--[[ A Classic Fairytale: The Journey Back = SUMMARY = This is a very complex and heavily scripted mission with 2 major gameplay variants and 2 sub-variants each. This mission is mostly about movement and overcoming obstacles, and not much about fighting. The player has either 1 or 2 hogs (depending on previous mission) and must reach the left coast. The cyborg will show up from time to time and constantly annoys the heroes with obstacles and additional challenges. The mission's gameplay is affected by whether Dense Cloud survived in the previous mission. The mission's dialogues are affected by the decision of the player in the previous mission. = GOALS = - Collect the crate at the left coast - (Need to accomplish various sub-goals before this is possible) - Then kill the cyborg = FLOW CHART = == Linear events == Note: This mission's gameplay is significantly affected by the choices of the previous mission (The Shadow Falls). There are two major paths, and each of them has two variants. === PATH ONE (AL) === Condition: Cyborg's offer in ACF2 accepted and Dense Cloud survived. - Mission starts with Dense Cloud and Leaks a Lot - Mines time: 5s - Cut scene: startAnimAL (initial instructions) - Hog moves past flower (via teamwork) - Animation: pastFlowerAnimAL - Player jumps up the tree - Cut scene: outPutAnimAL - Cyborg teleports one hog to the pit, while the other hog remains - TBS - Trapped hog walks out of pit - Cut scene: midAnimAL - Trapped hog is teleported below bridge (and trapped again) - A huge barricade at the bridge is erected, and mines spawn on bridge - Now any hog needs to collect the final crate - TBS - Final crate collected - Cut scene: endAnimAL - Cyborg and princess apear, player must kill cyborg | Cyborg killed - Cut scene: winAnim > Victory | Princess killed - Cut scene: endFailAnim > Game over === PATH TWO (AD) === Condition: Cyborg's offer in ACF2 accepted, but Dense Cloud died afterwards. - Mission starts with Leaks a Lot only - Cut scene: startAnimAD (initial instructions) - Hog moves past flower (via blowtorch) - Animation: pastFlowerAnimAD - TBS - Hog proceeds all the way to the bridge - Cut scene: outPutAnimAD (the “Princess Game”) - Hog is teleported to the pit - TBS - Hog must reach goal crate within a given number of turns | Hog reaches goal crate within the turn limit - Cut scene: endAnimAD - Cyborg and princess spawn | Cyborg killed - Cut scene: winAnim > Victory | Princess killed - Cut scene: endFailAnim > Game over | Turn limit exceeded - Cut scene: failAnimAD (princess is caged and killed by cyborg) > Game over === PATH THREE (RL) === Condition: Cyborg's offer in ACF2 rejected. This is almost identical to Path One, only the dialogues differ. All AL animations are replaced with RL animations. === PATH FOUR (attacked) === Condition: Cyborg from ACF2 was attacked. This is almost identical to Path Two, only the dialogues differ. Uses startAnim and midAnim from SetupAnimAttacked. == Non-linear events == - Any of the Natives dies > Game over ]] HedgewarsScriptLoad("/Scripts/Locale.lua") HedgewarsScriptLoad("/Scripts/Animate.lua") --///////////////////////////////CONSTANTS/////////////////////////// choiceAccepted = 1 choiceRefused = 2 choiceAttacked = 3 endStage = 1 cannibalNum = 8 cannibalNames = {loc("John"), loc("Flesh for Brainz"), loc("Eye Chewer"), loc("Torn Muscle"), loc("Nom-Nom"), loc("Vedgies"), loc("Brain Blower"), loc("Gorkij")} cannibalPos = {{2471, 1174}, {939, 1019}, {1953, 902}, {3055, 1041}, {1121, 729}, {1150, 718}, {1149, 680}, {1161, 773}} startLeaksPosDuo = {3572, 1426} startEventXDuo = 3300 startDensePosDuo = {3454, 1471} startCyborgPosDuo = {3202, 1307} midDensePosDuo = {1464, 1410} midCyborgPosDuo = {1264, 1390} --///////////////////////////////VARIABLES/////////////////////////// m2Choice = 0 m2DenseDead = 0 TurnsLeft = 0 stage = 0 nativesTeamName = nil princessTeamName = nil cannibalsTeamName = nil cyborgTeamName = nil startAnimStarted = false blowTaken = false fireTaken = false gravityTaken = false sniperTaken = false leaksDead = false denseDead = false princessDead = false cyborgDead = false victory = false cannibalDead = {} hedgeHidden = {} startAnim = {} startAnimAD = {} startAnimAL = {} startAnimRL = {} pastFlowerAnimAL = {} pastFlowerAnimRL = {} pastFlowerAnim = {} outPitAnimAL = {} outPitAnimRL = {} outPitAnim = {} midAnim = {} midAnimAD = {} failAnim = {} failAnimAD = {} endAnim = {} endAnimAD = {} endAnimAL = {} endAnimRL = {} endFailAnim = {} winAnim = {} winAnimAD = {} --/////////////////////////Animation Functions/////////////////////// function AfterMidFailAnim() DismissTeam(nativesTeamName) DismissTeam(princessTeamName) EndTurn(true) end function AfterMidAnimAlone() SetupCourse() for i = 5, 8 do RestoreHedge(cannibals[i]) AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i])) end AddAmmo(cannibals[5], amDEagle, 0) AddEvent(CheckOnFirstGirder, {}, DoOnFirstGirder, {}, 0) AddEvent(CheckTookSniper, {}, DoTookSniper, {}, 0) AddEvent(CheckFailedCourse, {}, DoFailedCourse, {}, 0) SetGearMessage(leaks, band(GetGearMessage(leaks), bnot(gmAllStoppable))) TurnsLeft = 12 SetTurnTimeLeft(TurnTime) ShowMission(loc("The Journey Back"), loc("Collateral Damage"), loc("Save the princess by collecting the crate in under 12 turns!") .. "|" .. loc("Mines time: 3 seconds"), 0, 6000) -----------------------///////////////------------ end function SkipEndAnimAlone() RestoreHedge(cyborg) RestoreHedge(princess) AnimSetGearPosition(cyborg, 437, 1700) AnimSetGearPosition(princess, 519, 1726) end function SkipEndAnimDuo() RestoreHedge(cyborg) RestoreHedge(princess) if princessHidden then RestoreHog(princess) princessHidden = false end AnimSetGearPosition(cyborg, 437, 1700) AnimSetGearPosition(princess, 519, 1726) AnimSetGearPosition(leaks, 763, 1760) AnimSetGearPosition(dense, 835, 1519) HogTurnLeft(leaks, true) HogTurnLeft(dense, true) end function AfterEndAnimAlone() stage = endStage SetGearMessage(dense, band(GetGearMessage(dense), bnot(gmAllStoppable))) AnimSwitchHog(leaks) SetTurnTimeLeft(MAX_TURN_TIME) ShowMission(loc("The Journey Back"), loc("Collateral Damage II"), loc("Save Fell From Heaven!"), 1, 4000) AddEvent(CheckLost, {}, DoLost, {}, 0) AddEvent(CheckWon, {}, DoWon, {}, 0) RemoveEventFunc(CheckFailedCourse) end function AfterEndAnimDuo() stage = endStage SetGearMessage(dense, band(GetGearMessage(dense), bnot(gmAllStoppable))) AnimSwitchHog(leaks) SetTurnTimeLeft(MAX_TURN_TIME) ShowMission(loc("The Journey Back"), loc("Collateral Damage II"), loc("Save Fell From Heaven!"), 1, 4000) AddEvent(CheckLost, {}, DoLost, {}, 0) AddEvent(CheckWon, {}, DoWon, {}, 0) end function SkipMidAnimAlone() AnimSetGearPosition(leaks, 2656, 1842) AnimSwitchHog(leaks) AnimWait(dense, 1) AddFunction({func = HideHedge, args = {princess}}) AddFunction({func = HideHedge, args = {cyborg}}) end function AfterStartAnim() SetGearMessage(leaks, band(GetGearMessage(leaks), bnot(gmAllStoppable))) SetTurnTimeLeft(TurnTime) local goal = loc("Get the crate on the other side of the island.") local hint = loc("Hint: You might want to stay out of sight and take all the crates ...") local stuck = loc("If you get stuck, use your Desert Eagle or restart the mission!") local conds = loc("Leaks A Lot must survive!") if m2DenseDead == 0 then conds = loc("Your hogs must survive!") end ShowMission(loc("The Journey Back"), loc("Adventurous"), goal .. "|" .. hint .. "|" .. stuck .. "|" .. conds, 0, 7000) end function SkipStartAnim() AnimSwitchHog(leaks) end function PlaceCratesDuo() SpawnSupplyCrate(3090, 827, amBaseballBat) girderCrate1 = SpawnSupplyCrate(2466, 1814, amGirder) girderCrate2 = SpawnSupplyCrate(2630, 1278, amGirder) SpawnSupplyCrate(2422, 1810, amParachute) SpawnSupplyCrate(3157, 1009, amLowGravity) sniperCrate = SpawnSupplyCrate(784, 1715, amSniperRifle) end function PlaceMinesDuo() AddGear(2920, 1448, gtMine, 0, 0, 0, 0) AddGear(2985, 1338, gtMine, 0, 0, 0, 0) AddGear(3005, 1302, gtMine, 0, 0, 0, 0) AddGear(3030, 1270, gtMine, 0, 0, 0, 0) AddGear(3046, 1257, gtMine, 0, 0, 0, 0) AddGear(2954, 1400, gtMine, 0, 0, 0, 0) AddGear(2967, 1385, gtMine, 0, 0, 0, 0) AddGear(2849, 1449, gtMine, 0, 0, 0, 0) AddGear(2811, 1436, gtMine, 0, 0, 0, 0) AddGear(2773, 1411, gtMine, 0, 0, 0, 0) AddGear(2732, 1390, gtMine, 0, 0, 0, 0) AddGear(2700, 1362, gtMine, 0, 0, 0, 0) AddGear(2642, 1321, gtMine, 0, 0, 0, 0) AddGear(2172, 1417, gtMine, 0, 0, 0, 0) AddGear(2190, 1363, gtMine, 0, 0, 0, 0) AddGear(2219, 1332, gtMine, 0, 0, 0, 0) AddGear(1201, 1207, gtMine, 0, 0, 0, 0) AddGear(1247, 1205, gtMine, 0, 0, 0, 0) AddGear(1295, 1212, gtMine, 0, 0, 0, 0) AddGear(1356, 1209, gtMine, 0, 0, 0, 0) AddGear(1416, 1201, gtMine, 0, 0, 0, 0) AddGear(1466, 1201, gtMine, 0, 0, 0, 0) AddGear(1678, 1198, gtMine, 0, 0, 0, 0) AddGear(1738, 1198, gtMine, 0, 0, 0, 0) AddGear(1796, 1198, gtMine, 0, 0, 0, 0) AddGear(1637, 1217, gtMine, 0, 0, 0, 0) AddGear(1519, 1213, gtMine, 0, 0, 0, 0) end function AfterPastFlowerAnim() PlaceMinesDuo() AddEvent(CheckDensePit, {}, DoDensePit, {}, 0) SetGearMessage(dense, band(GetGearMessage(dense), bnot(gmAllStoppable))) SetGearMessage(leaks, band(GetGearMessage(leaks), bnot(gmAllStoppable))) EndTurn(true) ShowMission(loc("The Journey Back"), loc("The Savior"), loc("Get Dense Cloud out of the pit!") .. "|" .. loc("Your hogs must survive!") .. "|" .. loc("Beware of mines: They explode after 5 seconds."), 1, 5000) end function SkipPastFlowerAnim() AnimSetGearPosition(dense, 2656, 1842) AnimSwitchHog(dense) AnimWait(dense, 1) AddFunction({func = HideHedge, args = {cyborg}}) end function AfterOutPitAnim() SetupCourseDuo() RestoreHedge(cannibals[5]) AddAmmo(cannibals[5], amDEagle, 0) HideHedge(cannibals[5]) AddEvent(CheckTookFire, {}, DoTookFire, {}, 0) SetGearMessage(dense, band(GetGearMessage(dense), bnot(gmAllStoppable))) SetGearMessage(leaks, band(GetGearMessage(leaks), bnot(gmAllStoppable))) EndTurn(true) ShowMission(loc("The Journey Back"), loc("They never learn"), loc("Free Dense Cloud and continue the mission!") .. "|" .. loc("Collect the weapon crate at the left coast!") .. "|" .. loc("Your hogs must survive!") .. "|" .. loc("Mines time: 5 seconds"), 1, 5000) end function SkipOutPitAnim() AnimSetGearPosition(dense, unpack(midDensePosDuo)) AnimSwitchHog(dense) AnimWait(dense, 1) AddFunction({func = HideHedge, args = {cyborg}}) end function RestoreCyborg(x, y, xx, yy) RestoreHedge(cyborg) RestoreHedge(princess) AnimOutOfNowhere(cyborg, x, y) AnimOutOfNowhere(princess, xx, yy) HogTurnLeft(princess, false) return true end function RestoreCyborgOnly(x, y) RestoreHedge(cyborg) SetState(cyborg, 0) AnimOutOfNowhere(cyborg, x, y) return true end function TargetPrincess() SetWeapon(amDEagle) SetGearMessage(cyborg, gmUp) return true end function HideCyborg() HideHedge(cyborg) HideHedge(princess) end function HideCyborgOnly() HideHedge(cyborg) end function SetupKillRoom() PlaceGirder(2342, 1814, 2) PlaceGirder(2294, 1783, 0) PlaceGirder(2245, 1814, 2) end function SetupCourseDuo() PlaceGirder(1083, 1152, 6) PlaceGirder(1087, 1150, 6) PlaceGirder(1133, 1155, 0) PlaceGirder(1135, 1152, 0) PlaceGirder(1135, 1078, 0) PlaceGirder(1087, 1016, 2) PlaceGirder(1018, 921, 5) PlaceGirder(1016, 921, 5) PlaceGirder(962, 782, 6) PlaceGirder(962, 662, 2) PlaceGirder(962, 661, 2) PlaceGirder(962, 650, 2) PlaceGirder(962, 630, 2) PlaceGirder(1033, 649, 0) PlaceGirder(952, 650, 0) fireCrate = SpawnSupplyCrate(1846, 1100, amFirePunch) SpawnSupplyCrate(1900, 1100, amPickHammer) SpawnSupplyCrate(950, 674, amDynamite) SpawnSupplyCrate(994, 825, amRope) SpawnSupplyCrate(570, 1357, amLowGravity) end local trackedGears = {} -- Remove mines and crates for the princess cage scene. -- Some annoying gears might get in the way for this scene, like a dropped -- mine, or the crate on the leaf. function ClearTrashForPrincessCage() for gear, _ in pairs(trackedGears) do if GetY(gear) > 1600 and GetX(gear) > 1800 and GetX(gear) < 2700 then DeleteGear(gear) end end end -- Dump mines in princess cage function DumpMines(t) if not t then t = 0 end AddGear(2261, 1835, gtMine, 0, 0, 0, t) AddGear(2280, 1831, gtMine, 0, 0, 0, t) AddGear(2272, 1809, gtMine, 0, 0, 0, t) AddGear(2290, 1815, gtMine, 0, 0, 0, t) AddGear(2278, 1815, gtMine, 0, 0, 0, t) AddGear(2307, 1811, gtMine, 0, 0, 0, t) AddGear(2286, 1820, gtMine, 0, 0, 0, t) AddGear(2309, 1813, gtMine, 0, 0, 0, t) AddGear(2303, 1822, gtMine, 0, 0, 0, t) AddGear(2317, 1827, gtMine, 0, 0, 0, t) AddGear(2312, 1816, gtMine, 0, 0, 0, t) AddGear(2316, 1812, gtMine, 0, 0, 0, t) AddGear(2307, 1802, gtMine, 0, 0, 0, t) AddGear(2276, 1818, gtMine, 0, 0, 0, t) AddGear(2284, 1816, gtMine, 0, 0, 0, t) AddGear(2292, 1811, gtMine, 0, 0, 0, t) AddGear(2295, 1814, gtMine, 0, 0, 0, t) AddGear(2306, 1811, gtMine, 0, 0, 0, t) AddGear(2292, 1815, gtMine, 0, 0, 0, t) AddGear(2314, 1815, gtMine, 0, 0, 0, t) AddGear(2286, 1813, gtMine, 0, 0, 0, t) AddGear(2275, 1813, gtMine, 0, 0, 0, t) AddGear(2269, 1814, gtMine, 0, 0, 0, t) AddGear(2273, 1812, gtMine, 0, 0, 0, t) AddGear(2300, 1808, gtMine, 0, 0, 0, t) AddGear(2322, 1812, gtMine, 0, 0, 0, t) AddGear(2323, 1813, gtMine, 0, 0, 0, t) AddGear(2311, 1811, gtMine, 0, 0, 0, t) AddGear(2303, 1809, gtMine, 0, 0, 0, t) AddGear(2287, 1808, gtMine, 0, 0, 0, t) AddGear(2282, 1808, gtMine, 0, 0, 0, t) AddGear(2277, 1809, gtMine, 0, 0, 0, t) AddGear(2296, 1809, gtMine, 0, 0, 0, t) AddGear(2314, 1818, gtMine, 0, 0, 0, t) end function SetupAnimRefusedDied() SetupAnimAcceptedDied() table.insert(startAnim, {func = AnimSay, args = {leaks, loc("I just wonder where Ramon and Spiky disappeared..."), SAY_THINK, 6000}}) end function SetupAnimAttacked() SetupAnimAcceptedDied() startAnim = {} table.insert(startAnim, {func = AnimWait, args = {leaks, 3000}}) table.insert(startAnim, {func = AnimTurn, args = {leaks, "Left"}}) table.insert(startAnim, {func = AnimSay, args = {leaks, loc("I wonder where Dense Cloud is..."), SAY_THINK, 4000}}) table.insert(startAnim, {func = AnimSay, args = {leaks, loc("He must be in the village already."), SAY_THINK, 4000}}) table.insert(startAnim, {func = AnimSay, args = {leaks, loc("I'd better get going myself."), SAY_THINK, 4000}}) midAnim = {} table.insert(midAnim, {func = AnimWait, args = {leaks, 500}}) table.insert(midAnim, {func = AnimCustomFunction, swh = false, args = {leaks, RestoreCyborg, {1300, 1200, 1390, 1200}}}) table.insert(midAnim, {func = AnimSwitchHog, args = {cyborg}}) table.insert(midAnim, {func = AnimCustomFunction, args = {cyborg, TargetPrincess, {}}}) table.insert(midAnim, {func = AnimSay, args = {cyborg, loc("Welcome, Leaks A Lot!"), SAY_SAY, 3000}}) table.insert(midAnim, {func = AnimSay, args = {cyborg, loc("I want to play a game..."), SAY_SAY, 3000}}) table.insert(midAnim, {func = AnimSay, args = {princess, loc("Help me, please!"), SAY_SHOUT, 3000}}) table.insert(midAnim, {func = AnimSay, args = {cyborg, loc("If you can get that crate fast enough, your beloved \"princess\" may go free."), SAY_SAY, 7000}}) table.insert(midAnim, {func = AnimSay, args = {cyborg, loc("However, if you fail to do so, she dies a most violent death! Muahahaha!"), SAY_SAY, 8000}}) table.insert(midAnim, {func = AnimSay, args = {cyborg, loc("Good luck...or else!"), SAY_SAY, 4000}}) table.insert(midAnim, {func = AnimTeleportGear, args = {leaks, 2656, 1842}}) table.insert(midAnim, {func = AnimCustomFunction, args = {cyborg, HideCyborg, {}}, swh = false}) table.insert(midAnim, {func = AnimSay, args = {leaks, loc("Hey! This is cheating!"), SAY_SHOUT, 4000}}) AddSkipFunction(midAnim, SkipMidAnimAlone, {}) end function SetupAnimAcceptedDied() table.insert(startAnimAD, {func = AnimWait, args = {leaks, 3000}}) table.insert(startAnimAD, {func = AnimTurn, args = {leaks, "Left"}}) table.insert(startAnimAD, {func = AnimSay, args = {leaks, loc("I need to get to the other side of this island, fast!"), SAY_THINK, 5000}}) table.insert(startAnimAD, {func = AnimSay, args = {leaks, loc("With Dense Cloud on the land of shadows, I'm the village's only hope..."), SAY_THINK, 7000}}) table.insert(midAnimAD, {func = AnimWait, args = {leaks, 500}}) table.insert(midAnimAD, {func = AnimCustomFunction, swh = false, args = {leaks, RestoreCyborg, {1300, 1200, 1390, 1200}}}) table.insert(midAnimAD, {func = AnimSwitchHog, args = {cyborg}}) table.insert(midAnimAD, {func = AnimCustomFunction, args = {cyborg, TargetPrincess, {}}}) table.insert(midAnimAD, {func = AnimSay, args = {cyborg, loc("Welcome, Leaks A Lot!"), SAY_SAY, 3000}}) table.insert(midAnimAD, {func = AnimSay, args = {cyborg, loc("I want to play a game..."), SAY_SAY, 3000}}) table.insert(midAnimAD, {func = AnimSay, args = {princess, loc("Help me, please!"), SAY_SHOUT, 3000}}) table.insert(midAnimAD, {func = AnimSay, args = {cyborg, loc("If you can get that crate fast enough, your beloved \"princess\" may go free."), SAY_SAY, 7000}}) table.insert(midAnimAD, {func = AnimSay, args = {cyborg, loc("However, if you fail to do so, she dies a most violent death, just like your friend! Muahahaha!"), SAY_SAY, 8000}}) table.insert(midAnimAD, {func = AnimSay, args = {cyborg, loc("Good luck...or else!"), SAY_SAY, 4000}}) table.insert(midAnimAD, {func = AnimTeleportGear, args = {leaks, 2656, 1842}}) table.insert(midAnimAD, {func = AnimCustomFunction, args = {cyborg, HideCyborg, {}}, swh = false}) table.insert(midAnimAD, {func = AnimSay, args = {leaks, loc("Hey! This is cheating!"), SAY_SHOUT, 4000}}) AddSkipFunction(midAnimAD, SkipMidAnimAlone, {}) table.insert(failAnimAD, {func = AnimCustomFunction, args = {cyborg, ClearTrashForPrincessCage, {}}}) table.insert(failAnimAD, {func = AnimCustomFunction, swh = false, args = {leaks, RestoreCyborg, {2299, 1687, 2294, 1841}}}) table.insert(failAnimAD, {func = AnimTeleportGear, args = {leaks, 2090, 1841}}) table.insert(failAnimAD, {func = AnimCustomFunction, swh = false, args = {cyborg, SetupKillRoom, {}}}) table.insert(failAnimAD, {func = AnimTurn, swh = false, args = {cyborg, "Left"}}) table.insert(failAnimAD, {func = AnimTurn, swh = false, args = {princess, "Left"}}) table.insert(failAnimAD, {func = AnimTurn, swh = false, args = {leaks, "Right"}}) table.insert(failAnimAD, {func = AnimWait, args = {cyborg, 1000}}) table.insert(failAnimAD, {func = AnimSay, args = {cyborg, loc("You have failed to complete your task, young one!"), SAY_SAY, 6000}}) table.insert(failAnimAD, {func = AnimSay, args = {cyborg, loc("It's time you learned that your actions have consequences!"), SAY_SAY, 7000}}) table.insert(failAnimAD, {func = AnimSay, args = {princess, loc("No! Please, help me!"), SAY_SAY, 4000}}) table.insert(failAnimAD, {func = AnimSwitchHog, args = {cyborg}}) table.insert(failAnimAD, {func = AnimCustomFunction, args = {cyborg, DumpMines, {}}}) table.insert(failAnimAD, {func = AnimCustomFunction, args = {cyborg, KillPrincess, {}}}) table.insert(failAnimAD, {func = AnimWait, args = {cyborg, 500}}) table.insert(failAnimAD, {func = AnimSay, args = {leaks, loc("No! What have I done?! What have YOU done?!"), SAY_SHOUT, 3000}}) table.insert(failAnimAD, {func = AnimSwitchHog, args = {princess}}) AddSkipFunction(failAnimAD, SkipFailAnimAlone, {}) table.insert(endAnimAD, {func = AnimCustomFunction, swh = false, args = {leaks, RestoreCyborg, {437, 1700, 519, 1726}}}) table.insert(endAnimAD, {func = AnimTurn, swh = false, args = {cyborg, "Right"}}) table.insert(endAnimAD, {func = AnimTurn, swh = false, args = {princess, "Right"}}) table.insert(endAnimAD, {func = AnimSay, args = {princess, loc("Help me, Leaks!"), SAY_SHOUT, 3000}}) table.insert(endAnimAD, {func = AnimSay, args = {leaks, loc("But you said you'd let her go!"), SAY_SHOUT, 5000}}) table.insert(endAnimAD, {func = AnimSay, args = {cyborg, loc("And you believed me? Oh, god, that's cute!"), SAY_SHOUT, 7000}}) table.insert(endAnimAD, {func = AnimSay, args = {leaks, loc("I won't let you kill her!"), SAY_SHOUT, 4000}}) AddSkipFunction(endAnimAD, SkipEndAnimAlone, {}) table.insert(endFailAnim, {func = AnimCaption, args = {leaks, loc("Leaks A Lot, depressed for killing his loved one, failed to save the village..."), 3000}}) table.insert(winAnimAD, {func = AnimCustomFunction, args = {princess, CondNeedToTurn, {leaks, princess}}}) table.insert(winAnimAD, {func = AnimSay, args = {princess, loc("Thank you, oh, thank you, Leaks A Lot!"), SAY_SAY, 5000}}) table.insert(winAnimAD, {func = AnimSay, args = {princess, loc("How can I ever repay you for saving my life?"), SAY_SAY, 6000}}) table.insert(winAnimAD, {func = AnimSay, args = {leaks, loc("There's nothing more satisfying for me than seeing you share your beauty with the world every morning, my princess!"), SAY_SAY, 10000}}) table.insert(winAnimAD, {func = AnimSay, args = {leaks, loc("Let's go home!"), SAY_SAY, 3000}}) table.insert(winAnimAD, {func = AnimCaption, args = {leaks, loc("And so they discovered that cyborgs weren't invulnerable..."), 2000}}) startAnim = startAnimAD midAnim = midAnimAD failAnim = failAnimAD endAnim = endAnimAD winAnim = winAnimAD end function SetupAnimAcceptedLived() table.insert(startAnimAL, {func = AnimWait, args = {leaks, 3000}}) table.insert(startAnimAL, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {leaks, dense}}}) table.insert(startAnimAL, {func = AnimSay, args = {leaks, loc("All right, we just need to get to the other side of the island!"), SAY_SAY, 8000}}) table.insert(startAnimAL, {func = AnimSay, args = {dense, loc("We have no time to waste..."), SAY_SAY, 4000}}) table.insert(startAnimAL, {func = AnimSwitchHog, args = {leaks}}) AddSkipFunction(startAnimAL, SkipStartAnim, {}) table.insert(pastFlowerAnimAL, {func = AnimCustomFunction, args = {dense, RestoreCyborgOnly, {unpack(startCyborgPosDuo)}}, swh = false}) table.insert(pastFlowerAnimAL, {func = AnimTurn, args = {cyborg, "Right"}}) table.insert(pastFlowerAnimAL, {func = AnimSay, args = {cyborg, loc("Well, well! Isn't that the cutest thing you've ever seen?"), SAY_SAY, 7000}}) table.insert(pastFlowerAnimAL, {func = AnimSay, args = {cyborg, loc("Two little hogs cooperating, getting past obstacles..."), SAY_SAY, 7000}}) table.insert(pastFlowerAnimAL, {func = AnimSay, args = {cyborg, loc("Let me test your skills a little, will you?"), SAY_SAY, 6000}}) table.insert(pastFlowerAnimAL, {func = AnimTeleportGear, args = {cyborg, 2456, 1842}}) table.insert(pastFlowerAnimAL, {func = AnimTeleportGear, args = {dense, 2656, 1842}}) table.insert(pastFlowerAnimAL, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {cyborg, dense}}}) table.insert(pastFlowerAnimAL, {func = AnimSay, args = {dense, loc("Why are you doing this?"), SAY_SAY, 4000}}) table.insert(pastFlowerAnimAL, {func = AnimSay, args = {cyborg, loc("To help you, of course!"), SAY_SAY, 4000}}) table.insert(pastFlowerAnimAL, {func = AnimSwitchHog, args = {dense}}) table.insert(pastFlowerAnimAL, {func = AnimDisappear, swh = false, args = {cyborg, 3781, 1583}}) table.insert(pastFlowerAnimAL, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborgOnly, {}}}) AddSkipFunction(pastFlowerAnimAL, SkipPastFlowerAnim, {}) table.insert(outPitAnimAL, {func = AnimCustomFunction, args = {dense, RestoreCyborgOnly, {unpack(midCyborgPosDuo)}}, swh = false}) table.insert(outPitAnimAL, {func = AnimTurn, args = {cyborg, "Right"}}) table.insert(outPitAnimAL, {func = AnimTeleportGear, args = {dense, unpack(midDensePosDuo)}}) table.insert(outPitAnimAL, {func = AnimTurn, args = {dense, "Left"}}) table.insert(outPitAnimAL, {func = AnimSay, args = {dense, loc("OH, COME ON!"), SAY_SHOUT, 3000}}) table.insert(outPitAnimAL, {func = AnimSay, args = {cyborg, loc("Let's see what your comrade does now!"), SAY_SAY, 5000}}) table.insert(outPitAnimAL, {func = AnimSwitchHog, args = {dense}}) table.insert(outPitAnimAL, {func = AnimDisappear, swh = false, args = {cyborg, 3781, 1583}}) table.insert(outPitAnimAL, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborgOnly, {}}}) AddSkipFunction(outPitAnimAL, SkipOutPitAnim, {}) table.insert(endAnim, {func = AnimCustomFunction, swh = false, args = {leaks, RestoreCyborg, {437, 1700, 519, 1726}}}) table.insert(endAnim, {func = AnimTeleportGear, args = {leaks, 763, 1760}}) table.insert(endAnim, {func = AnimTeleportGear, args = {dense, 835, 1519}}) table.insert(endAnim, {func = AnimTurn, swh = false, args = {leaks, "Left"}}) table.insert(endAnim, {func = AnimTurn, swh = false, args = {dense, "Left"}}) table.insert(endAnim, {func = AnimTurn, swh = false, args = {cyborg, "Right"}}) table.insert(endAnim, {func = AnimTurn, swh = false, args = {princess, "Right"}}) table.insert(endAnim, {func = AnimSay, args = {princess, loc("Help me, please!"), SAY_SHOUT, 3000}}) table.insert(endAnim, {func = AnimSay, args = {leaks, loc("What are you doing? Let her go!"), SAY_SHOUT, 5000}}) table.insert(endAnim, {func = AnimSay, args = {cyborg, loc("Yeah? Watcha gonna do? Cry?"), SAY_SHOUT, 5000}}) table.insert(endAnim, {func = AnimSay, args = {leaks, loc("We won't let you hurt her!"), SAY_SHOUT, 4000}}) AddSkipFunction(endAnim, SkipEndAnimDuo, {}) table.insert(endFailAnim, {func = AnimCaption, args = {leaks, loc("Leaks A Lot, depressed for killing his loved one, failed to save the village..."), 3000}}) table.insert(winAnim, {func = AnimCustomFunction, args = {princess, CondNeedToTurn, {leaks, princess}}}) table.insert(winAnim, {func = AnimSay, args = {princess, loc("Thank you, oh, thank you, my heroes!"), SAY_SAY, 5000}}) table.insert(winAnim, {func = AnimSay, args = {princess, loc("How can I ever repay you for saving my life?"), SAY_SAY, 6000}}) table.insert(winAnim, {func = AnimSay, args = {leaks, loc("There's nothing more satisfying to us than seeing you share your beauty..."), SAY_SAY, 7000}}) table.insert(winAnim, {func = AnimSay, args = {leaks, loc("... share your beauty with the world every morning, my princess!"), SAY_SAY, 7000}}) table.insert(winAnim, {func = AnimSay, args = {leaks, loc("Let's go home!"), SAY_SAY, 3000}}) table.insert(winAnim, {func = AnimCaption, args = {leaks, loc("And so they discovered that cyborgs weren't invulnerable..."), 2000}}) startAnim = startAnimAL pastFlowerAnim = pastFlowerAnimAL outPitAnim = outPitAnimAL end function SetupAnimRefusedLived() table.insert(startAnimRL, {func = AnimWait, args = {leaks, 3000}}) table.insert(startAnimRL, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {leaks, dense}}}) table.insert(startAnimRL, {func = AnimSay, args = {leaks, loc("All right, we just need to get to the other side of the island!"), SAY_SAY, 7000}}) table.insert(startAnimRL, {func = AnimSay, args = {dense, loc("Dude, can you see Ramon and Spiky?"), SAY_SAY, 5000}}) table.insert(startAnimRL, {func = AnimSay, args = {leaks, loc("No...I wonder where they disappeared?!"), SAY_SAY, 5000}}) AddSkipFunction(startAnimRL, SkipStartAnim, {}) table.insert(pastFlowerAnimRL, {func = AnimCustomFunction, args = {dense, RestoreCyborgOnly, {unpack(startCyborgPosDuo)}}, swh = false}) table.insert(pastFlowerAnimRL, {func = AnimTurn, args = {cyborg, "Right"}}) table.insert(pastFlowerAnimRL, {func = AnimSay, args = {cyborg, loc("Well, well! Isn't that the cutest thing you've ever seen?"), SAY_SAY, 7000}}) table.insert(pastFlowerAnimRL, {func = AnimSay, args = {cyborg, loc("Two little hogs cooperating, getting past obstacles..."), SAY_SAY, 7000}}) table.insert(pastFlowerAnimRL, {func = AnimSay, args = {cyborg, loc("Let me test your skills a little, will you?"), SAY_SAY, 6000}}) table.insert(pastFlowerAnimRL, {func = AnimTeleportGear, args = {cyborg, 2456, 1842}}) table.insert(pastFlowerAnimRL, {func = AnimTeleportGear, args = {dense, 2656, 1842}}) table.insert(pastFlowerAnimRL, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {cyborg, dense}}}) table.insert(pastFlowerAnimRL, {func = AnimSay, args = {dense, loc("Why are you doing this?"), SAY_SAY, 4000}}) table.insert(pastFlowerAnimRL, {func = AnimSay, args = {cyborg, loc("You couldn't possibly believe that after refusing my offer I'd just let you go!"), SAY_SAY, 9000}}) table.insert(pastFlowerAnimRL, {func = AnimSay, args = {cyborg, loc("You're funny!"), SAY_SAY, 4000}}) table.insert(pastFlowerAnimRL, {func = AnimSwitchHog, args = {dense}}) table.insert(pastFlowerAnimRL, {func = AnimDisappear, swh = false, args = {cyborg, 3781, 1583}}) table.insert(pastFlowerAnimRL, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborgOnly, {}}}) AddSkipFunction(pastFlowerAnimRL, SkipPastFlowerAnim, {}) table.insert(outPitAnimRL, {func = AnimCustomFunction, args = {dense, RestoreCyborgOnly, {unpack(midCyborgPosDuo)}}, swh = false}) table.insert(outPitAnimRL, {func = AnimTurn, args = {cyborg, "Right"}}) table.insert(outPitAnimRL, {func = AnimTeleportGear, args = {dense, unpack(midDensePosDuo)}}) table.insert(outPitAnimRL, {func = AnimTurn, args = {dense, "Left"}}) table.insert(outPitAnimRL, {func = AnimSay, args = {dense, loc("OH, COME ON!"), SAY_SHOUT, 3000}}) table.insert(outPitAnimRL, {func = AnimSay, args = {cyborg, loc("Let's see what your comrade does now!"), SAY_SAY, 5000}}) table.insert(outPitAnimRL, {func = AnimSwitchHog, args = {dense}}) table.insert(outPitAnimRL, {func = AnimDisappear, swh = false, args = {cyborg, 3781, 1583}}) table.insert(outPitAnimRL, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborgOnly, {}}}) AddSkipFunction(outPitAnimRL, SkipOutPitAnim, {}) table.insert(endAnim, {func = AnimCustomFunction, args = {leaks, RestoreCyborg, {437, 1700, 519, 1726}}}) table.insert(endAnim, {func = AnimTeleportGear, args = {leaks, 763, 1760}}) table.insert(endAnim, {func = AnimTeleportGear, args = {dense, 835, 1519}}) table.insert(endAnim, {func = AnimTurn, swh = false, args = {leaks, "Left"}}) table.insert(endAnim, {func = AnimTurn, swh = false, args = {dense, "Left"}}) table.insert(endAnim, {func = AnimTurn, swh = false, args = {cyborg, "Right"}}) table.insert(endAnim, {func = AnimTurn, swh = false, args = {princess, "Right"}}) table.insert(endAnim, {func = AnimSay, args = {princess, loc("Help me, please!"), SAY_SHOUT, 3000}}) table.insert(endAnim, {func = AnimSay, args = {leaks, loc("What are you doing? Let her go!"), SAY_SHOUT, 5000}}) table.insert(endAnim, {func = AnimSay, args = {cyborg, loc("Yeah? Watcha gonna do? Cry?"), SAY_SHOUT, 5000}}) table.insert(endAnim, {func = AnimSay, args = {leaks, loc("We won't let you hurt her!"), SAY_SHOUT, 4000}}) AddSkipFunction(endAnim, SkipEndAnimDuo, {}) table.insert(endFailAnim, {func = AnimCaption, args = {leaks, loc("Leaks A Lot, depressed for killing his loved one, failed to save the village..."), 3000}}) table.insert(winAnim, {func = AnimCustomFunction, args = {princess, CondNeedToTurn, {leaks, princess}}}) table.insert(winAnim, {func = AnimSay, args = {princess, loc("Thank you, oh, thank you, my heroes!"), SAY_SAY, 5000}}) table.insert(winAnim, {func = AnimSay, args = {princess, loc("How can I ever repay you for saving my life?"), SAY_SAY, 6000}}) table.insert(winAnim, {func = AnimSay, args = {leaks, loc("There's nothing more satisfying to us than seeing you share your beauty with the world every morning, my princess!"), SAY_SAY, 10000}}) table.insert(winAnim, {func = AnimSay, args = {leaks, loc("Let's go home!"), SAY_SAY, 3000}}) table.insert(winAnim, {func = AnimCaption, args = {leaks, loc("And so they discovered that cyborgs weren't invulnerable..."), 2000}}) startAnim = startAnimRL pastFlowerAnim = pastFlowerAnimRL outPitAnim = outPitAnimRL end function KillPrincess() EndTurn(true) end --/////////////////////////////Misc Functions//////////////////////// function HideHedge(hedge) if hedgeHidden[hedge] ~= true then HideHog(hedge) hedgeHidden[hedge] = true end end function RestoreHedge(hedge) if hedgeHidden[hedge] == true then RestoreHog(hedge) hedgeHidden[hedge] = false end end function CondNeedToTurn(hog1, hog2) xl, xd = GetX(hog1), GetX(hog2) if xl > xd then AnimInsertStepNext({func = AnimTurn, args = {hog1, "Left"}}) AnimInsertStepNext({func = AnimTurn, args = {hog2, "Right"}}) elseif xl < xd then AnimInsertStepNext({func = AnimTurn, args = {hog2, "Left"}}) AnimInsertStepNext({func = AnimTurn, args = {hog1, "Right"}}) end end function SetupPlaceAlone() ------ AMMO CRATE LIST ------ SpawnSupplyCrate(3124, 952, amBaseballBat) SpawnSupplyCrate(2508, 1110, amFirePunch) ------ UTILITY CRATE LIST ------ blowCrate = SpawnSupplyCrate(3675, 1480, amBlowTorch) gravityCrate = SpawnSupplyCrate(3448, 1349, amLowGravity) SpawnSupplyCrate(3212, 1256, amGirder) SpawnSupplyCrate(3113, 911, amParachute) sniperCrate = SpawnSupplyCrate(784, 1715, amSniperRifle) ------ MINE LIST ------ AddGear(3328, 1399, gtMine, 0, 0, 0, 0) AddGear(3028, 1262, gtMine, 0, 0, 0, 0) AddGear(2994, 1274, gtMine, 0, 0, 0, 0) AddGear(2956, 1277, gtMine, 0, 0, 0, 0) AddGear(2925, 1282, gtMine, 0, 0, 0, 0) AddGear(2838, 1276, gtMine, 0, 0, 0, 0) AddGear(2822, 1278, gtMine, 0, 0, 0, 0) AddGear(2786, 1283, gtMine, 0, 0, 0, 0) AddGear(2766, 1270, gtMine, 0, 0, 0, 0) AddGear(2749, 1231, gtMine, 0, 0, 0, 0) AddGear(2717, 1354, gtMine, 0, 0, 0, 0) AddGear(2167, 1330, gtMine, 0, 0, 0, 0) AddGear(2201, 1321, gtMine, 0, 0, 0, 0) AddGear(2239, 1295, gtMine, 0, 0, 0, 0) AnimSetGearPosition(leaks, 3781, 1583) AddAmmo(cannibals[1], amShotgun, 100) AddAmmo(leaks, amSwitch, 0) end function SetupPlaceDuo() PlaceCratesDuo() AnimSetGearPosition(leaks, unpack(startLeaksPosDuo)) AnimSetGearPosition(dense, unpack(startDensePosDuo)) end function SetupEventsDuo() AddEvent(CheckPastFlower, {}, DoPastFlower, {}, 0) AddEvent(CheckLeaksDead, {}, DoLeaksDead, {}, 0) AddEvent(CheckDenseDead, {}, DoDenseDead, {}, 0) AddEvent(CheckTookSniper2, {}, DoTookSniper2, {}, 0) end function SetupEventsAlone() AddEvent(CheckLeaksDead, {}, DoLeaksDead, {}, 0) AddEvent(CheckTookBlowTorch, {}, DoTookBlowTorch, {}, 0) AddEvent(CheckTookLowGravity, {}, DoTookLowGravity, {}, 0) AddEvent(CheckOnBridge, {}, DoOnBridge, {}, 0) end function StartMission() if m2DenseDead == 1 then DeleteGear(dense) if m2Choice == choiceAccepted then SetupAnimAcceptedDied() elseif m2Choice == choiceRefused then SetupAnimRefusedDied() else SetupAnimAttacked() end SetupPlaceAlone() SetupEventsAlone() else if m2Choice == choiceAccepted then SetupAnimAcceptedLived() else SetupAnimRefusedLived() end SetupPlaceDuo() SetupEventsDuo() end HideHedge(cyborg) HideHedge(princess) for i = 5, 8 do HideHedge(cannibals[i]) end end function SetupCourse() ------ GIRDER LIST ------ PlaceGirder(1091, 1150, 6) PlaceGirder(1091, 989, 6) PlaceGirder(1091, 829, 6) PlaceGirder(1091, 669, 6) PlaceGirder(1091, 668, 6) PlaceGirder(1091, 669, 6) PlaceGirder(1088, 667, 6) PlaceGirder(1091, 658, 6) PlaceGirder(1091, 646, 6) PlaceGirder(1091, 607, 6) PlaceGirder(1091, 571, 6) PlaceGirder(1376, 821, 6) PlaceGirder(1145, 1192, 1) PlaceGirder(1169, 1076, 3) PlaceGirder(1351, 1082, 4) PlaceGirder(1469, 987, 3) PlaceGirder(1386, 951, 0) PlaceGirder(1465, 852, 3) PlaceGirder(1630, 913, 0) PlaceGirder(1733, 856, 7) PlaceGirder(1688, 713, 5) PlaceGirder(1556, 696, 2) PlaceGirder(1525, 696, 2) PlaceGirder(1457, 697, 2) PlaceGirder(1413, 700, 3) PlaceGirder(1270, 783, 2) PlaceGirder(1207, 825, 2) PlaceGirder(1135, 775, 1) ------ UTILITY CRATE LIST ------ SpawnSupplyCrate(1590, 628, amParachute) SpawnSupplyCrate(1540, 100, amDynamite) SpawnSupplyCrate(2175, 1815, amLowGravity) SpawnSupplyCrate(2210, 1499, amFirePunch) girderCrate = SpawnSupplyCrate(2300, 1663, amGirder) SpawnSupplyCrate(610, 1394, amPickHammer) ------ BARREL LIST ------ SetHealth(AddGear(1148, 736, gtExplosives, 0, 0, 0, 0), 20) end function PlaceCourseMines() AddGear(1215, 1193, gtMine, 0, 0, 0, 0) AddGear(1259, 1199, gtMine, 0, 0, 0, 0) AddGear(1310, 1198, gtMine, 0, 0, 0, 0) AddGear(1346, 1196, gtMine, 0, 0, 0, 0) AddGear(1383, 1192, gtMine, 0, 0, 0, 0) AddGear(1436, 1196, gtMine, 0, 0, 0, 0) AddGear(1487, 1199, gtMine, 0, 0, 0, 0) AddGear(1651, 1209, gtMine, 0, 0, 0, 0) AddGear(1708, 1209, gtMine, 0, 0, 0, 0) AddGear(1759, 1190, gtMine, 0, 0, 0, 0) AddGear(1815, 1184, gtMine, 0, 0, 0, 0) end --////////////////////////////Event Functions//////////////////////// function CheckTookFire() return fireTaken end function DoTookFire() AddAmmo(leaks, amFirePunch, 100) end function CheckDensePit() if GetHealth(dense) ~= nil then return GetY(dense) < 1250 and StoppedGear(dense) else return false end end function DoDensePit() EndTurn(true) RestoreHedge(cyborg) AnimWait(cyborg, 1) AddFunction({func = AddAnim, args = {outPitAnim}}) AddFunction({func = AddFunction, args = {{func = AfterOutPitAnim, args = {}}}}) end function CheckPastFlower() if denseDead == true or leaksDead == true then return false end return (GetX(dense) < startEventXDuo and StoppedGear(dense)) or (GetX(leaks) < startEventXDuo and StoppedGear(leaks)) end function DoPastFlower() EndTurn(true) RestoreHedge(cyborg) AnimWait(cyborg, 1) AddFunction({func = AddAnim, args = {pastFlowerAnim}}) AddFunction({func = AddFunction, args = {{func = AfterPastFlowerAnim, args = {}}}}) end function CheckLeaksDead() return leaksDead end function DoLeaksDead() if not princessDead then EndTurn(true) AddCaption(loc("The village, unprepared, was destroyed by the cyborgs...")) DismissTeam(nativesTeamName) DismissTeam(princessTeamName) end end function CheckDenseDead() return denseDead end function DoDenseDead() if not princessDead then EndTurn(true) AddCaption(loc("The village, unprepared, was destroyed by the cyborgs...")) DismissTeam(nativesTeamName) DismissTeam(princessTeamName) end end function CheckTookBlowTorch() return blowTaken end function DoTookBlowTorch() ShowMission(loc("The Journey Back"), loc("The Tunnel Maker"), loc("Get past the flower.").."|".. loc("Hint: Select the blow torch, aim and press [Fire]. Press [Fire] again to stop.").."|".. loc("Don't blow up the crate."), 0, 6000) end function CheckTookLowGravity() return gravityTaken end function DoTookLowGravity() ShowMission(loc("The Journey Back"), loc("The Moonwalk"), loc("Hop on top of the next flower and advance to the left coast.").."|".. loc("Hint: Select the low gravity and press [Fire].") .. "|" .. loc("Beware of mines: They explode after 3 seconds."), 0, 6000) end function CheckOnBridge() return leaksDead == false and GetX(leaks) < 1651 and StoppedGear(leaks) end function DoOnBridge() EndTurn(true) RestoreHedge(cyborg) RestoreHedge(princess) AnimWait(cyborg, 1) AddFunction({func = AddAnim, args = {midAnim}}) AddFunction({func = AddFunction, args = {{func = AfterMidAnimAlone, args = {}}}}) end function CheckOnFirstGirder() return leaksDead == false and GetX(leaks) < 1160 and StoppedGear(leaks) end function DoOnFirstGirder() PlaceCourseMines() ShowMission(loc("The Journey Back"), loc("Slippery"), loc("Collect the weapon crate at the left coast!") .. "|" .. loc("You'd better watch your steps...") .. "|" .. loc("Mines time: 3 seconds"), 0, 4000) end function CheckTookSniper() return sniperTaken and StoppedGear(leaks) end function DoTookSniper() EndTurn(true) RestoreHedge(cyborg) RestoreHedge(princess) AnimWait(cyborg, 1) AddFunction({func = AddAnim, args = {endAnim}}) AddFunction({func = AddFunction, args = {{func = AfterEndAnimAlone, args = {}}}}) end function CheckTookSniper2() return sniperTaken and leaksDead == false and StoppedGear(leaks) and denseDead == false and StoppedGear(dense) end function DoTookSniper2() EndTurn(true) RestoreHedge(cyborg) RestoreHedge(princess) AnimWait(cyborg, 1) AddFunction({func = AddAnim, args = {endAnim}}) AddFunction({func = AddFunction, args = {{func = AfterEndAnimDuo, args = {}}}}) end function CheckLost() return princessDead end function DoLost() if not cyborgDead then SwitchHog(cyborg) end if not (leaksDead or denseDead) then AddAnim(endFailAnim) end AddFunction({func = DismissTeam, args = {nativesTeamName}}) AddFunction({func = DismissTeam, args = {princessTeamName}}) AddFunction({func = EndTurn, args = {true}}) end function CheckWon() return cyborgDead and not princessDead end function DoWon() victory = true if progress and progress<3 then SaveCampaignVar("Progress", "3") end AddAnim(winAnim) AddFunction({func = FinishWon, args = {}}) end function FinishWon() SwitchHog(leaks) DismissTeam(cannibalsTeamName) DismissTeam(cyborgTeamName) EndTurn(true) end function CheckFailedCourse() return TurnsLeft == 0 end function DoFailedCourse() EndTurn(true) RestoreHedge(cyborg) RestoreHedge(princess) AnimWait(cyborg, 1) AddFunction({func = AddAnim, args = {failAnim}}) AddFunction({func = AddFunction, args = {{func = AfterMidFailAnim, args = {}}}}) end function SkipFailAnimAlone() DumpMines(1) KillPrincess() AnimSwitchHog(princess) end --////////////////////////////Main Functions///////////////////////// function onGameInit() progress = tonumber(GetCampaignVar("Progress")) m2Choice = tonumber(GetCampaignVar("M2Choice")) or choiceRefused m2DenseDead = tonumber(GetCampaignVar("M2DenseDead")) or 0 Seed = 0 GameFlags = gfSolidLand + gfDisableWind TurnTime = 40000 CaseFreq = 0 MinesNum = 0 if m2DenseDead == 1 then MinesTime = 3000 else MinesTime = 5000 end Explosives = 0 Map = "A_Classic_Fairytale_journey" Theme = "Nature" -- Disable Sudden Death HealthDecrease = 0 WaterRise = 0 AnimInit(true) nativesTeamName = AddMissionTeam(-2) leaks = AddHog(loc("Leaks A Lot"), 0, 100, "Rambo") dense = AddHog(loc("Dense Cloud"), 0, 100, "RobinHood") princessTeamName = AddTeam(loc("Princess"), -2, "Bone", "Island", "HillBilly_qau", "cm_female") SetTeamPassive(princessTeamName, true) princess = AddHog(loc("Fell From Heaven"), 0, 200, "tiara") cannibalsTeamName = AddTeam(loc("Cannibal Sentry"), -1, "skull", "Island", "Pirate_qau", "cm_vampire") cannibals = {} for i = 1, 4 do cannibals[i] = AddHog(cannibalNames[i], 3, 40, "Zombi") AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i])) SetEffect(cannibals[i], heArtillery, 1) end for i = 5, 8 do cannibals[i] = AddHog(cannibalNames[i], 3, 40, "Zombi") AnimSetGearPosition(cannibals[i], 0, 0) SetEffect(cannibals[i], heArtillery, 1) end cyborgTeamName = AddTeam(loc("011101001"), -1, "ring", "UFO", "Robot_qau", "cm_binary") cyborg = AddHog(loc("Y3K1337"), 0, 200, "cyborg1") AnimSetGearPosition(dense, 0, 0) AnimSetGearPosition(leaks, 0, 0) AnimSetGearPosition(cyborg, 0, 0) AnimSetGearPosition(princess, 0, 0) end function onGameStart() StartMission() end function onGameTick() AnimUnWait() if ShowAnimation() == false then return end ExecuteAfterAnimations() CheckEvents() end -- Track gears for princess cage cleanup function onGearAdd(gear) local gt = GetGearType(gear) if gt == gtCase or gt == gtMine then trackedGears[gear] = true end end function onGearDelete(gear) if trackedGears[gear] then trackedGears[gear] = nil end if gear == blowCrate then blowTaken = true elseif gear == fireCrate then fireTaken = true elseif gear == gravityCrate then gravityTaken = true elseif gear == leaks and not victory then leaksDead = true elseif gear == dense and not victory then denseDead = true elseif gear == cyborg then cyborgDead = true elseif gear == princess and not victory then princessDead = true elseif gear == sniperCrate then sniperTaken = true else for i = 1, 4 do if gear == cannibals[i] then cannibalDead[i] = true end end end end function onAmmoStoreInit() SetAmmo(amBlowTorch, 0, 0, 0, 1) SetAmmo(amParachute, 0, 0, 0, 1) SetAmmo(amGirder, 0, 0, 0, 3) SetAmmo(amLowGravity, 0, 0, 0, 1) SetAmmo(amBaseballBat, 0, 0, 0, 1) SetAmmo(amFirePunch, 1, 0, 0, 1) SetAmmo(amSkip, 9, 0, 0, 0) SetAmmo(amSwitch, 9, 0, 0, 0) SetAmmo(amDEagle, 9, 0, 0, 0) SetAmmo(amRope, 0, 0, 0, 1) SetAmmo(amSniperRifle, 0, 0, 0, 1) SetAmmo(amDynamite, 0, 0, 0, 1) SetAmmo(amPickHammer, 0, 0, 0, 1) end function onNewTurn() if not startAnimStarted then AddAnim(startAnim) AddFunction({func = AfterStartAnim, args = {}}) startAnimStarted = true end if AnimInProgress() then SetTurnTimeLeft(MAX_TURN_TIME) elseif victory then EndTurn(true) elseif stage == endStage then if GetHogTeamName(CurrentHedgehog) == nativesTeamName and CurrentHedgehog ~= leaks then AnimSwitchHog(leaks) SetTurnTimeLeft(MAX_TURN_TIME) else SkipTurn() end elseif GetHogTeamName(CurrentHedgehog) ~= nativesTeamName then SetTurnTimeLeft(20000) else TurnsLeft = TurnsLeft - 1 if TurnsLeft >= 1 then AddCaption(string.format(loc("Turns left: %d"), TurnsLeft), capcolDefault, capgrpGameState) end end end function onPrecise() if GameTime > 2500 and AnimInProgress() then SetAnimSkip(true) return end end