diff -r a1e9335f1d50 -r fce7de71742f share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/shadow.lua --- a/share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/shadow.lua Tue Jun 26 02:07:58 2012 +0300 +++ b/share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/shadow.lua Fri Jun 29 14:39:05 2012 +0300 @@ -73,6 +73,8 @@ leaksDead = false ramonHidden = false spikyHidden = false +grenadeUsed = false +shotgunUsed = false hogNr = {} @@ -222,11 +224,9 @@ stage = aloneStage HideHog(cyborg) ShowMission("The Shadow Falls", "The Individualist", "Defeat the cannibals!|Grenade hint: set the timer with [1-5], aim with [Up]/[Down] and hold [Space] to set power", 1, 8000) - SpawnAmmoCrate(2551, 994, amGrenade) - SpawnAmmoCrate(3551, 994, amGrenade) - SpawnAmmoCrate(3392, 1101, amShotgun) - SpawnAmmoCrate(3192, 1101, amShotgun) AddAmmo(cannibals[6], amGrenade, 5) + AddAmmo(cannibals[6], amFirePunch, 0) + AddAmmo(cannibals[6], amBaseballBat, 0) SetGearMessage(leaks, 0) TurnTimeLeft = TurnTime AddEvent(CheckStronglingsDead, {}, DoStronglingsDeadAttacked, {}, 0) @@ -234,8 +234,12 @@ function SkipAttackedAnim() if denseDead == false then - SetHealth(dense) + DeleteGear(dense) end + SpawnAmmoCrate(2551, 994, amGrenade) + SpawnAmmoCrate(3551, 994, amGrenade) + SpawnAmmoCrate(3392, 1101, amShotgun) + SpawnAmmoCrate(3192, 1101, amShotgun) SetGearPosition(cyborg, unpack(cyborgPos)) SetState(cyborg, gstInvisible) AnimSwitchHog(leaks) @@ -245,6 +249,14 @@ -----------------------------Animations-------------------------------- +function SpawnCrates() + SpawnAmmoCrate(2551, 994, amGrenade) + SpawnAmmoCrate(3551, 994, amGrenade) + SpawnAmmoCrate(3392, 1101, amShotgun) + SpawnAmmoCrate(3192, 1101, amShotgun) + return true +end + function EmitDenseClouds(anim, dir) local dif if dir == "left" then @@ -275,6 +287,25 @@ AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) - 20, GetY(dense), vgtExplosion, 0, true}, swh = false}) end +function SetupAcceptedSurvivedFinalAnim() + table.insert(acceptedSurvivedFinalAnim, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {leaks, dense}}}) + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, "Pfew! That was close!", SAY_SAY, 3000}}) + if grenadeUsed and shotgunUsed then + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, "Where did you get the exploding apples and the magic bow that shoots many arrows?", SAY_SAY, 9000}}) + elseif grenadeUsed then + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, "Where did you get the exploding apples?", SAY_SAY, 6000}}) + elseif shotgunUsed then + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, "Where did you get the magic bow that shoots many arrows?", SAY_SAY, 8000}}) + else + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, "Did you warn the village?", SAY_SAY, 4000}}) + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, "No, I came back to help you out...", SAY_SAY, 5000}}) + end + if grenadeUsed or shotgunUsed then + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, "Uhm...I met one of them and took his weapons.", SAY_SAY, 5000}}) + end + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, "We should head back to the village now.", SAY_SAY, 5000}}) +end + function AnimationSetup() table.insert(startDialogue, {func = AnimWait, args = {dense, 4000}}) table.insert(startDialogue, {func = AnimCaption, args = {leaks, "After the shock caused by the enemy spy, Leaks A Lot and Dense Cloud went hunting to relax.", 6000}}) @@ -303,10 +334,10 @@ AddSkipFunction(startDialogue, StartSkipFunc, {}) table.insert(weaklingsAnim, {func = AnimGearWait, args = {leaks, 1000}}) - table.insert(weaklingsAnim, {func = AnimCustomFunction, args = {leaks, UnHideWeaklings, {}}}) table.insert(weaklingsAnim, {func = AnimCustomFunction, args = {leaks, CondNeedToTurn, {leaks, dense}}}) table.insert(weaklingsAnim, {func = AnimSay, args = {leaks, "Did you see him coming?", SAY_SAY, 3500}}) table.insert(weaklingsAnim, {func = AnimSay, args = {dense, "No. Where did he come from?", SAY_SAY, 3500}}) + table.insert(weaklingsAnim, {func = AnimCustomFunction, args = {leaks, UnHideWeaklings, {}}}) table.insert(weaklingsAnim, {func = AnimOutOfNowhere, args = {cannibals[2], unpack(cannibalPos[2])}}) table.insert(weaklingsAnim, {func = AnimGiveState, args = {cannibals[2], 0}}) table.insert(weaklingsAnim, {func = AnimWait, args = {leaks, 400}}) @@ -353,7 +384,8 @@ table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, "We can't defeat them!", SAY_THINK, 3000}}) table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, "I'll hold them up while you return to the village!", SAY_SAY, 6000}}) table.insert(stronglingsAnim, {func = AnimFollowGear, args = {cyborg}, swh = false}) - table.insert(stronglingsAnim, {func = AnimWait, args = {cyborg, 1000}}) + table.insert(stronglingsAnim, {func = AnimCaption, args = {cyborg, "30 minutes later..."}, swh = false}) + table.insert(stronglingsAnim, {func = AnimWait, args = {cyborg, 2000}}) table.insert(stronglingsAnim, {func = AnimSetGearPosition, args = {dense, 1420, 1315}}) table.insert(stronglingsAnim, {func = AnimMove, args = {dense, "left", 1400, 0}}) table.insert(stronglingsAnim, {func = AnimCustomFunction, args = {dense, EmitDenseClouds, {stronglingsAnim, "left"}}}) @@ -381,12 +413,6 @@ table.insert(acceptedAnim, {func = AnimSwitchHog, args = {dense}}) AddSkipFunction(acceptedAnim, SkipAcceptedAnim, {}) - table.insert(acceptedSurvivedFinalAnim, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {leaks, dense}}}) - table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, "Pfew! That was close!", SAY_SAY, 3000}}) - table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, "Where did you get the exploding apples and the magic bow that shoots many arrows?", SAY_SAY, 9000}}) - table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, "Uhm...I met one of them and took his weapons.", SAY_SAY, 5000}}) - table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, "We should head back to the village now.", SAY_SAY, 5000}}) - table.insert(acceptedDiedFinalAnim, {func = AnimSay, args = {leaks, "Pfew! That was close!", SAY_THINK, 3000}}) table.insert(acceptedDiedFinalAnim, {func = AnimSay, args = {leaks, "Your death will not be in vain, Dense Cloud!", SAY_THINK, 5000}}) table.insert(acceptedDiedFinalAnim, {func = AnimSay, args = {dense, "You will be avenged!", SAY_SAY, 3000}}) @@ -428,8 +454,12 @@ table.insert(attackedAnim, {func = AnimSwitchHog, args = {leaks}}) table.insert(attackedAnim, {func = AnimSay, args = {leaks, "I wonder where Dense Cloud is...", SAY_THINK, 4000}}) table.insert(attackedAnim, {func = AnimSay, args = {leaks, "I can't wait any more, I have to save myself!", SAY_THINK, 5000}}) + table.insert(attackedAnim, {func = AnimCustomFunction, args = {leaks, SpawnCrates, {}}}) + table.insert(attackedAnim, {func = AnimWait, args = {leaks, 1500}}) + table.insert(attackedAnim, {func = AnimSay, args = {leaks, "Where are all these crates coming from?!", SAY_THINK, 5500}}) AddSkipFunction(attackedAnim, SkipAttackedAnim, {}) + table.insert(attackedFinalAnim, {func = AnimWait, args = {leaks, 2000}}) table.insert(attackedFinalAnim, {func = AnimSay, args = {leaks, "I have to get back to the village!", SAY_THINK, 5000}}) table.insert(attackedFinalAnim, {func = AnimSay, args = {leaks, "Dense Cloud must have already told them everything...", SAY_THINK, 7000}}) @@ -456,7 +486,7 @@ end function AddHogs() - AddTeam("Natives", 1117585, "Bone", "Island", "HillBilly", "cm_birdy") + AddTeam("Natives", 2567585, "Bone", "Island", "HillBilly", "cm_birdy") ramon = AddHog("Ramon", 0, 100, "rasta") leaks = AddHog("Leaks A Lot", 0, 100, "Rambo") dense = AddHog("Dense Cloud", 0, 100, "RobinHood") @@ -605,6 +635,7 @@ AddAnim(stronglingsAnim) AddFunction({func = AfterStronglingsAnim, args = {}}) stage = interWeakStage + ParseCommand("teamgone Weaklings") end function CheckRefuse() @@ -685,6 +716,7 @@ AddAnim(acceptedDiedFinalAnim) SaveCampaignVar("M2DenseDead", "1") else + SetupAcceptedSurvivedFinalAnim() AddAnim(acceptedSurvivedFinalAnim) SaveCampaignVar("M2DenseDead", "0") end @@ -721,10 +753,10 @@ SaveCampaignVar("M2DenseDead", "1") SaveCampaignVar("M2RamonDead", "0") SaveCampaignVar("M2SpikyDead", "0") + SaveCampaignVar("Progress", "2") + SaveCampaignVar("M2Choice", "" .. choice) AddAnim(attackedFinalAnim) AddFunction({func = KillCyborg, args = {}}) - SaveCampaignVar("Progress", "2") - SaveCampaignVar("M2Choice", "" .. choice) end function CheckStronglingsDead() @@ -827,6 +859,11 @@ end function onGearAdd(gear) + if GetGearType(gear) == gtGrenade and GetHogTeamName(CurrentHedgehog) == "Natives" then + grenadeUsed = true + elseif GetGearType(gear) == gtShotgunShot and GetHogTeamName(CurrentHedgehog) == "Natives" then + shotgunUsed = true + end end function onAmmoStoreInit()