I designed a sort of "HP bar" system that can be used by placing a 1x50 (or whatever many points you want) peice of land, and placing mineral chunks to each tile and destroy them as you lose HP. In game on the minimap, it looks like an HP bar like in games. It seems pretty obvious but I kinda figured out how to make up to like 200 "hps" by only using 3 locations rather than 200.
First theres a line going down 1x50, of ground surrounded by water. Then there's location 1 which is 1x1, on the first mineral chunk (hp). Then there are location 2 and location 3 which are both 1x3 locations both stacked on top of each other with both of their "center tile" directly on location 1. (Yes, the top tile of the three tiles will be on top of water.) Now we can easily use a death counter to be the "to be damaged onto life bar" which has points added to it whenever damage is "inflicted" onto your character. That's pretty self explanatory. Now for the actual hard part.
When damage is first inflicted, (first point added to ToBeDamaged death counter). The mineral chunk at location 1 is destroyed. This is the only time you will use location 1, so you can get rid of that. Also, a switch (or Death Counter) is set (or added), regarding that first damage has been done for.
--Trigger--
Conditions:
-"First Damage" Switch is cleared
-Player 8 suffers at least 1 death of Kakaru*
Actions:
-Kill one Mineral Chunk at Location 1
-Set "First Damage" Switch
-Subtract one death from Player 8 for Kakaru**
*Using Kakaru (the bird critter, I think that is what it is called)
**If you are smart you would assume to remove one ToBeDamaged per life bar down.
Now we get down to the part where the triggers actually repeat themselves.
If you have done this right, you now see that both locations 2 and 3 have one mineral chunk in their vincinity (under the bottom tile).
The next idea is that there is a "tracker" and "killer". The If "Tracking Location" detects only 1 mineral chunk in it's vincinity, that means, a mineral chunk has recently been killed and it will interpret that to move down the life bar, and tell "Killing Location" to prepare to kill the next mineral when the ToBeDamaged counter has one or more deaths.
The triggeri of this is the following:
First, when location 2 detects only 1 mineral in it, it moves down one by center location of mineral in location 3.
--Trigger--
Conditions:
-"First Damage" Switch is set
-Player Neutral (or whichever player that the mins belong to) brings exactly 1 mineral chunk to Location 2.
Actions:
-Center location 2 on Mineral Chunk at Location 3.
-Preserve Trigger
The situation now, is that location 2 has two mineral chunks in its vincinity (all tiles but its top one) and location 3 has one mineral chunk in its vincinity (the tile at its bottom). So this leaves us the next trigger who's idea is the identify the mineral chunk meant to be killed by the means of giving it to a different player, then catching up with location 2.
--Trigger--
Conditions:
-Player Neutral (or whichever player that the mins belong to) brings exactly 2 mineral chunks to location 2.
-Player Neutral (or whichever player that the mins belong to) brings exactly 1 mineral chunk to location 3.
-Player 8 has suffered at least 1 death of Kakaru
Actions:
-Give all mineral chunks at location 3 to player 7 (or some other player that is not the player that the mineral chunks originally belonged to).***
-Center Location 3 on Mineral Chunk at Location 3.****
-Kill all Mineral Chunks at Location 3 for player 7 (or the player you specified).
-Preserve Trigger
***As you could realize, if player 7 (or whatever) is a different color player than neutral (or whatever), you could have it to have an effect on the minimap, where a life point instantly turns a different color before dying. If you don't want this effect, just make player 7 (or whatever) the same color as neutral (or whatever).
****As I don't have SC on this computer, I'm not so sure if you are allowed to center a location on a unit that's in the same specified location. I'm pretty sure you can, but if you can't, the entire system is flawed and will not work. (I PRAY THAT DOES NOT HAPPEN

).
There you have it, my system. However, the reason I planned to put this "map making assisstance" rather than "concepts" is the fact that I am in too much of a headache to think hard some more and I have decided if any of you can help, it would be much appreciated.
######My question is: Is there anyway to trigger it so, you can like heal HP, and still have inflictions of damage properly put later?######
My thoughts on this is that if you tried it by simply by centering both locations on the last unit created, it would be very crude, and probably won't work, only work half the time, or hopefully work all the time. Also, when you mix in the fact that if someone buys max HP, you have to reinstall location 1 and the "First Damage" switch, which would be kind of hard to do.
Edit:Whoops, I posted this without finishing my post! Fwop_, you haven't read all I said, and probably don't get what I'm rying to say.