diff -r 736abcc1915f -r 9be28be004d4 share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/moon01.lua --- a/share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/moon01.lua Fri Dec 06 15:37:15 2013 +0100 +++ b/share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/moon01.lua Fri Dec 06 17:01:40 2013 +0100 @@ -103,7 +103,7 @@ MinesNum = 0 MinesTime = 3000 Explosives = 0 - Delay = 5 + Delay = 5 Map = "moon01_map" Theme = "Cheese" -- Because ofc moon is made of cheese :) -- Hog Solo @@ -144,32 +144,32 @@ minion3.gear = AddHog(minion3.name, 1, 50, "Gasmask") AnimSetGearPosition(minion3.gear, minion3.x, minion3.y) HogTurnLeft(minion3.gear, true) - + -- get the check point checkPointReached = initCheckpoint("moon01") if checkPointReached == 1 then -- Start of the game elseif checkPointReached == 2 then AnimSetGearPosition(hero.gear, parachuteX, weaponsY) - if GetHealth(hero.gear) + 5 > 100 then + if GetHealth(hero.gear) + 5 > 100 then SaveCampaignVar("HeroHealth", 100) else SaveCampaignVar("HeroHealth", GetHealth(hero.gear) + 5) end end - + AnimInit() - AnimationSetup() + AnimationSetup() end function onGameStart() -- wait for the first turn to start AnimWait(hero.gear, 3000) FollowGear(hero.gear) - + ShowMission(campaignName, missionName, loc("Hog Solo has to refuel his saucer.").. - "|"..loc("Rescue the imprisoned PAotH team and get your fuels!"), -amSkip, 0) - + "|"..loc("Rescue the imprisoned PAotH team and get the fuel!"), -amSkip, 0) + AddAmmo(minion1.gear, amDEagle, 10) AddAmmo(minion2.gear, amDEagle, 10) AddAmmo(minion3.gear, amDEagle, 10) @@ -179,7 +179,7 @@ AddAmmo(minion1.gear, amGrenade, 2) AddAmmo(minion2.gear, amGrenade, 2) AddAmmo(minion3.gear, amGrenade, 2) - + -- check for death has to go first AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0) AddEvent(onProfessorDeath, {professor.gear}, professorDeath, {professor.gear}, 0) @@ -195,12 +195,12 @@ AddEvent(onWeaponsPlatform, {hero.gear}, weaponsPlatform, {hero.gear}, 0) TurnTimeLeft = 0 AddAnim(dialog01) - elseif checkPointReached == 2 then + elseif checkPointReached == 2 then AddAmmo(hero.gear, amBazooka, 3) AddAmmo(hero.gear, amParachute, 1) AddAmmo(hero.gear, amGrenade, 6) AddAmmo(hero.gear, amDEagle, 4) - SetWind(60) + SetWind(60) GameFlags = bor(GameFlags,gfDisableWind) weaponsAcquired = true afterDialog02 = true @@ -209,7 +209,7 @@ end -- this event check goes here to be executed after the onWeaponsPlatform check AddEvent(onBattleZone, {hero.gear}, battleZone, {hero.gear}, 0) - + SendHealthStatsOff() end @@ -232,7 +232,7 @@ end end -function onNewTurn() +function onNewTurn() -- rounds start if hero got his weapons or got near the enemies if not weaponsAcquired and not battleZoneReached and CurrentHedgehog ~= hero.gear then TurnTimeLeft = 0 @@ -251,7 +251,7 @@ function onPrecise() if GameTime > 3000 then - SetAnimSkip(true) + SetAnimSkip(true) end end @@ -266,7 +266,7 @@ -------------- EVENTS ------------------ function onWeaponsPlatform(gear) - if not hero.dead and (GetAmmoCount(hero.gear, amBazooka) > 0 or GetAmmoCount(hero.gear, amParachute) > 0 or + if not hero.dead and (GetAmmoCount(hero.gear, amBazooka) > 0 or GetAmmoCount(hero.gear, amParachute) > 0 or GetAmmoCount(hero.gear, amGrenade) > 0 or GetAmmoCount(hero.gear, amDEagle) > 0) and StoppedGear(hero.gear) then return true end @@ -320,7 +320,7 @@ SaveCampaignVar("HeroHealth",GetHealth(hero.gear)) TurnTimeLeft = 0 weaponsAcquired = true - SetWind(60) + SetWind(60) GameFlags = bor(GameFlags,gfDisableWind) AddAmmo(hero.gear, amRope, 0) if GetX(hero.gear) < 1900 then @@ -362,11 +362,11 @@ end ParseCommand("teamgone " .. teamB.name) AnimCaption(hero.gear, loc("Congrats! You made them run away!"), 6000) - AnimWait(hero.gear,5000) - + AnimWait(hero.gear,5000) + saveCompletedStatus(1) - SendStat(siGameResult, loc("Hog Solo win, conrgatulations!")) - SendStat(siCustomAchievement, loc("Eliminated the professor Hogevil")) + SendStat(siGameResult, loc("Hog Solo wins, conrgatulations!")) + SendStat(siCustomAchievement, loc("Eliminated the Professor Hogevil")) SendStat(siCustomAchievement, loc("Drove the minions away")) SendStat(siPlayerKills,'1',teamD.name) SendStat(siPlayerKills,'0',teamC.name) @@ -376,18 +376,18 @@ function minionsDeath(gear) -- do staffs here - AnimSay(professor.gear, loc("I may lost that battle, but I haven't lost the war yet!"), SAY_SHOUT, 6000) + AnimSay(professor.gear, loc("I may lost this battle, but I haven't lost the war yet!"), SAY_SHOUT, 6000) ParseCommand("teamgone " .. teamC.name) AnimCaption(hero.gear, loc("Congrats! You won!"), 6000) - AnimWait(hero.gear,5000) - + AnimWait(hero.gear,5000) + saveCompletedStatus(1) SendStat(siGameResult, loc("Congratulations, you won!")) SendStat(siCustomAchievement, loc("Eliminated the evil minions")) - SendStat(siCustomAchievement, loc("Drove the professor away")) + SendStat(siCustomAchievement, loc("Drove the Professor away")) SendStat(siPlayerKills,'1',teamD.name) SendStat(siPlayerKills,'0',teamC.name) - SaveCampaignVar("CosmosCheckPoint", "5") -- hero got fuels + SaveCampaignVar("CosmosCheckPoint", "5") -- hero got fuels EndGame() end @@ -411,22 +411,22 @@ AddSkipFunction(dialog01, Skipanim, {dialog01}) table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Near PAotH base at moon..."), 4000}}) - table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Hey Hog Solo! Finaly you have come..."), SAY_SAY, 2000}}) - table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("It seems that Professor Hogevil learned for your arrival!"), SAY_SAY, 4000}}) - table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Now he have captured the rest of the PAotH team and awaits to capture you!"), SAY_SAY, 5000}}) + table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Hey Hog Solo! Finally you have come..."), SAY_SAY, 2000}}) + table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("It seems that Professor Hogevil has prepared for your arrival!"), SAY_SAY, 4000}}) + table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("He has captured the rest of the PAotH team and awaits to capture you!"), SAY_SAY, 5000}}) table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("We have to hurry! Are you armed?"), SAY_SAY, 4300}}) table.insert(dialog01, {func = AnimWait, args = {hero.gear, 450}}) table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("No, I am afraid I had to travel light"), SAY_SAY, 2500}}) table.insert(dialog01, {func = AnimWait, args = {paoth1.gear, 3200}}) - table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Ok, then you have to go and take some of the waepons we have hidden in case of an emergency!"), SAY_SAY, 7000}}) - table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("They are up there! Take that rope and hurry!"), SAY_SAY, 7000}}) + table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Ok, then you have to go and take some of the weapons we have hidden in case of an emergency!"), SAY_SAY, 7000}}) + table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("They are up there! Take this rope and hurry!"), SAY_SAY, 7000}}) table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Ehm... ok..."), SAY_SAY, 2500}}) table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}}) -- DIALOG 02 - To the weapons platform AddSkipFunction(dialog02, Skipanim, {dialog02}) table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("Checkpoint reached!"), 4000}}) table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("I've made it! YEAAAAAH!"), SAY_SHOUT, 4000}}) - table.insert(dialog02, {func = AnimSay, args = {paoth1.gear, loc("Nice! Now hurry up and get down! You have to rescue my friends!"), SAY_SHOUT, 7000}}) + table.insert(dialog02, {func = AnimSay, args = {paoth1.gear, loc("Nice! Now hurry and get down! You have to rescue my friends!"), SAY_SHOUT, 7000}}) table.insert(dialog02, {func = setAfterDialog02, args = {}}) table.insert(dialog02, {func = AnimSwitchHog, args = {hero.gear}}) -- DIALOG 03 - Hero spotted and has no weapons