# HG changeset patch # User Wuzzy # Date 1480213100 -3600 # Node ID 0183b4c448bfbd2b27a57881808e4e2ed8078f5b # Parent 1da37e2ba6fd62de111a98ff7e68937e4528adcf Fix Killing the Specialists giving you a free turn after killing Desert Eagle with a desert eagle with shot 1-3 diff -r 1da37e2ba6fd -r 0183b4c448bf ChangeLog.txt --- a/ChangeLog.txt Sun Nov 27 01:30:41 2016 +0100 +++ b/ChangeLog.txt Sun Nov 27 03:18:20 2016 +0100 @@ -164,6 +164,7 @@ * Fixed mistakes and bad wording of strings in several missions, scripts and campaigns * Fixed Lua error message in A Classic Fairytale mission 8 * Fixed Lua error messages and broken stats screen in Climb Home singleplayer mission + * Fixed Killing the Specialists giving you another free turn after killing Desert Eagle with a desert eagle with shot #1-3 Frontend: + Campaign screen shows which campaigns and missions you've completed so far diff -r 1da37e2ba6fd -r 0183b4c448bf share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/death02.lua --- a/share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/death02.lua Sun Nov 27 01:30:41 2016 +0100 +++ b/share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/death02.lua Sun Nov 27 03:18:20 2016 +0100 @@ -16,7 +16,7 @@ loc("A random hedgehog will inherit the weapons of his deceased team-mates.").."|".. loc("If you kill a hedgehog with the respective weapon your health points will be set to 100.").."|".. loc("If you injure a hedgehog you'll get 35% of the damage dealt.").."|".. - loc("Every time you kill an enemy hog your ammo will get reset.").."|".. + loc("Every time you kill an enemy hog your ammo will get reset next turn.").."|".. loc("The rope won't get reset.") -- dialogs local dialog01 = {} @@ -51,6 +51,8 @@ name = loc("5 Deadly Hogs"), color = tonumber("FF0000",16) -- red } +-- After hero killed an enemy, his weapons will be reset in the next round +local heroWeaponResetPending = false -------------- LuaAPI EVENT HANDLERS ------------------ @@ -102,6 +104,8 @@ function onNewTurn() if CurrentHedgehog ~= hero.gear then enemyWeapons() + elseif heroWeaponResetPending then + refreshHeroAmmo() end end @@ -128,7 +132,7 @@ for i=1,table.getn(deadHog.additionalWeapons) do table.insert(enemies[randomHog].additionalWeapons, deadHog.additionalWeapons[i]) end - refreshHeroAmmo() + heroWeaponResetPending = true end end @@ -225,7 +229,7 @@ table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("A random hedgehog will inherit the weapons of his deceased team-mates"), 5000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("If you kill a hedgehog with the respective weapon your health points will be set to 100"), 5000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("If you injure a hedgehog you'll get 35% of the damage dealt"), 5000}}) - table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Every time you kill an enemy hog your ammo will get reset"), 5000}}) + table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Every time you kill an enemy hog your ammo will get reset next turn"), 5000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Rope won't get reset"), 2000}}) table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}}) table.insert(dialog01, {func = startBattle, args = {hero.gear}}) @@ -256,6 +260,7 @@ AddAmmo(hero.gear, amDEagle, hero.deagleAmmo + extraAmmo) AddAmmo(hero.gear, amBazooka, hero.bazookaAmmo + extraAmmo) AddAmmo(hero.gear, amGrenade, hero.grenadeAmmo + extraAmmo) + heroWeaponResetPending = false end function enemyWeapons()