SCRMaps
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Minigame collections

Rotate through short games and carry the score between them.

4 min read

A minigame map is several small maps in one file. What they share is a counter holding which game is running, and a trigger that moves everyone to the next arena when one ends.

Trigger { -- 한 게임이 끝나면 다음 게임으로
	players = {P8},
	conditions = {
		Deaths(P8, AtLeast, 1, "RoundOver");
		Deaths(P8, Exactly, 1, "GameIndex");
	},
	actions = {
		SetDeaths(P8, SetTo, 0, "RoundOver");
		SetDeaths(P8, SetTo, 2, "GameIndex");
		MoveUnit(All, "Men", All, "Arena 1", "Arena 2");
		CenterView("Arena 2");
		DisplayText("\x13\x03두 번째 게임");
		PreserveTrigger();
	},
}
One of these per game. GameIndex being in the conditions is what keeps the order from scrambling.

Each game's own triggers must only run on its turn, or game two's scoring fires while game one is still being played.

Trigger { -- 2번 게임의 득점 판정
	players = {Force1},
	conditions = {
		Deaths(P8, Exactly, 2, "GameIndex");
		Bring(CurrentPlayer, AtLeast, 1, "Men", "Goal Pad");
	},
	actions = {
		SetDeaths(CurrentPlayer, Add, 10, "Points");
		SetDeaths(P8, SetTo, 1, "RoundOver");
		PreserveTrigger();
	},
}
Points are never reset between games. That carry-over is the only thing making the collection one game rather than several.

Give each game its own arena, far apart. Reusing one space means forever cleaning up the previous game's units and doodads.

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