_selected_item slots hold the item IDs of what is equipped...?
--Another, sloppier, idea would be to cycle through all of the troop's inventory capacity, checking if the player agent has the given item equipped.
...but I'm not sure if all available items in multiplayer get dropped into the troop's inventory or exactly where they come from. If they aren't dropped there, then this second suggestion is nonsensical and you have my apologies.
Two other ideas--from someone not versed in multiplayer coding--to take with a grain of salt.
--Check the values of the following player slots by looping through them.
Code:
slot_player_selected_item_indices_begin = 2
slot_player_selected_item_indices_end = 11
slot_player_cur_selected_item_indices_begin = slot_player_selected_item_indices_end
slot_player_cur_selected_item_indices_end = slot_player_selected_item_indices_end + 9
--Another, sloppier, idea would be to cycle through all of the troop's inventory capacity, checking if the player agent has the given item equipped.
Code:
(player_get_troop_id, ":troop_no", <player_id>),
(player_get_agent_id, ":agent_no", <player_id>),
(troop_get_inventory_capacity, ":end_cond", ":troop_no"),
(try_for_range, ":i_slot", 0, ":end_cond"),
(troop_get_inventory_slot, ":item_id", ":troop_no", ":i_slot"),
(gt, ":item_id", -1),
(agent_has_item_equipped, ":agent_no", ":item_id"),