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Ultimate GUI Hero Pick System 2.3

Ultimate GUI Hero Pick System
2.3
Created by -Kobas-
Link to JASS version
-------------------------------------------------------------------------
Please if you find any errors or bugs report them to me so I can fix them

Features:
- Easy to understand/edit/import/use.
- Can be mixed with multiboard together.
- Small file size.
- Unique idea, perfect way to show people something new.
- Now MPI as well.


What is different in my system?
You can edit interface and play with it to make it look like anything you want really easily.
How to add more buttons, for example hero icons
You will need to create new destructible doodads just like I did for buttons, edit texture and scaling value :)
Remember to trigger dummy unit as well.
Why so long triggers and so many variables?
Well this system isn't created for 1 player, you can remove all interfaces except undead (example) and just edit variables easily (using another array integer) to make it usable for all players.
You can copy part of triggers as well, they will work perfectly fine alone cuz they use different variable.
Can we add more options to system?
Of course, especially if you are working on Single Player maps, you will find system funny once when you remove 90% of triggers created for other players and interfaces :)
Why GUI, use script instead, trackables and such things?
I won't answer to such question, and I will try to ignore such comments -.-


  • UGHPS Setup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Player Colors --------
      • Set TextColor[1] = |c00FF0000
      • Set TextColor[2] = |c000042FF
      • Set TextColor[3] = |c001CE6B9
      • Set TextColor[4] = |c00540081
      • Set TextColor[5] = |c00FFFC01
      • Set TextColor[6] = |c00FEBA0E
      • Set TextColor[7] = |c0020C000
      • Set TextColor[8] = |c00E55BB0
      • Set TextColor[9] = |c00959697
      • Set TextColor[11] = |c00FFFFBB
      • Set TextColor[12] = |c00FF00FF
      • -------- Player Interface Regions --------
      • Set UGHPS_InterfaceRegion[1] = Player Interface 1 <gen>
      • Set UGHPS_InterfaceRegion[2] = Player Interface 2 <gen>
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Red Player --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Player multipli value, should be ranged from 100 to 800. Everything above 800 will ruin trigger cuz max array limit will be reached. --------
      • -------- I use 100 cuz 100 - 20 for each hero = 40 more room between. --------
      • Set Integer_i = 100
      • -------- Integer that calculate things, it's easier for me to work like this, if you need different value you can just change 1 variable instead all. --------
      • Set Integer_k = 1
      • -------- Interface Camera --------
      • Set UGHPS_Camera[1] = Interface 1 <gen>
      • -------- Damage --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 1))] = (Center of Damage 1 <gen>)
      • -------- Range --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 2))] = (Center of Range 1 <gen>)
      • -------- Armor --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 3))] = (Center of Armor 1 <gen>)
      • -------- AoE --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 4))] = (Center of AoE 1 <gen>)
      • -------- Support --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 5))] = (Center of Support 1 <gen>)
      • -------- Regeneration --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 6))] = (Center of Regeneration 1 <gen>)
      • -------- Hero Name --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 7))] = (Center of Hero Name 1 <gen>)
      • -------- Hero Class --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 8))] = (Center of Hero 1 <gen>)
      • -------- Hero Introduction --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 9))] = (Center of Intro 1 <gen>)
      • -------- Stats - Attributes --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 10))] = (Center of A 1 <gen>)
      • -------- Hero Spawn Location --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 11))] = (Center of Spawn Location 1 <gen>)
      • -------- OK button --------
      • Set UGHPS_Button_OK = Click 0022 <gen>
      • -------- Random Button --------
      • Set UGHPS_Button_Random = Click 0002 <gen>
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Blue Player --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Player multipli value, should be ranged from 100 to 800. Everything above 800 will ruin trigger cuz max array limit will be reached. --------
      • -------- I use 100 cuz 100 - 20 for each hero = 40 more room between. --------
      • Set Integer_i = 200
      • -------- Integer that calculate things, it's easier for me to work like this, if you need different value you can just change 1 variable instead all. --------
      • Set Integer_k = 1
      • -------- Interface Camera --------
      • Set UGHPS_Camera[2] = Interface 2 <gen>
      • -------- Damage --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 1))] = (Center of Damage 2 <gen>)
      • -------- Range --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 2))] = (Center of Range 2 <gen>)
      • -------- Armor --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 3))] = (Center of Armor 2 <gen>)
      • -------- AoE --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 4))] = (Center of AoE 2 <gen>)
      • -------- Support --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 5))] = (Center of Support 2 <gen>)
      • -------- Regeneration --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 6))] = (Center of Regeneration 2 <gen>)
      • -------- Hero Name --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 7))] = (Center of Hero Name 2 <gen>)
      • -------- Hero Class --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 8))] = (Center of Hero 2 <gen>)
      • -------- Hero Introduction --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 9))] = (Center of Intro 2 <gen>)
      • -------- Stats - Attributes --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 10))] = (Center of A 2 <gen>)
      • -------- Hero Spawn Location --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 11))] = (Center of Spawn Location 2 <gen>)
      • -------- OK button --------
      • Set UGHPS_Button_OK = Click 0007 <gen>
      • -------- Random Button --------
      • Set UGHPS_Button_Random = Click 0006 <gen>
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- MPI settings --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • -------- Disable camera variable for all players --------
          • Set UGHPS_CameraCheck[(Player number of (Player((Integer A))))] = False
          • -------- Add player select unit event to trigger below. --------
          • Trigger - Add to UGHPS Buttons <gen> the event (Player - (Player((Integer A))) Selects a unit)
          • -------- Add player skips cinematic or write xxx to right trigger. --------
          • Trigger - Add to UGHPS Progress <gen> the event (Player - (Player((Integer A))) skips a cinematic sequence)
          • Trigger - Add to UGHPS Progress <gen> the event (Player - (Player((Integer A))) types a chat message containing xxx as An exact match)
          • Trigger - Add to UGHPS Camera x <gen> the event (Time - UGHPS_CameraTimer[(Integer A)] expires)
      • -------- Let's make clickable units transparent (unvisible) --------
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Click) or ((Unit-type of (Matching unit)) Equal to Settings))) and do (Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency)
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- HEROES --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Hero destructible model --------
      • -------- RED --------
      • Set UGHPS_HeroModel[((Integer_i x 1) + 20)] = Hero H (Paladin) 0124 <gen>
      • Set UGHPS_HeroModel[((Integer_i x 1) + 40)] = Hero H (Blood Mage) 0247 <gen>
      • Set UGHPS_HeroModel[((Integer_i x 1) + 60)] = Hero H (Ranger) 0154 <gen>
      • -------- BLUE --------
      • Set UGHPS_HeroModel[((Integer_i x 2) + 20)] = Hero H (Paladin) 0141 <gen>
      • Set UGHPS_HeroModel[((Integer_i x 2) + 40)] = Hero H (Blood Mage) 0157 <gen>
      • Set UGHPS_HeroModel[((Integer_i x 2) + 60)] = Hero H (Ranger) 0178 <gen>
      • Set Integer_i = 100
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
          • -------- Paladin --------
          • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
          • Set Integer_k = 20
          • -------- Hero unit type --------
          • Set UGHPS_HERO_H[((Integer_i x (Integer A)) + Integer_k)] = Paladin
          • -------- Hero destructible model --------
          • Destructible - Hide UGHPS_HeroModel[((Integer_i x (Integer A)) + Integer_k)]
          • -------- Damage --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 1))] = |cFF00FF00IIIIIII|r|cFFFF0000III|r
          • -------- Range --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 2))] = |cFF00FF00II|r|cFFFF0000IIIIIIII|r
          • -------- Armor --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 3))] = |cFF00FF00IIII|r|cFFFF0000IIIIII|r
          • -------- AoE --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 4))] = |cFF00FF00I|r|cFFFF0000IIIIIIIII|r
          • -------- Support --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 5))] = |cFF00FF00IIIII|r|cFFFF0000IIIII|r
          • -------- Regeneration --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 6))] = |cFFFF0000IIIIIIIIII|r
          • -------- Hero Name --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 7))] = Aurrius the Pure
          • -------- Hero Class --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 8))] = |cffffcc00Palladin
          • -------- Hero Introduction --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 9))] = Warrior Hero, exceptional at defense and augmenting nearby friendly troops. Can learn Holy Light, Divine Shield, Devotion Aura and Resurrection. |n|n|cffffcc00Attacks land units.|r
          • -------- Stats - Attributes --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 10))] = (|cffffcc0022 + 2.7|r) (17 + 1.8) (13 + 1.5)
          • -------- Sound - Hero Selected --------
          • Set UGHPS_Sound[((Integer_i x (Integer A)) + Integer_k)] = HeroSelectedPaladin <gen>
          • -------- Sound - Hero Picked --------
          • Set UGHPS_Sound[((Integer_i x (Integer A)) + (Integer_k + 1))] = HeroPickedPaladin <gen>
          • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
          • -------- Blood Mage --------
          • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
          • Set Integer_k = 40
          • -------- Hero unit type --------
          • Set UGHPS_HERO_H[((Integer_i x (Integer A)) + Integer_k)] = Blood Mage
          • -------- Hero destructible model --------
          • Destructible - Hide UGHPS_HeroModel[((Integer_i x (Integer A)) + Integer_k)]
          • -------- Damage --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 1))] = |cFF00FF00IIIIIII|r|cFFFF0000III|r
          • -------- Range --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 2))] = |cFF00FF00IIIII|r|cFFFF0000IIIII|r
          • -------- Armor --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 3))] = |cFF00FF00IIIIIIII|r|cFFFF0000II|r
          • -------- AoE --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 4))] = |cFFFF0000IIIIIIIIII|r
          • -------- Support --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 5))] = |cFFFF0000IIIIIIIIII|r
          • -------- Regeneration --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 6))] = |cFF00FF00II|r|cFFFF0000IIIIIIII|r
          • -------- Hero Name --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 7))] = Kelen the Destroyer
          • -------- Hero Class --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 8))] = |cffffcc00Blood Mage
          • -------- Hero Introduction --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 9))] = Mystical Hero, adept at controlling magic and ranged assaults. Can learn Flame Strike, Banish, Siphon Mana and Phoenix. |n|n|cffffcc00Attacks land and air units.|r
          • -------- Stats - Attributes --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 10))] = (18 + 2.0) (14 + 1.0) (|cffffcc0019 + 3.0|r)
          • -------- Sound - Hero Selected --------
          • Set UGHPS_Sound[((Integer_i x (Integer A)) + Integer_k)] = HeroSelectedBloodElf <gen>
          • -------- Sound - Hero Picked --------
          • Set UGHPS_Sound[((Integer_i x (Integer A)) + (Integer_k + 1))] = HeroPickedBloodElf <gen>
          • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
          • -------- Ranger --------
          • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
          • Set Integer_k = 60
          • -------- Hero unit type --------
          • Set UGHPS_HERO_H[((Integer_i x (Integer A)) + Integer_k)] = Sylvanas Windrunner
          • -------- Hero destructible model --------
          • Destructible - Hide UGHPS_HeroModel[((Integer_i x (Integer A)) + Integer_k)]
          • -------- Damage --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 1))] = |cFF00FF00IIII|r|cFFFF0000IIIIII|r
          • -------- Range --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 2))] = |cFF00FF00IIIII|r|cFFFF0000IIIII|r
          • -------- Armor --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 3))] = |cFF00FF00IIIIIIII|r|cFFFF0000II|r
          • -------- AoE --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 4))] = |cFF00FF00IIIII|r|cFFFF0000IIIII|r
          • -------- Support --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 5))] = |cFFFF0000IIIIIIIIII|r
          • -------- Regeneration --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 6))] = |cFF00FF00II|r|cFFFF0000IIIIIIII|r
          • -------- Hero Name --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 7))] = Sylvanas Windrunner
          • -------- Hero Class --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 8))] = |cffffcc00Ranger
          • -------- Hero Introduction --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 9))] = Warrior Hero, adept at enhancing ranged attacks and slaying enemies from afar. Can learn Scout, Cold Arrows, Trueshot Aura, and Starfall. |n|n|cffffcc00Attacks land and air units.|r
          • -------- Stats - Attributes --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 10))] = (18 + 1.9 ) (|cffffcc0019 + 1.5|r) (15 + 2.6)
          • -------- Sound - Hero Selected --------
          • Set UGHPS_Sound[((Integer_i x (Integer A)) + Integer_k)] = HeroSelectedRanger <gen>
          • -------- Sound - Hero Picked --------
          • Set UGHPS_Sound[((Integer_i x (Integer A)) + (Integer_k + 1))] = HeroPickedRanger <gen>
  • UGHPS Camera
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • -------- Each 0.1 sec we create timer that will set camera above system for right player if he use system. --------
      • For each (Integer Integer_c) from 1 to 2, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • UGHPS_CameraCheck[Integer_c] Equal to True
            • Then - Actions
              • Countdown Timer - Start UGHPS_CameraTimer[Integer_c] as a One-shot timer that will expire in 0.00 seconds
            • Else - Actions
  • UGHPS Camera x
    • Events
    • Conditions
    • Actions
      • -------- It's camera system, just copy it, nothing important really --------
      • For each (Integer Integer_c) from 1 to 2, do (Actions)
        • Loop - Actions
          • Custom script: if GetExpiredTimer() == udg_UGHPS_CameraTimer[udg_Integer_c] then
          • Camera - Apply UGHPS_Camera[(Player number of (Player(Integer_c)))] for (Player(Integer_c)) over 0.10 seconds
          • Skip remaining actions
          • Custom script: endif
  • Interface Human
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • (Unit-type of (Sold unit)) Equal to Human Interface
    • Actions
      • Destructible - Pick every destructible in UGHPS_InterfaceRegion[(Player number of (Owner of (Sold unit)))] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Destructible-type of (Picked destructible)) Equal to Border NE (D)
                  • (Destructible-type of (Picked destructible)) Equal to Border Orc (D)
                  • (Destructible-type of (Picked destructible)) Equal to Border UD (D)
            • Then - Actions
              • Set point_p = (Position of (Picked destructible))
              • Destructible - Create a Border H (D) at point_p facing 0.00 with scale 1.00 and variation 0
              • Custom script: call RemoveLocation ( udg_point_p)
              • Destructible - Remove (Picked destructible)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Destructible-type of (Picked destructible)) Equal to Border NE (DL)
                      • (Destructible-type of (Picked destructible)) Equal to Border Orc (DL)
                      • (Destructible-type of (Picked destructible)) Equal to Border UD (DL)
                • Then - Actions
                  • Set point_p = (Position of (Picked destructible))
                  • Destructible - Create a Border H (DL) at point_p facing 0.00 with scale 1.00 and variation 0
                  • Custom script: call RemoveLocation ( udg_point_p)
                  • Destructible - Remove (Picked destructible)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • (Destructible-type of (Picked destructible)) Equal to Border NE (DR)
                          • (Destructible-type of (Picked destructible)) Equal to Border Orc (DR)
                          • (Destructible-type of (Picked destructible)) Equal to Border UD (DR)
                    • Then - Actions
                      • Set point_p = (Position of (Picked destructible))
                      • Destructible - Create a Border H (DR) at point_p facing 0.00 with scale 1.00 and variation 0
                      • Custom script: call RemoveLocation ( udg_point_p)
                      • Destructible - Remove (Picked destructible)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Destructible-type of (Picked destructible)) Equal to Border NE (L)
                              • (Destructible-type of (Picked destructible)) Equal to Border Orc (L)
                              • (Destructible-type of (Picked destructible)) Equal to Border UD (L)
                        • Then - Actions
                          • Set point_p = (Position of (Picked destructible))
                          • Destructible - Create a Border H (L) at point_p facing 0.00 with scale 1.00 and variation 0
                          • Custom script: call RemoveLocation ( udg_point_p)
                          • Destructible - Remove (Picked destructible)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Or - Any (Conditions) are true
                                • Conditions
                                  • (Destructible-type of (Picked destructible)) Equal to Border NE (R)
                                  • (Destructible-type of (Picked destructible)) Equal to Border Orc (R)
                                  • (Destructible-type of (Picked destructible)) Equal to Border UD (R)
                            • Then - Actions
                              • Set point_p = (Position of (Picked destructible))
                              • Destructible - Create a Border H (R) at point_p facing 0.00 with scale 1.00 and variation 0
                              • Custom script: call RemoveLocation ( udg_point_p)
                              • Destructible - Remove (Picked destructible)
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Or - Any (Conditions) are true
                                    • Conditions
                                      • (Destructible-type of (Picked destructible)) Equal to Border NE (U)
                                      • (Destructible-type of (Picked destructible)) Equal to Border Orc (U)
                                      • (Destructible-type of (Picked destructible)) Equal to Border UD (U)
                                • Then - Actions
                                  • Set point_p = (Position of (Picked destructible))
                                  • Destructible - Create a Border H (U) at point_p facing 0.00 with scale 1.00 and variation 0
                                  • Custom script: call RemoveLocation ( udg_point_p)
                                  • Destructible - Remove (Picked destructible)
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Or - Any (Conditions) are true
                                        • Conditions
                                          • (Destructible-type of (Picked destructible)) Equal to Border NE (UL)
                                          • (Destructible-type of (Picked destructible)) Equal to Border Orc (UL)
                                          • (Destructible-type of (Picked destructible)) Equal to Border UD (UL)
                                    • Then - Actions
                                      • Set point_p = (Position of (Picked destructible))
                                      • Destructible - Create a Border H (UL) at point_p facing 0.00 with scale 1.00 and variation 0
                                      • Custom script: call RemoveLocation ( udg_point_p)
                                      • Destructible - Remove (Picked destructible)
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • Or - Any (Conditions) are true
                                            • Conditions
                                              • (Destructible-type of (Picked destructible)) Equal to Border NE (UR)
                                              • (Destructible-type of (Picked destructible)) Equal to Border Orc (UR)
                                              • (Destructible-type of (Picked destructible)) Equal to Border UD (UR)
                                        • Then - Actions
                                          • Set point_p = (Position of (Picked destructible))
                                          • Destructible - Create a Border H (UR) at point_p facing 0.00 with scale 1.00 and variation 0
                                          • Custom script: call RemoveLocation ( udg_point_p)
                                          • Destructible - Remove (Picked destructible)
                                        • Else - Actions
  • Interface Orc
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • (Unit-type of (Sold unit)) Equal to Orc Interface
    • Actions
      • Destructible - Pick every destructible in UGHPS_InterfaceRegion[(Player number of (Owner of (Sold unit)))] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Destructible-type of (Picked destructible)) Equal to Border H (D)
                  • (Destructible-type of (Picked destructible)) Equal to Border NE (D)
                  • (Destructible-type of (Picked destructible)) Equal to Border UD (D)
            • Then - Actions
              • Set point_p = (Position of (Picked destructible))
              • Destructible - Create a Border Orc (D) at point_p facing 0.00 with scale 1.00 and variation 0
              • Custom script: call RemoveLocation ( udg_point_p)
              • Destructible - Remove (Picked destructible)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Destructible-type of (Picked destructible)) Equal to Border H (DL)
                      • (Destructible-type of (Picked destructible)) Equal to Border NE (DL)
                      • (Destructible-type of (Picked destructible)) Equal to Border UD (DL)
                • Then - Actions
                  • Set point_p = (Position of (Picked destructible))
                  • Destructible - Create a Border Orc (DL) at point_p facing 0.00 with scale 1.00 and variation 0
                  • Custom script: call RemoveLocation ( udg_point_p)
                  • Destructible - Remove (Picked destructible)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • (Destructible-type of (Picked destructible)) Equal to Border H (DR)
                          • (Destructible-type of (Picked destructible)) Equal to Border NE (DR)
                          • (Destructible-type of (Picked destructible)) Equal to Border UD (DR)
                    • Then - Actions
                      • Set point_p = (Position of (Picked destructible))
                      • Destructible - Create a Border Orc (DR) at point_p facing 0.00 with scale 1.00 and variation 0
                      • Custom script: call RemoveLocation ( udg_point_p)
                      • Destructible - Remove (Picked destructible)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Destructible-type of (Picked destructible)) Equal to Border H (L)
                              • (Destructible-type of (Picked destructible)) Equal to Border NE (L)
                              • (Destructible-type of (Picked destructible)) Equal to Border UD (L)
                        • Then - Actions
                          • Set point_p = (Position of (Picked destructible))
                          • Destructible - Create a Border Orc (L) at point_p facing 0.00 with scale 1.00 and variation 0
                          • Custom script: call RemoveLocation ( udg_point_p)
                          • Destructible - Remove (Picked destructible)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Or - Any (Conditions) are true
                                • Conditions
                                  • (Destructible-type of (Picked destructible)) Equal to Border H (R)
                                  • (Destructible-type of (Picked destructible)) Equal to Border NE (R)
                                  • (Destructible-type of (Picked destructible)) Equal to Border UD (R)
                            • Then - Actions
                              • Set point_p = (Position of (Picked destructible))
                              • Destructible - Create a Border Orc (R) at point_p facing 0.00 with scale 1.00 and variation 0
                              • Custom script: call RemoveLocation ( udg_point_p)
                              • Destructible - Remove (Picked destructible)
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Or - Any (Conditions) are true
                                    • Conditions
                                      • (Destructible-type of (Picked destructible)) Equal to Border H (U)
                                      • (Destructible-type of (Picked destructible)) Equal to Border NE (U)
                                      • (Destructible-type of (Picked destructible)) Equal to Border UD (U)
                                • Then - Actions
                                  • Set point_p = (Position of (Picked destructible))
                                  • Destructible - Create a Border Orc (U) at point_p facing 0.00 with scale 1.00 and variation 0
                                  • Custom script: call RemoveLocation ( udg_point_p)
                                  • Destructible - Remove (Picked destructible)
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Or - Any (Conditions) are true
                                        • Conditions
                                          • (Destructible-type of (Picked destructible)) Equal to Border H (UL)
                                          • (Destructible-type of (Picked destructible)) Equal to Border NE (UL)
                                          • (Destructible-type of (Picked destructible)) Equal to Border UD (UL)
                                    • Then - Actions
                                      • Set point_p = (Position of (Picked destructible))
                                      • Destructible - Create a Border Orc (UL) at point_p facing 0.00 with scale 1.00 and variation 0
                                      • Custom script: call RemoveLocation ( udg_point_p)
                                      • Destructible - Remove (Picked destructible)
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • Or - Any (Conditions) are true
                                            • Conditions
                                              • (Destructible-type of (Picked destructible)) Equal to Border H (UR)
                                              • (Destructible-type of (Picked destructible)) Equal to Border NE (UR)
                                              • (Destructible-type of (Picked destructible)) Equal to Border UD (UR)
                                        • Then - Actions
                                          • Set point_p = (Position of (Picked destructible))
                                          • Destructible - Create a Border Orc (UR) at point_p facing 0.00 with scale 1.00 and variation 0
                                          • Custom script: call RemoveLocation ( udg_point_p)
                                          • Destructible - Remove (Picked destructible)
                                        • Else - Actions
  • Interface Night Elf
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • (Unit-type of (Sold unit)) Equal to Night Elf Interface
    • Actions
      • Destructible - Pick every destructible in UGHPS_InterfaceRegion[(Player number of (Owner of (Sold unit)))] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Destructible-type of (Picked destructible)) Equal to Border H (D)
                  • (Destructible-type of (Picked destructible)) Equal to Border Orc (D)
                  • (Destructible-type of (Picked destructible)) Equal to Border UD (D)
            • Then - Actions
              • Set point_p = (Position of (Picked destructible))
              • Destructible - Create a Border NE (D) at point_p facing 0.00 with scale 1.00 and variation 0
              • Custom script: call RemoveLocation ( udg_point_p)
              • Destructible - Remove (Picked destructible)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Destructible-type of (Picked destructible)) Equal to Border H (DL)
                      • (Destructible-type of (Picked destructible)) Equal to Border Orc (DL)
                      • (Destructible-type of (Picked destructible)) Equal to Border UD (DL)
                • Then - Actions
                  • Set point_p = (Position of (Picked destructible))
                  • Destructible - Create a Border NE (DL) at point_p facing 0.00 with scale 1.00 and variation 0
                  • Custom script: call RemoveLocation ( udg_point_p)
                  • Destructible - Remove (Picked destructible)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • (Destructible-type of (Picked destructible)) Equal to Border H (DR)
                          • (Destructible-type of (Picked destructible)) Equal to Border Orc (DR)
                          • (Destructible-type of (Picked destructible)) Equal to Border UD (DR)
                    • Then - Actions
                      • Set point_p = (Position of (Picked destructible))
                      • Destructible - Create a Border NE (DR) at point_p facing 0.00 with scale 1.00 and variation 0
                      • Custom script: call RemoveLocation ( udg_point_p)
                      • Destructible - Remove (Picked destructible)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Destructible-type of (Picked destructible)) Equal to Border H (L)
                              • (Destructible-type of (Picked destructible)) Equal to Border Orc (L)
                              • (Destructible-type of (Picked destructible)) Equal to Border UD (L)
                        • Then - Actions
                          • Set point_p = (Position of (Picked destructible))
                          • Destructible - Create a Border NE (L) at point_p facing 0.00 with scale 1.00 and variation 0
                          • Custom script: call RemoveLocation ( udg_point_p)
                          • Destructible - Remove (Picked destructible)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Or - Any (Conditions) are true
                                • Conditions
                                  • (Destructible-type of (Picked destructible)) Equal to Border H (R)
                                  • (Destructible-type of (Picked destructible)) Equal to Border Orc (R)
                                  • (Destructible-type of (Picked destructible)) Equal to Border UD (R)
                            • Then - Actions
                              • Set point_p = (Position of (Picked destructible))
                              • Destructible - Create a Border NE (R) at point_p facing 0.00 with scale 1.00 and variation 0
                              • Custom script: call RemoveLocation ( udg_point_p)
                              • Destructible - Remove (Picked destructible)
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Or - Any (Conditions) are true
                                    • Conditions
                                      • (Destructible-type of (Picked destructible)) Equal to Border H (U)
                                      • (Destructible-type of (Picked destructible)) Equal to Border Orc (U)
                                      • (Destructible-type of (Picked destructible)) Equal to Border UD (U)
                                • Then - Actions
                                  • Set point_p = (Position of (Picked destructible))
                                  • Destructible - Create a Border NE (U) at point_p facing 0.00 with scale 1.00 and variation 0
                                  • Custom script: call RemoveLocation ( udg_point_p)
                                  • Destructible - Remove (Picked destructible)
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Or - Any (Conditions) are true
                                        • Conditions
                                          • (Destructible-type of (Picked destructible)) Equal to Border H (UL)
                                          • (Destructible-type of (Picked destructible)) Equal to Border Orc (UL)
                                          • (Destructible-type of (Picked destructible)) Equal to Border UD (UL)
                                    • Then - Actions
                                      • Set point_p = (Position of (Picked destructible))
                                      • Destructible - Create a Border NE (UL) at point_p facing 0.00 with scale 1.00 and variation 0
                                      • Custom script: call RemoveLocation ( udg_point_p)
                                      • Destructible - Remove (Picked destructible)
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • Or - Any (Conditions) are true
                                            • Conditions
                                              • (Destructible-type of (Picked destructible)) Equal to Border H (UR)
                                              • (Destructible-type of (Picked destructible)) Equal to Border Orc (UR)
                                              • (Destructible-type of (Picked destructible)) Equal to Border UD (UR)
                                        • Then - Actions
                                          • Set point_p = (Position of (Picked destructible))
                                          • Destructible - Create a Border NE (UR) at point_p facing 0.00 with scale 1.00 and variation 0
                                          • Custom script: call RemoveLocation ( udg_point_p)
                                          • Destructible - Remove (Picked destructible)
                                        • Else - Actions
  • Interface Undead
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • (Unit-type of (Sold unit)) Equal to Undead Interface
    • Actions
      • Destructible - Pick every destructible in UGHPS_InterfaceRegion[(Player number of (Owner of (Sold unit)))] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Destructible-type of (Picked destructible)) Equal to Border H (D)
                  • (Destructible-type of (Picked destructible)) Equal to Border Orc (D)
                  • (Destructible-type of (Picked destructible)) Equal to Border NE (D)
            • Then - Actions
              • Set point_p = (Position of (Picked destructible))
              • Destructible - Create a Border UD (D) at point_p facing 0.00 with scale 1.00 and variation 0
              • Custom script: call RemoveLocation ( udg_point_p)
              • Destructible - Remove (Picked destructible)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Destructible-type of (Picked destructible)) Equal to Border H (DL)
                      • (Destructible-type of (Picked destructible)) Equal to Border Orc (DL)
                      • (Destructible-type of (Picked destructible)) Equal to Border NE (DL)
                • Then - Actions
                  • Set point_p = (Position of (Picked destructible))
                  • Destructible - Create a Border UD (DL) at point_p facing 0.00 with scale 1.00 and variation 0
                  • Custom script: call RemoveLocation ( udg_point_p)
                  • Destructible - Remove (Picked destructible)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • (Destructible-type of (Picked destructible)) Equal to Border H (DR)
                          • (Destructible-type of (Picked destructible)) Equal to Border Orc (DR)
                          • (Destructible-type of (Picked destructible)) Equal to Border NE (DR)
                    • Then - Actions
                      • Set point_p = (Position of (Picked destructible))
                      • Destructible - Create a Border UD (DR) at point_p facing 0.00 with scale 1.00 and variation 0
                      • Custom script: call RemoveLocation ( udg_point_p)
                      • Destructible - Remove (Picked destructible)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Destructible-type of (Picked destructible)) Equal to Border H (L)
                              • (Destructible-type of (Picked destructible)) Equal to Border Orc (L)
                              • (Destructible-type of (Picked destructible)) Equal to Border NE (L)
                        • Then - Actions
                          • Set point_p = (Position of (Picked destructible))
                          • Destructible - Create a Border UD (L) at point_p facing 0.00 with scale 1.00 and variation 0
                          • Custom script: call RemoveLocation ( udg_point_p)
                          • Destructible - Remove (Picked destructible)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Or - Any (Conditions) are true
                                • Conditions
                                  • (Destructible-type of (Picked destructible)) Equal to Border H (R)
                                  • (Destructible-type of (Picked destructible)) Equal to Border Orc (R)
                                  • (Destructible-type of (Picked destructible)) Equal to Border NE (R)
                            • Then - Actions
                              • Set point_p = (Position of (Picked destructible))
                              • Destructible - Create a Border UD (R) at point_p facing 0.00 with scale 1.00 and variation 0
                              • Custom script: call RemoveLocation ( udg_point_p)
                              • Destructible - Remove (Picked destructible)
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Or - Any (Conditions) are true
                                    • Conditions
                                      • (Destructible-type of (Picked destructible)) Equal to Border H (U)
                                      • (Destructible-type of (Picked destructible)) Equal to Border Orc (U)
                                      • (Destructible-type of (Picked destructible)) Equal to Border NE (U)
                                • Then - Actions
                                  • Set point_p = (Position of (Picked destructible))
                                  • Destructible - Create a Border UD (U) at point_p facing 0.00 with scale 1.00 and variation 0
                                  • Custom script: call RemoveLocation ( udg_point_p)
                                  • Destructible - Remove (Picked destructible)
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Or - Any (Conditions) are true
                                        • Conditions
                                          • (Destructible-type of (Picked destructible)) Equal to Border H (UL)
                                          • (Destructible-type of (Picked destructible)) Equal to Border Orc (UL)
                                          • (Destructible-type of (Picked destructible)) Equal to Border NE (UL)
                                    • Then - Actions
                                      • Set point_p = (Position of (Picked destructible))
                                      • Destructible - Create a Border UD (UL) at point_p facing 0.00 with scale 1.00 and variation 0
                                      • Custom script: call RemoveLocation ( udg_point_p)
                                      • Destructible - Remove (Picked destructible)
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • Or - Any (Conditions) are true
                                            • Conditions
                                              • (Destructible-type of (Picked destructible)) Equal to Border H (UR)
                                              • (Destructible-type of (Picked destructible)) Equal to Border Orc (UR)
                                              • (Destructible-type of (Picked destructible)) Equal to Border NE (UR)
                                        • Then - Actions
                                          • Set point_p = (Position of (Picked destructible))
                                          • Destructible - Create a Border UD (UR) at point_p facing 0.00 with scale 1.00 and variation 0
                                          • Custom script: call RemoveLocation ( udg_point_p)
                                          • Destructible - Remove (Picked destructible)
                                        • Else - Actions
  • UGHPS Progress
    • Events
    • Conditions
    • Actions
      • Set UGHPS_CameraCheck[(Player number of (Triggering player))] = True
      • Camera - Apply UGHPS_Camera[(Player number of (Triggering player))] for (Triggering player) over 0.00 seconds
      • Trigger - Turn on UGHPS Camera <gen>
  • UGHPS Buttons
    • Events
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Click
    • Actions
      • -------- Turn off trigger to fix small bug when player click fast on icon and create few heroes at same time. --------
      • Trigger - Turn off (This trigger)
      • -------- Remove selected unit from player selection. --------
      • Selection - Clear selection for (Triggering player)
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Button Selection --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Paladin --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Triggering unit) Equal to Click 0001 <gen>
              • (Triggering unit) Equal to Click 0008 <gen>
        • Then - Actions
          • -------- Hero number --------
          • -------- WARRNING: 20 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
          • Set Integer_k = 20
          • -------- integer_h is variable that define hero, unneeded really but it makes trigger action below more eye kindly. --------
          • Set Integer_h = ((Integer_i x (Player number of (Triggering player))) + Integer_k)
          • -------- Location variable that use position of created unit, used for cleaning leaks :) --------
          • Set point_p = (Position of (Triggering unit))
          • -------- We create effect on hero icon (variable point_p) --------
          • Special Effect - Create a special effect at point_p using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
          • -------- We destroy same effect to clean leak. --------
          • Special Effect - Destroy (Last created special effect)
          • -------- We destroy point_p to clean leaks. --------
          • Custom script: call RemoveLocation ( udg_point_p)
          • For each (Integer A) from 1 to 3, do (Actions)
            • Loop - Actions
              • -------- WARRNING: 20 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
              • -------- We hide all hero destructibles shown to player --------
              • Destructible - Hide UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + (20 x (Integer A)))]
          • -------- Now only show right one :) --------
          • Destructible - Show UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + Integer_k)]
          • -------- Play sound when player click on hero icon --------
          • Sound - Play UGHPS_Sound[((Integer_i x (Player number of (Triggering player))) + Integer_k)] at 100.00% volume, attached to (Triggering unit)
          • -------- Let's remove all text, create new one and store it to variables once again. --------
          • For each (Integer A) from 1 to 11, do (Actions)
            • Loop - Actions
              • Floating Text - Destroy UGHPS_FT[(Integer A)]
              • Floating Text - Create floating text that reads UGHPS_StringAttributes[(((Player number of (Triggering player)) x Integer_i) + (Integer_k + (Integer A)))] at UGHPS_HeroStats[(((Player number of (Triggering player)) x Integer_i) + ((Integer A) + 1))] with Z offset 0.00, using font size 8.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Set UGHPS_FT[(Integer A)] = (Last created floating text)
          • Wait 0.00 seconds
          • Trigger - Turn on (This trigger)
          • Skip remaining actions
        • Else - Actions
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Blood Mage --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Triggering unit) Equal to Click 0005 <gen>
              • (Triggering unit) Equal to Click 0009 <gen>
        • Then - Actions
          • -------- Hero number --------
          • -------- WARRNING: 40 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
          • Set Integer_k = 40
          • -------- integer_h is variable that define hero, unneeded really but it makes trigger action below more eye kindly. --------
          • Set Integer_h = ((Integer_i x (Player number of (Triggering player))) + Integer_k)
          • -------- Location variable that use position of created unit, used for cleaning leaks :) --------
          • Set point_p = (Position of (Triggering unit))
          • -------- We create effect on hero icon (variable point_p) --------
          • Special Effect - Create a special effect at point_p using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
          • -------- We destroy same effect to clean leak. --------
          • Special Effect - Destroy (Last created special effect)
          • -------- We destroy point_p to clean leaks. --------
          • Custom script: call RemoveLocation ( udg_point_p)
          • For each (Integer A) from 1 to 3, do (Actions)
            • Loop - Actions
              • -------- WARRNING: 20 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
              • -------- We hide all hero destructibles shown to player --------
              • Destructible - Hide UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + (20 x (Integer A)))]
          • -------- Now only show right one :) --------
          • Destructible - Show UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + Integer_k)]
          • -------- Play sound when player click on hero icon --------
          • Sound - Play UGHPS_Sound[((Integer_i x (Player number of (Triggering player))) + Integer_k)] at 100.00% volume, attached to (Triggering unit)
          • -------- Let's remove all text, create new one and store it to variables once again. --------
          • For each (Integer A) from 1 to 11, do (Actions)
            • Loop - Actions
              • Floating Text - Destroy UGHPS_FT[(Integer A)]
              • Floating Text - Create floating text that reads UGHPS_StringAttributes[(((Player number of (Triggering player)) x Integer_i) + (Integer_k + (Integer A)))] at UGHPS_HeroStats[(((Player number of (Triggering player)) x Integer_i) + ((Integer A) + 1))] with Z offset 0.00, using font size 8.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Set UGHPS_FT[(Integer A)] = (Last created floating text)
          • Wait 0.00 seconds
          • Trigger - Turn on (This trigger)
          • Skip remaining actions
        • Else - Actions
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Ranger --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Triggering unit) Equal to Click 0003 <gen>
              • (Triggering unit) Equal to Click 0010 <gen>
        • Then - Actions
          • -------- Hero number --------
          • -------- WARRNING: 60 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
          • Set Integer_k = 60
          • -------- integer_h is variable that define hero, unneeded really but it makes trigger action below more eye kindly. --------
          • Set Integer_h = ((Integer_i x (Player number of (Triggering player))) + Integer_k)
          • -------- Location variable that use position of created unit, used for cleaning leaks :) --------
          • Set point_p = (Position of (Triggering unit))
          • -------- We create effect on hero icon (variable point_p) --------
          • Special Effect - Create a special effect at point_p using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
          • -------- We destroy same effect to clean leak. --------
          • Special Effect - Destroy (Last created special effect)
          • -------- We destroy point_p to clean leaks. --------
          • Custom script: call RemoveLocation ( udg_point_p)
          • For each (Integer A) from 1 to 3, do (Actions)
            • Loop - Actions
              • -------- WARRNING: 20 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
              • -------- We hide all hero destructibles shown to player --------
              • Destructible - Hide UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + (20 x (Integer A)))]
          • -------- Now only show right one :) --------
          • Destructible - Show UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + Integer_k)]
          • -------- Play sound when player click on hero icon --------
          • Sound - Play UGHPS_Sound[((Integer_i x (Player number of (Triggering player))) + Integer_k)] at 100.00% volume, attached to (Triggering unit)
          • -------- Let's remove all text, create new one and store it to variables once again. --------
          • For each (Integer A) from 1 to 11, do (Actions)
            • Loop - Actions
              • Floating Text - Destroy UGHPS_FT[(Integer A)]
              • Floating Text - Create floating text that reads UGHPS_StringAttributes[(((Player number of (Triggering player)) x Integer_i) + (Integer_k + (Integer A)))] at UGHPS_HeroStats[(((Player number of (Triggering player)) x Integer_i) + ((Integer A) + 1))] with Z offset 0.00, using font size 8.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Set UGHPS_FT[(Integer A)] = (Last created floating text)
          • Wait 0.00 seconds
          • Trigger - Turn on (This trigger)
          • Skip remaining actions
        • Else - Actions
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- OK Button --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Triggering unit) Equal to Click 0022 <gen>
                  • (Triggering unit) Equal to Click 0007 <gen>
              • Integer_h Not equal to 0
        • Then - Actions
          • Set UGHPS_CameraCheck[(Player number of (Triggering player))] = False
          • Unit - Create 1 UGHPS_HERO_H[Integer_h] for (Triggering player) at UGHPS_HeroStats[(((Player number of (Triggering player)) x Integer_i) + 12)] facing Default building facing degrees
          • -------- Let's display message to enemy players --------
          • Set UGHPS_TempForce = (All enemies of (Triggering player))
          • Quest - Display to UGHPS_TempForce the Hint message: (TextColor[(Player number of (Triggering player))] + ((Name of (Triggering player)) + (|r has picked + (Name of (Last created unit)))))
          • Custom script: call DestroyForce (udg_UGHPS_TempForce)
          • -------- Play sound when player select hero --------
          • Sound - Play UGHPS_Sound[((Integer_i x (Player number of (Triggering player))) + (Integer_k + 1))] at 100.00% volume, attached to (Last created unit)
          • -------- Location variable that use position of created unit, used for cleaning leaks :) --------
          • Set point_p = (Position of (Last created unit))
          • Camera - Pan camera for (Triggering player) to point_p over 0.00 seconds
          • Wait 0.00 seconds
          • -------- We create effect on hero spawn location (variable point_p) --------
          • Special Effect - Create a special effect at point_p using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
          • -------- We destroy same effect to clean leak. --------
          • Special Effect - Destroy (Last created special effect)
          • Camera - Reset camera for (Triggering player) to standard game-view over 0.00 seconds
          • -------- We destroy point_p to clean leaks. --------
          • Custom script: call RemoveLocation ( udg_point_p)
          • Wait 0.00 seconds
          • Trigger - Turn on (This trigger)
          • Skip remaining actions
        • Else - Actions
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Random Button --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Triggering unit) Equal to Click 0002 <gen>
              • (Triggering unit) Equal to Click 0006 <gen>
        • Then - Actions
          • Set UGHPS_CameraCheck[(Player number of (Triggering player))] = False
          • Set Integer_h = ((Integer_i x (Player number of (Triggering player))) + (20 x (Random integer number between 1 and 3)))
          • Unit - Create 1 UGHPS_HERO_H[Integer_h] for (Triggering player) at UGHPS_HeroStats[(((Player number of (Triggering player)) x Integer_i) + 12)] facing Default building facing degrees
          • -------- Let's display message to enemy players --------
          • Set UGHPS_TempForce = (All enemies of (Triggering player))
          • Quest - Display to UGHPS_TempForce the Hint message: (TextColor[(Player number of (Triggering player))] + ((Name of (Triggering player)) + (|r has randomed + (Name of (Last created unit)))))
          • Custom script: call DestroyForce (udg_UGHPS_TempForce)
          • -------- Play sound when player select hero --------
          • Sound - Play UGHPS_Sound[Integer_h] at 100.00% volume, attached to (Last created unit)
          • -------- Location variable that use position of created unit, used for cleaning leaks :) --------
          • Set point_p = (Position of (Last created unit))
          • Camera - Pan camera for (Triggering player) to point_p over 0.00 seconds
          • Wait 0.00 seconds
          • -------- We create effect on hero spawn location (variable point_p) --------
          • Special Effect - Create a special effect at point_p using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
          • -------- We destroy same effect to clean leak. --------
          • Special Effect - Destroy (Last created special effect)
          • Camera - Reset camera for (Triggering player) to standard game-view over 0.00 seconds
          • -------- We destroy point_p to clean leaks. --------
          • Custom script: call RemoveLocation ( udg_point_p)
          • Wait 0.00 seconds
          • Trigger - Turn on (This trigger)
          • Skip remaining actions
        • Else - Actions

Please if you find any errors or bugs report them to me so I can fix them
Change Log

Version 1.0
- Uploaded Spell
Version 1.1
- Added blockade to stop players from creating 2 or more heroes with fast clicking (Thanks to Maker)
- Fixed leak trigger action
- Optimized main trigger a little
- Added more documentation and description (Loading Screen as well)
Version 1.2
- Optimized triggers to max
- New interface design
- Easier to understand/edit/import/use
- Smaller size
Version 1.2b
- Optimized camera triggers (Maker)
Version 2.0 Ultimate
- First MPI version
- New hero stats display
- Removed Spells (for now)
Version 2.1 Ultimate
- Fixed/Optimized triggers
- More comments
Version 2.2 Ultimate
- Added colored text and messages displayed to enemy players when you pick or random your hero
- Added sound when you select or pick hero
- Added Settings button where you can pick 1 between 4 different interfaces
- New system look (Resized models, edited text etc etc)
Version 2.3 Ultimate
Fixed/Improved:
- When pressing ESC, the camera pans to the hero selection screen. Make the camera apply instantly. You can also use fade out, apply cam, fade in.
- One can get two heroes if the OK button is clicked rapidly.
- If one clicks OK before a hero is selected, the camera will pan to the center of the map. This situation is not handled with triggers.
- UGHPS camera timers are not initialized automatically for other indexes than 0 and 1. That means it won't work for player 2. You need to create the other timers yourself.
- You should add the events of UGHPS Camera x trigger in the setup trigger.
- UGHPS Buttons does the checks for the rest of the unit types even if it has found a match already. Use skip remaining actions or put the if/then/elses inside each other.
- P2 hero models aren't initially hidden.
- UGHPS Setup has two events, only use Map Initialization.
- Add importing instructions into the map.

Keywords:
Advanced, GUI, Hero, Pick, System, -Kobas-, Interface, Triggers
Contents

Advanced GUI Hero Pick System (Map)

Reviews
Approved. Great system. Improvements: -The units sold triggers should be turned off when there are no players in the screen -Set the number of players into a variable at map initiliazation, use the variable in UGHPS Camera triggers -Perhaps...
I started working on ultimate version, expect progress soon.

EDIT:

Base setup and hero info is done.
Working on interfaces and buttons.
EDIT 2:

I removed coordinates and added regions, I will try to make it as simple as possible so even WE newbie can use it.
So far everything work fine, I added comment to each trigger action, camera system is rdy as well.
I removed GetLocalPlayer and added new interfaces to system, it's much easier to copy and paste few doodads/units/regions to edit player number.
 
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I will improve it drastically. You can wait to see it or no.
If you convert this into any script language then I expect credits and link to resource :)

Btw in final version:
- Expect 3 taverns (each one will have 6 heroes).
- Expect special bonuses.
- Expect more effects.
- Expect colored text and hint messages.
- Expect sound effect.
- Expect different interfaces as well.
- Expect more players.
- Expect small arena with few items and creeps to play with:D.
- Expect hero pick limit selected by vote (from 1 to 5).
- Expect multiboard that will show picked heroes (will work with mode above).

Well expect much more in final version, I found inspiration so expect it soon.
 
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Level 9
Joined
Aug 7, 2009
Messages
380
Wow, updated... now MPI.. what i expected..
But,.. why you remove the heroes' abilities icons at the left below the heroes icons?.
After reading your triggers, i don't think i found something to hide the Hero Model (destructible) to other player but unhide to selecting player only?
 
Level 13
Joined
Jun 9, 2009
Messages
1,129
Well, i know this isn't final version, but i think you should fix text tags. Text tags at main attributes are mixed between. At stats, (regen, dmg...) text tags go over buttons, random and pick. At begin of game i see all 3 heroes, they aren't hidden. I think you should get Abilities back. And use all abilities with one destructible, ofc using trackables too in ultimate version. What i meant with one destructible is that you use only one destructible type for all spells, just like click one. And you can use Grab a Tree spell to change it's texture. So you would use only one destructible for all spells :p
Oh nearly forget, also text tag showing heroes name and title isn't centered... idk why o_O also Hero summary texts start at Hero Summary, so you can't read that anymore... I think it's text tags size.
EDIT : Now i saw regions... not even strange why text tags work so bad :( can't wait for final version.
EDIT 2 : Why you use bars instead of reals... ???? f.e. "Damage : IIIIII" Instead of f.e. "Damage : 10-20"
EDIT 3 : Heroes don't face correctly... and their scale is too small.
EDIT 4 : I updated your map :) i fixed every text tag :) i fixed regions, i made heroes bigger, and some other little stuff, here it is :) View attachment UGHPS 2.1.w3x
 
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A few improvements could be done;
Change "For each (Integer A) from 1 to 13, do (Actions)" to something else, than Integer A.
Display the floating text only to local player, perhaps even the dummies as well.

Leak :x
  • (Units in (Playable map area) matching..

No, that is not a leak, as it is being handled with
  • set bj_wantDestroyGroup = true
 
Guys everything you said was checked and nicely tested.
There are no leaks, Integer A and such variables work without errors etc etc.

http://www.hiveworkshop.com/forums/1972158-post105.html


EDIT : Now i saw regions... not even strange why text tags work so bad :( can't wait for final version.
I just placed them, I still need to calculate text size and scale because I based image on image created in WE .
Can be and will be fixed.

EDIT 2 : Why you use bars instead of reals... ???? f.e. "Damage : IIIIII" Instead of f.e. "Damage : 10-20"
I like idea, look cool to me, just another way to show you how it can look like.
Can be and will be fixed if more users find this annoying.

EDIT 3 : Heroes don't face correctly... and their scale is too small.
Can be and will be fixed.

EDIT 4 : I updated your map :) i fixed every text tag :) i fixed regions, i made heroes bigger, and some other little stuff, here it is :) UGHPS 2.1.w3x
Thanks but I think that I can do it myself as well :)

But,.. why you remove the heroes' abilities icons at the left below the heroes icons?.
Check description and my post linked above.

After reading your triggers, i don't think i found something to hide the Hero Model (destructible) to other player but unhide to selecting player only?
Please download and test map.
You will understand it then.
 
Level 15
Joined
Oct 18, 2008
Messages
1,588
Dude from the one I made you could have used the GetLocalPlayer() functions... Your triggers aren't bad, but for ten players they just take WAY too much space. Showing floating texts and descrtuctibles locally saves a CRAZY amount of space :p And you even dared to take my advanced stats screen but you don't even mention my name -.- The proof is there 2 pages back :p The one I made works perfectly, the pastebin is still working and you only have to replace coordinates with regions to get what you made now but for less space :p
 
Level 16
Joined
Apr 18, 2011
Messages
1,844
Dude from the one I made you could have used the GetLocalPlayer() functions... Your triggers aren't bad, but for ten players they just take WAY too much space. Showing floating texts and descrtuctibles locally saves a CRAZY amount of space :p And you even dared to take my advanced stats screen but you don't even mention my name -.- The proof is there 2 pages back :p The one I made works perfectly, the pastebin is still working and you only have to replace coordinates with regions to get what you made now but for less space :p

its pretty much made for his single player map :0
 
Dude from the one I made you could have used the GetLocalPlayer() functions...
Hard to understand (for newbies). Triggers are hard to edit, and if we split players into different groups with different heroes, interfaces, taverns, triggers will be horrible.

Your triggers aren't bad, but for ten players they just take WAY too much space. Showing floating texts and descrtuctibles locally saves a CRAZY amount of space :p
I know but you use this triggers on game start or after some kind of game info. You are free to destroy them if you want and remove all leaks once when everyone choose hero.

And you even dared to take my advanced stats screen but you don't even mention my name -.- The proof is there 2 pages back :p
And you dared to upload MPI version without asking if you want to play that way.
Oh and I edited picture, yes I edited mine to fit nice with regions, check yours it won't work.

The one I made works perfectly, the pastebin is still working and you only have to replace coordinates with regions to get what you made now but for less space :p
Regions are easier to understand and edit because we use GUI here not Jass (we know that is writing faster than clicking, but not in this case :p)
Oh and any newbie can easily just CNP regions, and move them around map, doing same with map coordinates won't work.

You are free to create your system I really don't know what you want from me now :)
 
Level 15
Joined
Oct 18, 2008
Messages
1,588
Hmmph I'm sorry, and I didn't see that u gave me rep :( I use GUI, don't even know how to work with JASS correctly, I just use some custom scripts to extrend my limits. I think you misunderstood, but I agree with you using regions instead of coordinates (it's soooo much easier :D) I think I was a bit tired yesterday and had a bad mood because of diarrhea ^^
 
Maker, Ultimate GUI Hero Pick System 2.2, 29th Aug 2011

This is a very nice system for selecting heroes. It has good execution and pleasing aesthetics. I'd like to see it used for maps.

However there are still a few issues.

In-game

  • When pressing ESC, the camera pans to the hero selection screen. Make the camera apply instantly. You can also use fade out, apply cam, fade in.
  • One can get two heroes if the OK button is clicked rapidly.
  • If one clicks OK before a hero is selected, the camera will pan to the center of the map. This situation is not handled with triggers.

Triggers

  • UGHPS camera trigger shouldn't be on all the time. Turn it off initially. Only have it on when some player is in the screen.
  • UGHPS camera timers are not initialized automatically for other indexes than 0 and 1. That means it won't work for player 2. You need to create the other timers yourself.
  • You should add the events of UGHPS Camera x trigger in the setup trigger.
  • The interface change triggers should be turned off when no player is in the screen.
  • UGHPS Buttons does the checks for the rest of the unit types even if it has found a match already. Use skip remaining actions or put the if/then/elses inside each other.
  • P2 hero models aren't initially hidden.
  • UGHPS Setup has two events, only use Map Initialization.

General notes

  • Add importing instructions into the map.

Suggestions

  • Using trackables would be even smoother, though you would need to use custom scripts.
  • The screen is visible through black mask and fog of war. Hide all destructibles initially, only show them when a player is in screen, and only for that player. Use GetLocalPlayer().

Status: |c00FF8000Needs Fix|r
Lime green is fixed. I will try to fix everything else soon as well.
Thank you for your time.
 
Level 14
Joined
Mar 23, 2011
Messages
1,436
kobas... theres a BIG Problem...
it doesnt show hero statistics,its only white,nor does it show the models
 
Level 14
Joined
Mar 23, 2011
Messages
1,436
I'ts because of your resolution, I must add that option in new version.
I use 1920 x 1080 screen and everything looks perfectly fine.

so.. if someone uses my map in wrong resolution,it will show white too?
 
Level 14
Joined
Mar 23, 2011
Messages
1,436
Bad thing is that you can get more than 1 hero...but I still like the Tavern System built into W3. That's the main reason I'm not going to use this. :goblin_wtf:

Dont be a noob,he just put that so we can see it again and again
add trigger- turn off (this trigger)
 
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