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- -- create the deathcounter variable with LIT
- local roomDC = Deaths( )
- roomDC:SetUnit( "Terran Physics Lab" )
- roomDC:SetPlayer( 8 )
- local screen = "Move Screen 1"
- local oldScreen = "Old Screen 1"
- function ConnectOneWay( a, b, g )
- p1:Conditions( )
- roomDC:SetCount( 0 )
- roomDC:Exactly( )
- BringExactly( 1, LINK, a, 1 )
- p1:Actions( )
- roomDC:SetCount( 1 )
- roomDC:SetTo( )
- CenterLocation( oldScreen, 1, LINK, "Anywhere" )
- CenterLocation( oldScreen, NEUTRAL_PLAYER, "Protoss Observer", oldScreen )
- MoveUnit( 1, LINK, 1, a, b )
- CenterLocation( screen, 1, LINK, "Anywhere" )
- CenterLocation( screen, NEUTRAL_PLAYER, "Protoss Observer", screen )
- onRoomEnter[ 1 ]:Set( )
- MoveScreen( screen )
- PlayWAV( "staredit/wav/LTTP_Door.wav" )
- if g then Text( "<13><1C>:: <4>" .. g .. " <1C>::" ) end
- Preserve( )
- end
- -- function that generates triggers to connect two locations
- -- together to act as a doorway for a "hero unit" called LINK
- function ConnectRooms( a, b, greetA, greetB )
- -- move from a to b
- ConnectOneWay( a, b, greetA )
- -- move from b to a
- ConnectOneWay( b, a, greetB )
- -- turn off the DC when not present at a or b
- p1:Conditions( )
- BringExactly( 1, LINK, a, 0 )
- BringExactly( 1, LINK, b, 0 )
- roomDC:SetCount( 1 )
- roomDC:Exactly( )
- p1:Actions( )
- roomDC:SetCount( 0 )
- roomDC:SetTo( )
- Preserve( )
- end
- ConnectRooms( "link's house a", "link's house b", "Link's House", "Hyrule Grounds" )
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