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 m2RamonDead = 0 m2SpikyDead = 0 TurnsLeft = 0 stage = 0 --cyborgHidden = false --princessHidden = false blowTaken = false fireTaken = false gravityTaken = false sniperTaken = false girderTaken = false girder1Taken = false girder2Taken = false leaksDead = false denseDead = false princessDead = false cyborgDead = false cannibalDead = {} hedgeHidden = {} startAnim = {} startAnimAD = {} startAnimAL = {} startAnimRL = {} pastFlowerAnimAL = {} pastFlowerAnimRL = {} pastFlowerAnim = {} outPitAnimAL = {} outPitAnimRL = {} outPitAnim = {} midAnim = {} midAnimAD = {} failAnim = {} failAnimAD = {} endAnim = {} endAnimAD = {} endAnimAL = {} endAnimRL = {} endFailAnim = {} endFailAnimAD = {} winAnim = {} winAnimAD = {} --/////////////////////////Animation Functions/////////////////////// function AfterMidFailAnim() ParseCommand("teamgone " .. loc("Natives")) TurnTimeLeft = 0 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(CheckGirderTaken, {}, DoGirderTaken, {}, 0) AddEvent(CheckOnFirstGirder, {}, DoOnFirstGirder, {}, 0) AddEvent(CheckTookSniper, {}, DoTookSniper, {}, 0) AddEvent(CheckFailedCourse, {}, DoFailedCourse, {}, 0) SetGearMessage(leaks, 0) TurnsLeft = 12 TurnTimeLeft = TurnTime ShowMission(loc("The Journey Back"), loc("Collateral Damage"), loc("Save the princess by collecting the crate in under 12 turns!"), 0, 6000) -----------------------///////////////------------ --AnimSetGearPosition(leaks, 417, 1800) end function SkipEndAnimAlone() RestoreHedge(cyborg) RestoreHedge(princess) AnimSetGearPosition(cyborg, 437, 1700) AnimSetGearPosition(princess, 519, 1722) end function SkipEndAnimDuo() RestoreHedge(cyborg) RestoreHedge(princess) if princessHidden then RestoreHog(princess) princessHidden = false end AnimSetGearPosition(cyborg, 437, 1700) AnimSetGearPosition(princess, 519, 1722) AnimSetGearPosition(leaks, 763, 1760) AnimSetGearPosition(dense, 835, 1519) HogTurnLeft(leaks, true) HogTurnLeft(dense, true) end function AfterEndAnimAlone() stage = endStage SwitchHog(leaks) SetGearMessage(leaks, 0) TurnTimeLeft = -1 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 SwitchHog(leaks) SetGearMessage(leaks, 0) SetGearMessage(dense, 0) TurnTimeLeft = -1 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) SetInputMask(0xFFFFFFFF) AnimWait(dense, 1) AddFunction({func = HideHedge, args = {princess}}) AddFunction({func = HideHedge, args = {cyborg}}) end function AfterStartAnim() SetGearMessage(leaks, 0) TurnTimeLeft = 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() SpawnAmmoCrate(3090, 827, amBaseballBat) girderCrate1 = SpawnUtilityCrate(2466, 1814, amGirder) girderCrate2 = SpawnUtilityCrate(2630, 1278, amGirder) SpawnUtilityCrate(2422, 1810, amParachute) SpawnUtilityCrate(3157, 1009, amLowGravity) sniperCrate = SpawnAmmoCrate(784, 1715, amSniperRifle) end function PlaceMinesDuo() SetTimer(AddGear(2920, 1448, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2985, 1338, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(3005, 1302, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(3030, 1270, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(3046, 1257, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2954, 1400, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2967, 1385, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2849, 1449, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2811, 1436, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2773, 1411, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2732, 1390, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2700, 1362, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2642, 1321, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2172, 1417, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2190, 1363, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2219, 1332, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1201, 1207, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1247, 1205, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1295, 1212, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1356, 1209, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1416, 1201, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1466, 1201, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1678, 1198, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1738, 1198, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1796, 1198, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1637, 1217, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1519, 1213, gtMine, 0, 0, 0, 0), 5000) end function AfterPastFlowerAnim() PlaceMinesDuo() AddEvent(CheckDensePit, {}, DoDensePit, {}, 0) AddEvent(CheckTookGirder1, {}, DoTookGirder1, {}, 0) AddEvent(CheckTookGirder2, {}, DoTookGirder2, {}, 0) SetGearMessage(leaks, 0) SetGearMessage(dense, 0) TurnTimeLeft = 0 ShowMission(loc("The Journey Back"), loc("The Savior"), loc("Get Dense Cloud out of the pit!"), 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(leaks, 0) SetGearMessage(dense, 0) TurnTimeLeft = 0 ShowMission(loc("The Journey Back"), loc("They never learn"), loc("Free Dense Cloud and continue the mission!"), 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 = SpawnAmmoCrate(1846, 1100, amFirePunch) SpawnUtilityCrate(1900, 1100, amPickHammer) SpawnAmmoCrate(950, 674, amDynamite) SpawnUtilityCrate(994, 825, amRope) SpawnUtilityCrate(570, 1357, amLowGravity) end function DumpMines() SetTimer(AddGear(2261, 1835, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2280, 1831, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2272, 1809, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2290, 1815, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2278, 1815, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2307, 1811, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2286, 1820, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2309, 1813, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2303, 1822, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2317, 1827, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2312, 1816, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2316, 1812, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2307, 1802, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2276, 1818, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2284, 1816, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2292, 1811, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2295, 1814, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2306, 1811, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2292, 1815, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2314, 1815, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2286, 1813, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2275, 1813, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2269, 1814, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2273, 1812, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2300, 1808, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2322, 1812, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2323, 1813, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2311, 1811, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2303, 1809, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2287, 1808, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2282, 1808, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2277, 1809, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2296, 1809, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(2314, 1818, gtMine, 0, 0, 0, 0), 5000) 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, 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, 12000}}) table.insert(failAnimAD, {func = AnimSay, args = {leaks, loc("No! What have I done?! What have YOU done?!"), SAY_SHOUT, 6000}}) table.insert(endAnimAD, {func = AnimCustomFunction, swh = false, args = {leaks, RestoreCyborg, {437, 1700, 519, 1722}}}) 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 endFailAnim = endFailAnimAD 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, 1722}}}) 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, 1722}}}) 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() ParseCommand("teamgone " .. loc("Cannibal Sentry")) TurnTimeLeft = 0 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 ------ --SpawnAmmoCrate(3122, 994, amShotgun) SpawnAmmoCrate(3124, 952, amBaseballBat) SpawnAmmoCrate(2508, 1110, amFirePunch) ------ UTILITY CRATE LIST ------ blowCrate = SpawnUtilityCrate(3675, 1480, amBlowTorch) gravityCrate = SpawnUtilityCrate(3448, 1349, amLowGravity) SpawnUtilityCrate(3212, 1256, amGirder) SpawnUtilityCrate(3113, 911, amParachute) sniperCrate = SpawnAmmoCrate(784, 1715, amSniperRifle) ------ MINE LIST ------ SetTimer(AddGear(3328, 1399, gtMine, 0, 0, 0, 0), 3000) SetTimer(AddGear(3028, 1262, gtMine, 0, 0, 0, 0), 3000) SetTimer(AddGear(2994, 1274, gtMine, 0, 0, 0, 0), 3000) SetTimer(AddGear(2956, 1277, gtMine, 0, 0, 0, 0), 3000) SetTimer(AddGear(2925, 1282, gtMine, 0, 0, 0, 0), 3000) SetTimer(AddGear(2838, 1276, gtMine, 0, 0, 0, 0), 3000) SetTimer(AddGear(2822, 1278, gtMine, 0, 0, 0, 0), 3000) SetTimer(AddGear(2786, 1283, gtMine, 0, 0, 0, 0), 3000) SetTimer(AddGear(2766, 1270, gtMine, 0, 0, 0, 0), 3000) SetTimer(AddGear(2749, 1231, gtMine, 0, 0, 0, 0), 3000) SetTimer(AddGear(2717, 1354, gtMine, 0, 0, 0, 0), 3000) SetTimer(AddGear(2167, 1330, gtMine, 0, 0, 0, 0), 3000) SetTimer(AddGear(2201, 1321, gtMine, 0, 0, 0, 0), 3000) SetTimer(AddGear(2239, 1295, gtMine, 0, 0, 0, 0), 3000) AnimSetGearPosition(leaks, 3781, 1583) --AnimSetGearPosition(leaks, 1650, 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() AddAnim(startAnim) AddFunction({func = AfterStartAnim, args = {}}) else if m2Choice == choiceAccepted then SetupAnimAcceptedLived() else SetupAnimRefusedLived() end SetupPlaceDuo() SetupEventsDuo() AddAnim(startAnim) AddFunction({func = AfterStartAnim, args = {}}) 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 ------ SpawnUtilityCrate(1590, 628, amParachute) SpawnAmmoCrate(1540, 100, amDynamite) SpawnUtilityCrate(2175, 1815, amLowGravity) SpawnUtilityCrate(2210, 1499, amFirePunch) girderCrate = SpawnUtilityCrate(2300, 1663, amGirder) SpawnUtilityCrate(610, 1394, amPickHammer) ------ BARREL LIST ------ SetHealth(AddGear(1148, 736, gtExplosives, 0, 0, 0, 0), 20) end function PlaceCourseMines() SetTimer(AddGear(1215, 1193, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1259, 1199, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1310, 1198, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1346, 1196, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1383, 1192, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1436, 1196, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1487, 1199, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1651, 1209, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1708, 1209, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1759, 1190, gtMine, 0, 0, 0, 0), 5000) SetTimer(AddGear(1815, 1184, gtMine, 0, 0, 0, 0), 5000) end --////////////////////////////Event Functions//////////////////////// function CheckTookFire() return fireTaken end function DoTookFire() AddAmmo(leaks, amFirePunch, 100) end function CheckTookGirder1() return girder1Taken end function CheckTookGirder2() return girder2Taken end function DoTookGirder1() AddAmmo(dense, amGirder, 2) end function DoTookGirder2() AddAmmo(dense, amGirder, 3) end function CheckDensePit() return GetY(dense) < 1250 and StoppedGear(dense) end function DoDensePit() TurnTimeLeft = 0 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() TurnTimeLeft = 0 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() AddCaption(loc("The village, unprepared, was destroyed by the cyborgs...")) ParseCommand("teamgone " .. loc("Natives")) end function CheckDenseDead() return denseDead end function DoDenseDead() AddCaption(loc("The village, unprepared, was destroyed by the cyborgs...")) ParseCommand("teamgone " .. loc("Natives")) end function CheckTookBlowTorch() return blowTaken end function DoTookBlowTorch() ShowMission(loc("The Journey Back"), loc("The Tunnel Maker"), loc("Hint: Select the BlowTorch, aim and press [Fire]. Press [Fire] again to stop.|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("Hint: Select the LowGravity and press [Fire]."), 0, 6000) end function CheckOnBridge() return leaksDead == false and GetX(leaks) < 1651 and StoppedGear(leaks) end function DoOnBridge() TurnTimeLeft = 0 RestoreHedge(cyborg) RestoreHedge(princess) AnimWait(cyborg, 1) AddFunction({func = AddAnim, args = {midAnim}}) AddFunction({func = AddFunction, args = {{func = AfterMidAnimAlone, args = {}}}}) end function CheckGirderTaken() return girderTaken end function DoGirderTaken() AddAmmo(leaks, amGirder, 2) -- AddAmmo(leaks, amGirder, 3) 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("You'd better watch your steps..."), 0, 4000) end function CheckTookSniper() return sniperTaken and StoppedGear(leaks) end function DoTookSniper() TurnTimeLeft = 0 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 StoppedGear(leaks) and StoppedGear(dense) end function DoTookSniper2() TurnTimeLeft = 0 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() AddAnim(endFailAnim) AddFunction({func = ParseCommand, args = {'teamgone ' .. loc('Natives')}}) end function CheckWon() return cyborgDead and not princessDead end function DoWon() if progress and progress<3 then SaveCampaignVar("Progress", "3") end AddAnim(winAnim) AddFunction({func = FinishWon, args = {}}) end function FinishWon() SwitchHog(leaks) ParseCommand("teamgone " .. loc("Cannibal Sentry")) ParseCommand("teamgone " .. loc("011101001")) TurnTimeLeft = 0 end function CheckFailedCourse() return TurnsLeft == 0 end function DoFailedCourse() TurnTimeLeft = 0 RestoreHedge(cyborg) RestoreHedge(princess) AnimWait(cyborg, 1) AddFunction({func = AddAnim, args = {failAnim}}) AddFunction({func = AddFunction, args = {{func = AfterMidFailAnim, args = {}}}}) end --////////////////////////////Main Functions///////////////////////// function onGameInit() Seed = 0 GameFlags = gfSolidLand + gfDisableWind TurnTime = 40000 CaseFreq = 0 MinesNum = 0 MinesTime = 3000 Explosives = 0 Delay = 5 Map = "A_Classic_Fairytale_journey" Theme = "Nature" SuddenDeathTurns = 3000 AddTeam(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy") leaks = AddHog(loc("Leaks A Lot"), 0, 100, "Rambo") dense = AddHog(loc("Dense Cloud"), 0, 100, "RobinHood") AddTeam(loc("Cannibal Sentry"), 14483456, "Skull", "Island", "Pirate","cm_vampire") cannibals = {} for i = 1, 4 do cannibals[i] = AddHog(cannibalNames[i], 3, 40, "Zombi") AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i])) end for i = 5, 8 do cannibals[i] = AddHog(cannibalNames[i], 3, 40, "Zombi") AnimSetGearPosition(cannibals[i], 0, 0) end AddTeam(loc("011101001"), 14483456, "ring", "UFO", "Robot", "cm_star") cyborg = AddHog(loc("Y3K1337"), 0, 200, "cyborg1") princess = AddHog(loc("Fell From Heaven"), 0, 200, "tiara") AnimSetGearPosition(dense, 0, 0) AnimSetGearPosition(leaks, 0, 0) AnimSetGearPosition(cyborg, 0, 0) AnimSetGearPosition(princess, 0, 0) AnimInit() end function onGameStart() progress = tonumber(GetCampaignVar("Progress")) m2Choice = tonumber(GetCampaignVar("M2Choice")) m2DenseDead = tonumber(GetCampaignVar("M2DenseDead")) m2RamonDead = tonumber(GetCampaignVar("M2RamonDead")) m2SpikyDead = tonumber(GetCampaignVar("M2SpikyDead")) StartMission() end function onGameTick() AnimUnWait() if ShowAnimation() == false then return end ExecuteAfterAnimations() CheckEvents() end function onGearDelete(gear) if gear == blowCrate then blowTaken = true elseif gear == fireCrate then fireTaken = true elseif gear == gravityCrate then gravityTaken = true elseif gear == leaks then leaksDead = true elseif gear == dense then denseDead = true elseif gear == cyborg then cyborgDead = true elseif gear == princess then princessDead = true elseif gear == girderCrate then girderTaken = true elseif gear == girderCrate1 then girder1Taken = true elseif gear == girderCrate2 then girder2Taken = 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 AnimInProgress() then TurnTimeLeft = -1 elseif stage == endStage and CurrentHedgehog ~= leaks then AnimSwitchHog(leaks) SetGearMessage(leaks, 0) TurnTimeLeft = -1 elseif GetHogTeamName(CurrentHedgehog) ~= loc("Natives") then for i = 1, 4 do if cannibalDead[i] ~= true then if GetX(cannibals[i]) < GetX(leaks) then HogTurnLeft(cannibals[i], false) else HogTurnLeft(cannibals[i], true) end end end SetInputMask(band(0xFFFFFFFF, bnot(gmLeft + gmRight + gmLJump + gmHJump))) TurnTimeLeft = 20000 else SetInputMask(0xFFFFFFFF) TurnsLeft = TurnsLeft - 1 end end function onPrecise() if GameTime > 2500 and AnimInProgress() then SetAnimSkip(true) return end -- AddAmmo(leaks, amRope, 100) -- RemoveEventFunc(CheckPastFlower) -- DeleteGear(sniperCrate) end