//done by spell, loads fine
MENU Load with Spell
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Display Menu
MENU_bCanUseMenu_A[(Player number of (Owner of (Casting unit)))] Equal to True
Actions
Set OTHER_nPlayerIndex = (Player number of (Owner of (Casting unit)))
Unit - Pause PLAYER_unitHero_A[OTHER_nPlayerIndex]
Set MENU_bInMenu_A[OTHER_nPlayerIndex] = True
Set MENU_bCanUseMenu_A[OTHER_nPlayerIndex] = False
Camera - Apply MENU_camOver_A[OTHER_nPlayerIndex] for (Player(OTHER_nPlayerIndex)) over 0.00 seconds
Set XTEMP_reg01 = MENU_regCorner[OTHER_nPlayerIndex]
Trigger - Run MENU Graphical Generate Background <gen> (ignoring conditions)
Trigger - Run MENU Graphical Generate Main <gen> (ignoring conditions)
Trigger - Run MENU Select Stats <gen> (ignoring conditions)
MENU Clear Background
Events
Conditions
Actions
For each (Integer A) from (OTHER_nPlayerIndex x 256) to ((OTHER_nPlayerIndex x 256) + 255), do (Actions)
Loop - Actions
Image - Destroy MENU_imageBackground_A[(Integer A)]
Image - Create an image using ReplaceableTextures\Splats\AuraRune9b.blp of size 256.00 at (Center of MENU_regCorner[OTHER_nPlayerIndex]) with Z offset 0.00 using image type Indicator
MENU Graphical Generate Background
Events
Conditions
Actions
Trigger - Run MENU Clear Background <gen> (ignoring conditions)
-------- Create Background --------
For each (Integer A) from 0 to 7, do (Actions)
Loop - Actions
For each (Integer B) from 0 to 7, do (Actions)
Loop - Actions
Set XTEMP_point01 = (Center of XTEMP_reg01)
Set XTEMP_point02 = (XTEMP_point01 offset by (-66.00, -198.00))
Set XTEMP_point03 = (XTEMP_point02 offset by (((Real((Integer A))) x 256.00), ((Real((Integer B))) x -256.00)))
Image - Create an image using Textures\Marble02.tga of size 260.00 at XTEMP_point03 with Z offset 0.00 using image type Ubersplat
Set MENU_imageBackground_A[((((Integer A) x 8) + (Integer B)) + (OTHER_nPlayerIndex x 256))] = (Last created image)
Image - Change (Last created image): Enable render always state
Image - Show (Last created image)
Custom script: call RemoveLocation( udg_XTEMP_point01 )
Custom script: call RemoveLocation( udg_XTEMP_point02 )
Custom script: call RemoveLocation( udg_XTEMP_point03 )
For each (Integer A) from 0 to 15, do (Actions)
Loop - Actions
Set XTEMP_point01 = (Center of XTEMP_reg01)
Set XTEMP_point02 = (XTEMP_point01 offset by (-64.00, -64.00))
Set XTEMP_point03 = (XTEMP_point02 offset by (((Real((Integer A))) x 128.00), (5.00 x -128.00)))
Image - Create an image using UI\Widgets\Console\Human\human-minimap-ally-off-down.blp of size 128.00 at XTEMP_point03 with Z offset 1.00 using image type Ubersplat
Set MENU_imageBackground_A[(((16 x 16) + (Integer A)) + (OTHER_nPlayerIndex x 256))] = (Last created image)
Image - Change (Last created image): Enable render always state
Image - Show (Last created image)
Custom script: call RemoveLocation( udg_XTEMP_point01 )
Custom script: call RemoveLocation( udg_XTEMP_point02 )
Custom script: call RemoveLocation( udg_XTEMP_point03 )
MENU Clear Menu
Events
Conditions
Actions
For each (Integer A) from (OTHER_nPlayerIndex x 8) to ((OTHER_nPlayerIndex x 8) + 7), do (Actions)
Loop - Actions
Game - Display to (All players) the text: (Destroy: + (String((Integer A))))
Image - Destroy MENU_imageMainButtons_A[(Integer A)]
Floating Text - Destroy MENU_ftextMain_A[(Integer A)]
Image - Create an image using ReplaceableTextures\Splats\AuraRune9b.blp of size 256.00 at (Center of MENU_regCorner[OTHER_nPlayerIndex]) with Z offset 0.00 using image type Indicator
For each (Integer A) from (OTHER_nPlayerIndex x 4) to ((OTHER_nPlayerIndex x 4) + 3), do (Actions)
Loop - Actions
Unit - Remove MENU_unitMainButtons[(Integer A)] from the game
MENU Graphical Generate Main
Events
Conditions
Actions
Trigger - Run MENU Clear Menu <gen> (ignoring conditions)
Trigger - Run MENU Button Generate Main <gen> (ignoring conditions)
-------- Menu --------
For each (Integer A) from 0 to 3, do (Actions)
Loop - Actions
Set XTEMP_point01 = (Center of XTEMP_reg01)
Set XTEMP_point02 = (XTEMP_point01 offset by (((1.00 + (0.25 x (Real((Integer A))))) x 128.00), ((1.00 + (Real((Integer A)))) x -128.00)))
Set XTEMP_point03 = (XTEMP_point02 offset by (-64.00, -64.00))
Image - Create an image using UI\Widgets\EscMenu\Human\checkbox-background.blp of size 128.00 at XTEMP_point03 with Z offset 1.00 using image type Indicator
Set MENU_imageMainButtons_A[((Integer A) + (OTHER_nPlayerIndex x 8))] = (Last created image)
Image - Change (Last created image): Enable render always state
Image - Show (Last created image)
Custom script: call RemoveLocation( udg_XTEMP_point01 )
Custom script: call RemoveLocation( udg_XTEMP_point02 )
Custom script: call RemoveLocation( udg_XTEMP_point03 )
Set XTEMP_point01 = (Center of XTEMP_reg01)
Set XTEMP_point02 = (XTEMP_point01 offset by (0.00, -64.00))
Set XTEMP_point03 = (XTEMP_point02 offset by (((2.00 + (0.25 x (Real((Integer A))))) x 128.00), ((1.00 + (Real((Integer A)))) x -128.00)))
Floating Text - Create floating text that reads MENU_sMenuList_A[(Integer A)] at XTEMP_point03 with Z offset 1.00, using font size 12.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set MENU_ftextMain_A[((Integer A) + (OTHER_nPlayerIndex x 8))] = (Last created floating text)
Game - Display to (All players) the text: (Create: + (String(((Integer A) + (OTHER_nPlayerIndex x 8)))))
Custom script: call RemoveLocation( udg_XTEMP_point01 )
Custom script: call RemoveLocation( udg_XTEMP_point02 )
Custom script: call RemoveLocation( udg_XTEMP_point03 )
MENU Button Generate Main
Events
Conditions
Actions
For each (Integer A) from 0 to 3, do (Actions)
Loop - Actions
Set XTEMP_point01 = (Center of XTEMP_reg01)
Set XTEMP_point02 = (XTEMP_point01 offset by (((1.00 + (0.25 x (Real((Integer A))))) x 128.00), ((1.00 + (Real((Integer A)))) x -128.00)))
Unit - Create 1 Button for Neutral Passive at XTEMP_point02 facing Default building facing degrees
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
Set MENU_unitMainButtons[((Integer A) + (OTHER_nPlayerIndex x 4))] = (Last created unit)
Custom script: call RemoveLocation( udg_XTEMP_point01 )
Custom script: call RemoveLocation( udg_XTEMP_point02 )
MENU Clear SubMenu
Events
Conditions
Actions
Image - Destroy MENU_imageCheck_A[OTHER_nPlayerIndex]
For each (Integer A) from 0 to 63, do (Actions)
Loop - Actions
Image - Destroy MENU_imageSubMovers_A[((OTHER_nPlayerIndex x 64) + (Integer A))]
Image - Destroy MENU_imageSubButtons_A[((OTHER_nPlayerIndex x 64) + (Integer A))]
Image - Create an image using ReplaceableTextures\Splats\AuraRune9b.blp of size 256.00 at (Center of (Playable map area)) with Z offset 0.00 using image type Indicator
For each (Integer A) from 0 to 31, do (Actions)
Loop - Actions
Floating Text - Destroy MENU_ftextSub_A[((Integer A) + (OTHER_nPlayerIndex x 32))]
For each (Integer A) from 0 to (CONST_nMENUSUBBUTTONSPERPLAYER - 1), do (Actions)
Loop - Actions
Unit - Remove MENU_unitSubButtons[((Integer A) + (OTHER_nPlayerIndex x CONST_nMENUSUBBUTTONSPERPLAYER))] from the game
MENU Select Stats
Events
Conditions
Actions
Trigger - Run MENU Clear SubMenu <gen> (ignoring conditions)
Set XTEMP_point01 = (Center of XTEMP_reg01)
Set XTEMP_point02 = (XTEMP_point01 offset by (-64.00, -64.00))
Set XTEMP_point03 = (XTEMP_point02 offset by ((1.00 x 128.00), (1.00 x -128.00)))
Image - Create an image using UI\Widgets\EscMenu\Human\checkbox-check.blp of size 128.00 at XTEMP_point03 with Z offset 2.00 using image type Indicator
Special Effect - Create a special effect at XTEMP_point03 using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Set MENU_imageCheck_A[OTHER_nPlayerIndex] = (Last created image)
Image - Change (Last created image): Enable render always state
Image - Show (Last created image)
Custom script: call RemoveLocation( udg_XTEMP_point01 )
Custom script: call RemoveLocation( udg_XTEMP_point02 )
Custom script: call RemoveLocation( udg_XTEMP_point03 )
Set MENU_nCurrentMenu_A[OTHER_nPlayerIndex] = 1
Trigger - Run MENU Graphical Generate Stats <gen> (ignoring conditions)
//doing it this way though causes problems
MENU Main Button Event
Events
Player - Player 1 (Red) Selects a unit
Player - Player 2 (Blue) Selects a unit
Player - Player 3 (Teal) Selects a unit
Player - Player 4 (Purple) Selects a unit
Conditions
MENU_bInMenu_A[(Player number of (Triggering player))] Equal to True
Actions
Set OTHER_nPlayerIndex = (Player number of (Triggering player))
-------- Character Stats button --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to MENU_unitMainButtons[(0 + (OTHER_nPlayerIndex x 4))]
Then - Actions
Trigger - Run MENU Select Stats <gen> (ignoring conditions)
Skip remaining actions
Else - Actions
Do nothing
-------- Equipment --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to MENU_unitMainButtons[(1 + (OTHER_nPlayerIndex x 4))]
Then - Actions
Trigger - Run MENU Select Equipment <gen> (ignoring conditions)
Skip remaining actions
Else - Actions
Do nothing
-------- Skills --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to MENU_unitMainButtons[(2 + (OTHER_nPlayerIndex x 4))]
Then - Actions
Trigger - Run MENU Select Skills <gen> (ignoring conditions)
Skip remaining actions
Else - Actions
Do nothing
-------- Exit --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to MENU_unitMainButtons[(3 + (OTHER_nPlayerIndex x 4))]
Then - Actions
Trigger - Run MENU Clear Background <gen> (ignoring conditions)
Trigger - Run MENU Clear Menu <gen> (ignoring conditions)
Trigger - Run MENU Clear SubMenu <gen> (ignoring conditions)
Trigger - Run EXIT Camera Setting <gen> (checking conditions)
Set MENU_bInMenu_A[OTHER_nPlayerIndex] = False
Set MENU_bCanUseMenu_A[OTHER_nPlayerIndex] = True
Unit - Unpause PLAYER_unitHero_A[OTHER_nPlayerIndex]
Else - Actions
Do nothing