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Adding Level Warp and updating README
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# sm64ex-level-warp | ||
Level Warp (sm64ex-coop) | ||
# Level Warp (sm64ex-coop) | ||
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* Chat command to warp to levels and warp nodes. For speedrun practice and warp node debugging. | ||
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* **Required**: Level | ||
* **Optional**: Area = 1, Act = 1, and WarpId = 10 | ||
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`/w [LEVEL] [AREA] [ACT] [WARP_ID]` | ||
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## Examples: | ||
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``` | ||
/w bob (BoB) | ||
/w bob 1 2 (BoB, Area 1, Act 2) | ||
/w castle 2 (Castle, Area 2 (Upstairs)) | ||
/w castle 3 (Castle, Area 3 (Basement)) | ||
/w castle 1 1 10 (Castle, Lobby - PSS Warp) | ||
/w thi 1 (THI - Huge) | ||
/w thi 2 (THI - Small) | ||
/w thi 3 (THI - Wiggler's Room) | ||
``` |
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-- name: Level Warp | ||
-- description: Chat command to warp to levels and warp nodes.\n\nExamples:\n /w bob (BoB)\n /w bob 1 2 (Area 1, Act 2)\n\n /w castle 2 (Upstairs)\n /w castle 3 (Basement)\n /w castle 1 1 10 (Castle, PSS Warp)\n\n /w thi (Huge)\n /w thi 2 (Tiny)\n /w thi 3 (Wiggler's Room) | ||
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function LevelWarp(msg) | ||
msg_parts = {} | ||
for substring in msg:gmatch("%w+") do table.insert(msg_parts, substring) end | ||
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level = msg_parts[1] | ||
area = 1 | ||
act = 1 | ||
warpId = 10 | ||
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use_level = true | ||
if #(msg_parts) > 1 then | ||
area = tonumber(msg_parts[2]) | ||
end | ||
if #(msg_parts) > 2 then | ||
act = tonumber(msg_parts[3]) | ||
end | ||
if #(msg_parts) > 3 then | ||
use_level = false | ||
warpId = tonumber(msg_parts[4]) | ||
end | ||
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if level:match("%a") then | ||
if level:upper():find("BBH") then | ||
level = LEVEL_BBH | ||
elseif level:upper():find("CCM") then | ||
level = LEVEL_CCM | ||
elseif level:upper():find("HMC") then | ||
level = LEVEL_HMC | ||
elseif level:upper():find("SSL") then | ||
level = LEVEL_SSL | ||
elseif level:upper():find("BOB") then | ||
level = LEVEL_BOB | ||
elseif level:upper():find("SL") then | ||
level = LEVEL_SL | ||
elseif level:upper():find("WDW") then | ||
level = LEVEL_WDW | ||
elseif level:upper():find("JRB") then | ||
level = LEVEL_JRB | ||
elseif level:upper():find("THI") then | ||
level = LEVEL_THI | ||
elseif level:upper():find("TTC") then | ||
level = LEVEL_TTC | ||
elseif level:upper():find("RR") then | ||
level = LEVEL_RR | ||
elseif level:upper():find("GROUNDS") then | ||
level = LEVEL_CASTLE_GROUNDS | ||
elseif level:upper():find("BITDW") then | ||
level = LEVEL_BITDW | ||
elseif level:upper():find("VCUTM") or level:upper():find("VANISH") then | ||
level = LEVEL_VCUTM | ||
elseif level:upper():find("BITFS") then | ||
level = LEVEL_BITFS | ||
elseif level:upper():find("SA") then | ||
level = LEVEL_SA | ||
elseif level:upper():find("BITS") then | ||
level = LEVEL_BITS | ||
elseif level:upper():find("LLL") then | ||
level = LEVEL_LLL | ||
elseif level:upper():find("DDD") then | ||
level = LEVEL_DDD | ||
elseif level:upper():find("WF") then | ||
level = LEVEL_WF | ||
elseif level:upper():find("ENDING") then | ||
level = LEVEL_ENDING | ||
elseif level:upper():find("COURTYARD") then | ||
level = LEVEL_CASTLE_COURTYARD | ||
elseif level:upper():find("PSS") then | ||
level = LEVEL_PSS | ||
elseif level:upper():find("COTMC") or level:upper():find("METAL") then | ||
level = LEVEL_COTMC | ||
elseif level:upper():find("TOTWC") or level:upper():find("WING") then | ||
level = LEVEL_TOTWC | ||
elseif level:upper():find("B1") or level:upper():find("BOWSER_1") then | ||
level = 30 | ||
elseif level:upper():find("OTR") then | ||
level = LEVEL_WMOTR | ||
elseif level:upper():find("B2") or level:upper():find("BOWSER_2") then | ||
level = 33 | ||
elseif level:upper():find("B3") or level:upper():find("BOWSER_3") then | ||
level = 34 | ||
elseif level:upper():find("TTM") then | ||
level = LEVEL_TTM | ||
elseif level:upper():find("CASTLE") then | ||
level = LEVEL_CASTLE | ||
else | ||
level = LEVEL_CASTLE_GROUNDS | ||
end | ||
else | ||
level = tonumber(level) | ||
end | ||
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-- If warpId is unspecified, use warp_to_level, else use warp_to_warpnode | ||
if use_level then | ||
warp_to_level(level, area, act) | ||
else | ||
warp_to_warpnode(level, area, act, warpId) | ||
end | ||
end | ||
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hook_chat_command("w", "warp(level, area=1, act=1, warpId=10)", LevelWarp) |