local weapons = { amGrenade, amClusterBomb, amBazooka, amBee, amShotgun, amMine, amDEagle, amDynamite, amFirePunch, amWhip, amPickHammer, amBaseballBat, amAirAttack, amMineStrike, amTeleport, amMortar, amCake, amSeduction, amWatermelon, amHellishBomb, amNapalm, amDrill, amBallgun, amRCPlane, amSniperRifle, amMolotov, amBirdy, amBlowTorch, amGasBomb, amFlamethrower, amSMine, amHammer, amDrillStrike } local lastRound = -1 local weapon = 0 function onGameInit() GameFlags = band(bor(GameFlags, gfResetWeps), bnot(gfInfAttack + gfPerHogAmmo)) end function onAmmoStoreInit() SetAmmo(amSkip, 9, 0, 0, 0) SetAmmo(amParachute, 0, 1, 0, 1) SetAmmo(amGirder, 0, 1, 0, 2) SetAmmo(amSwitch, 0, 1, 0, 1) SetAmmo(amLowGravity, 0, 1, 0, 1) SetAmmo(amExtraDamage, 0, 1, 0, 1) SetAmmo(amInvulnerable, 0, 1, 0, 1) SetAmmo(amExtraTime, 0, 1, 0, 1) SetAmmo(amLaserSight, 0, 1, 0, 1) SetAmmo(amVampiric, 0, 1, 0, 1) SetAmmo(amJetpack, 0, 1, 0, 1) SetAmmo(amPortalGun, 0, 1, 0, 1) SetAmmo(amResurrector, 0, 1, 0, 1) for i, w in pairs(weapons) do SetAmmo(w, 0, 0, 0, 1) end end function onNewTurn() if lastRound ~= TotalRounds then weapon = GetRandom(table.maxn(weapons)) + 1 lastRound = TotalRounds end AddAmmo(CurrentHedgehog, weapons[weapon]) end