author | Wuzzy <almikes@aol.com> |
Thu, 17 Nov 2016 14:05:12 +0100 | |
changeset 11909 | 930f57e70b49 |
parent 11853 | 6a0d6b00dac8 |
child 12078 | 3b3894b95519 |
permissions | -rw-r--r-- |
6349 | 1 |
-------------------------------- |
2 |
-- HIGHLANDER / HOGS OF WAR |
|
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Highlander: give visual and acustic feedback when weapons are collected from a kill, similar to collecting a crate
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3 |
-- version 0.4b+ |
6349 | 4 |
-- by mikade |
5 |
-------------------------------- |
|
6 |
||
7 |
----------- |
|
8 |
--0.1 |
|
9 |
----------- |
|
10 |
||
11 |
-- concept test |
|
12 |
||
13 |
----------- |
|
14 |
--0.2 |
|
15 |
----------- |
|
16 |
||
17 |
-- remove tardis till Henek fixes his tracker |
|
18 |
-- change wep crates to health crates |
|
19 |
-- reset arb turntimevalue |
|
20 |
-- include randomOrder |
|
21 |
-- Until fixed .17 methods come out, remove switches and resurrector |
|
22 |
-- on request, removed kamikaze and piano weapons |
|
23 |
-- provisional fixing of bugs that can't actually be fixed yet |
|
24 |
||
25 |
----------- |
|
26 |
--0.3 |
|
27 |
----------- |
|
28 |
||
29 |
-- meh, update incorrect display |
|
30 |
-- may change this in the future to have switches |
|
31 |
-- but for now people are used to it without, so~ |
|
32 |
||
33 |
-- mudball is now counted as a utility |
|
34 |
||
6378 | 35 |
----------- |
36 |
--0.3b |
|
37 |
----------- |
|
6349 | 38 |
|
6378 | 39 |
-- cleaned up code and got rid of unneccessary vars |
40 |
-- mudball is a weapon again |
|
41 |
-- landgun is now a utility |
|
42 |
-- extra time, vampirism utility removed |
|
43 |
-- hammer wep removed |
|
44 |
-- all hogs have kamikaze |
|
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|
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- don't give hogs air weps when border is enabled
mikade <redgrinner@gmail.com>
parents:
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diff
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46 |
----------- |
7db9e89b3f80
- don't give hogs air weps when border is enabled
mikade <redgrinner@gmail.com>
parents:
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|
47 |
--0.3c |
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parents:
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48 |
----------- |
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parents:
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49 |
|
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mikade <redgrinner@gmail.com>
parents:
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50 |
-- restructured some code |
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mikade <redgrinner@gmail.com>
parents:
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51 |
-- added napalm (whoops) to list of possible weapons you can get |
7db9e89b3f80
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mikade <redgrinner@gmail.com>
parents:
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diff
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52 |
-- hogs no longer recieve airstrike-related weps on border maps |
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parents:
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53 |
|
8682 | 54 |
----------- |
55 |
--0.4 |
|
56 |
----------- |
|
57 |
-- fix same name/blank weapon transfer bug (issue 541) |
|
58 |
-- show next hog ammo set in full (issue 312) |
|
59 |
-- allow mid-kill multi-shot weapon transfers (issue 503) |
|
60 |
-- allow users to configure hog health |
|
61 |
-- remove 'switched to' message |
|
62 |
-- remove some extraeneous code |
|
63 |
-- add more whitespace |
|
64 |
-- break everything |
|
65 |
||
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As per request, add ice-gun (untested!)
mikade <redgrinner@gmail.com>
parents:
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66 |
----------- |
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mikade <redgrinner@gmail.com>
parents:
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|
67 |
--0.4b |
092051fda7e1
As per request, add ice-gun (untested!)
mikade <redgrinner@gmail.com>
parents:
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|
68 |
----------- |
092051fda7e1
As per request, add ice-gun (untested!)
mikade <redgrinner@gmail.com>
parents:
8713
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69 |
-- as per request, add ice-gun |
092051fda7e1
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mikade <redgrinner@gmail.com>
parents:
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70 |
|
8682 | 71 |
------------------------- |
72 |
-- ideas for the future |
|
73 |
------------------------- |
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parents:
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74 |
-- add structure |
8682 | 75 |
-- allow switcher, resurrector |
76 |
-- add abuse |
|
77 |
-- nerf teleport |
|
78 |
-- allow more customization |
|
79 |
-- poison hogs using the default team? :/ |
|
80 |
-- balance weapon distribution across entire team / all teams |
|
81 |
-- add other inequalities/bonuses like... ??? |
|
82 |
-- some hogs start off with an extra 25 health? |
|
83 |
-- some hogs start off poisoned? |
|
84 |
-- some hogs start off with a rope and 2 drills but die after their turn? |
|
85 |
||
86 |
------------------------------- |
|
87 |
-- derp, script follows |
|
88 |
------------------------------- |
|
89 |
||
8713 | 90 |
HedgewarsScriptLoad("/Scripts/Locale.lua") |
91 |
HedgewarsScriptLoad("/Scripts/Tracker.lua") |
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92 |
HedgewarsScriptLoad("/Scripts/Params.lua") |
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-- These define weps allowed by the script. At present Tardis and Resurrection is banned for example |
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95 |
-- These were arbitrarily defined out-of-order in initial script, so that was preserved here, resulting |
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96 |
-- in a moderately odd syntax. |
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97 |
local atkWeps = { |
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98 |
[amBazooka]=true, [amBee]=true, [amMortar]=true, [amDrill]=true, [amSnowball]=true, |
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99 |
[amGrenade]=true, [amClusterBomb]=true, [amMolotov]=true, [amWatermelon]=true, |
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100 |
[amHellishBomb]=true, [amGasBomb]=true, [amShotgun]=true, [amDEagle]=true, |
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101 |
[amFlamethrower]=true, [amSniperRifle]=true, [amSineGun]=true, |
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102 |
[amFirePunch]=true, [amWhip]=true, [amBaseballBat]=true, [amKamikaze]=true, |
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103 |
[amSeduction]=true, [amHammer]=true, [amMine]=true, [amDynamite]=true, [amCake]=true, |
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104 |
[amBallgun]=true, [amSMine]=true, [amRCPlane]=true, [amBirdy]=true, [amKnife]=true, |
10997 | 105 |
[amAirAttack]=true, [amMineStrike]=true, [amNapalm]=true, [amDrillStrike]=true, [amPiano]=true, [amAirMine] = true, |
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parents:
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106 |
} |
7db9e89b3f80
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mikade <redgrinner@gmail.com>
parents:
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107 |
|
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108 |
local utilWeps = { |
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109 |
[amBlowTorch]=true, [amPickHammer]=true, [amGirder]=true, [amPortalGun]=true, |
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110 |
[amRope]=true, [amParachute]=true, [amTeleport]=true, [amJetpack]=true, |
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111 |
[amInvulnerable]=true, [amLaserSight]=true, [amVampiric]=true, |
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[amLowGravity]=true, [amExtraDamage]=true, [amExtraTime]=true, |
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[amLandGun]=true, [amRubber]=true, [amIceGun]=true, |
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parents:
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114 |
} |
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parents:
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115 |
|
10088 | 116 |
local wepArray = {} |
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local atkChoices = {} |
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local utilChoices = {} |
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120 |
|
8682 | 121 |
local currHog |
122 |
local lastHog |
|
6349 | 123 |
local started = false |
124 |
local switchStage = 0 |
|
125 |
||
8682 | 126 |
local lastWep = amNothing |
127 |
local shotsFired = 0 |
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128 |
||
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local probability = {1,2,5,10,20,50,200,500,1000000}; |
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130 |
local atktot = 0 |
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131 |
local utiltot = 0 |
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local maxWep = 57 -- game crashes if you exceed supported # |
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133 |
|
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134 |
local someHog = nil -- just for looking up the weps |
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135 |
|
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136 |
local mode = nil |
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137 |
|
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138 |
function onParameters() |
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139 |
parseParams() |
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140 |
mode = params["mode"] |
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141 |
end |
bbeb1e9aaa65
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nemo
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142 |
|
8682 | 143 |
function CheckForWeaponSwap() |
144 |
if GetCurAmmoType() ~= lastWep then |
|
145 |
shotsFired = 0 |
|
146 |
end |
|
147 |
lastWep = GetCurAmmoType() |
|
148 |
end |
|
149 |
||
150 |
function onSlot() |
|
151 |
CheckForWeaponSwap() |
|
152 |
end |
|
153 |
||
154 |
function onSetWeapon() |
|
155 |
CheckForWeaponSwap() |
|
156 |
end |
|
157 |
||
158 |
function onHogAttack() |
|
159 |
CheckForWeaponSwap() |
|
160 |
shotsFired = shotsFired + 1 |
|
161 |
end |
|
162 |
||
6349 | 163 |
function StartingSetUp(gear) |
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164 |
for i = 1,maxWep do |
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165 |
setGearValue(gear,i,0) |
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166 |
end |
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167 |
for w,c in pairs(wepArray) do |
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168 |
if c == 9 and (atkWeps[w] or utilWeps[w]) then |
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setGearValue(gear,w,1) |
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170 |
end |
6349 | 171 |
end |
172 |
||
8682 | 173 |
setGearValue(gear,amSkip,100) |
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174 |
|
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175 |
local r = 0 |
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176 |
if atktot > 0 then |
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177 |
r = GetRandom(atktot)+1 |
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178 |
for i = 1,maxWep do |
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179 |
--for w,c in pairs(atkChoices) do |
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--WriteLnToConsole(' c: '..c..' w:'..w..' r:'..r) |
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181 |
if atkChoices[i] >= r then |
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182 |
setGearValue(gear,i,1) |
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183 |
break |
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184 |
end |
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185 |
end |
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186 |
end |
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187 |
if utiltot > 0 then |
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188 |
r = GetRandom(utiltot)+1 |
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189 |
for i = 1,maxWep do |
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190 |
-- for w,c in pairs(utilChoices) do |
10088 | 191 |
--WriteLnToConsole('util c: '..c..' w:'..w..' r:'..r) |
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192 |
if utilChoices[i] >= r then |
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193 |
setGearValue(gear,i,1) |
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194 |
break |
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195 |
end |
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196 |
end |
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197 |
end |
6349 | 198 |
end |
199 |
||
200 |
--[[function SaveWeapons(gear) |
|
8682 | 201 |
-- er, this has no 0 check so presumably if you use a weapon then when it saves you wont have it |
6349 | 202 |
|
6378 | 203 |
for i = 1, (#wepArray) do |
6349 | 204 |
setGearValue(gear, wepArray[i], GetAmmoCount(gear, wepArray[i]) ) |
205 |
--AddAmmo(gear, wepArray[i], getGearValue(gear,wepArray[i]) ) |
|
206 |
end |
|
207 |
||
208 |
end]] |
|
209 |
||
210 |
function ConvertValues(gear) |
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211 |
for w,c in pairs(wepArray) do |
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212 |
AddAmmo(gear, w, getGearValue(gear,w) ) |
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213 |
end |
6349 | 214 |
end |
215 |
||
8682 | 216 |
-- this is called when a hog dies |
6349 | 217 |
function TransferWeps(gear) |
218 |
||
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6a0d6b00dac8
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sheepluva
parents:
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if CurrentHedgehog ~= nil and CurrentHedgehog ~= gear then |
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220 |
|
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local x,y,color |
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local vgear |
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local vgtX, vgtY, vgtdX, vgtdY, vgtAngle, vgtFrame, vgtFrameTicks, vgtState, vgtTimer, vgtTint |
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local dspl = IsHogLocal(CurrentHedgehog) |
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local ammolist = '' |
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226 |
|
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if dspl then |
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x,y = GetGearPosition(CurrentHedgehog) |
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color = GetClanColor(GetHogClan(CurrentHedgehog)) |
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230 |
end |
6349 | 231 |
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for w,c in pairs(wepArray) do |
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val = getGearValue(gear,w) |
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if val ~= 0 and (mode == "orig" or (wepArray[w] ~= 9 and getGearValue(CurrentHedgehog, w) == 0)) then |
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setGearValue(CurrentHedgehog, w, val) |
8682 | 236 |
|
237 |
-- if you are using multi-shot weapon, gimme one more |
|
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if (GetCurAmmoType() == w) and (shotsFired ~= 0) then |
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AddAmmo(CurrentHedgehog, w, val+1) |
8682 | 240 |
-- assign ammo as per normal |
241 |
else |
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AddAmmo(CurrentHedgehog, w, val) |
8682 | 243 |
end |
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244 |
if dspl then |
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if ammolist == '' then |
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ammolist = GetAmmoName(w) |
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else |
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ammolist = ammolist .. ' • ' .. GetAmmoName(w) |
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end |
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250 |
x = x + 2 |
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y = y + 32 |
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vgear = AddVisualGear(x, y, vgtAmmo, 0, true) |
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if vgear ~= nil then |
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vgtX,vgtY,vgtdX,vgtdY,vgtAngle,vgtFrame,vgtFrameTicks,vgtState,vgtTimer,vgtTint = GetVisualGearValues(vgear) |
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vgtFrame = w |
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256 |
SetVisualGearValues(vgear,vgtX,vgtY,vgtdX,vgtdY,vgtAngle,vgtFrame,vgtFrameTicks,vgtState,vgtTimer,vgtTint) |
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257 |
end |
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258 |
end |
8682 | 259 |
|
6349 | 260 |
end |
261 |
end |
|
262 |
||
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263 |
PlaySound(sndShotgunReload); |
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if dspl and ammolist ~= '' then |
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265 |
AddCaption(ammolist, color, capgrpAmmoinfo) |
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266 |
end |
6349 | 267 |
end |
268 |
||
269 |
end |
|
270 |
||
271 |
function onGameInit() |
|
10036 | 272 |
EnableGameFlags(gfInfAttack, gfRandomOrder, gfPerHogAmmo) |
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273 |
DisableGameFlags(gfResetWeps, gfSharedAmmo) |
6349 | 274 |
HealthCaseProb = 100 |
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Goals = loc("Highlander: Eliminate enemy hogs and take their weapons.") .."|" .. |
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276 |
loc("Weapons are reset on end of turn.") |
6349 | 277 |
end |
278 |
||
279 |
function onGameStart() |
|
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280 |
utilChoices[amSkip] = 0 |
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281 |
local c = 0 |
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282 |
for i = 1,maxWep do |
10088 | 283 |
atkChoices[i] = 0 |
284 |
utilChoices[i] = 0 |
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285 |
if i ~= 7 then |
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286 |
wepArray[i] = 0 |
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287 |
c = GetAmmoCount(someHog, i) |
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288 |
if c > 8 then c = 9 end |
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289 |
wepArray[i] = c |
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|
290 |
if c < 9 and c > 0 then |
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291 |
if atkWeps[i] then |
10088 | 292 |
--WriteLnToConsole('a c: '..c..' w:'..i) |
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293 |
atktot = atktot + probability[c] |
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294 |
atkChoices[i] = atktot |
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|
295 |
elseif utilWeps[i] then |
10088 | 296 |
--WriteLnToConsole('u c: '..c..' w:'..i) |
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297 |
utiltot = utiltot + probability[c] |
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298 |
utilChoices[i] = utiltot |
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299 |
end |
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300 |
end |
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301 |
end |
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302 |
end |
6349 | 303 |
|
10088 | 304 |
--WriteLnToConsole('utiltot:'..utiltot..' atktot:'..atktot) |
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305 |
|
6349 | 306 |
|
307 |
runOnGears(StartingSetUp) |
|
308 |
runOnGears(ConvertValues) |
|
309 |
end |
|
310 |
||
8682 | 311 |
function CheckForHogSwitch() |
6349 | 312 |
|
313 |
if (CurrentHedgehog ~= nil) then |
|
314 |
||
8682 | 315 |
currHog = CurrentHedgehog |
316 |
||
317 |
if currHog ~= lastHog then |
|
6349 | 318 |
|
8682 | 319 |
-- re-assign ammo to this guy, so that his entire ammo set will |
320 |
-- be visible during another player's turn |
|
321 |
if lastHog ~= nil then |
|
322 |
ConvertValues(lastHog) |
|
323 |
end |
|
324 |
||
325 |
-- give the new hog what he is supposed to have, too |
|
6349 | 326 |
ConvertValues(CurrentHedgehog) |
8682 | 327 |
|
6349 | 328 |
end |
329 |
||
8682 | 330 |
lastHog = currHog |
331 |
||
6349 | 332 |
end |
333 |
||
334 |
end |
|
335 |
||
8682 | 336 |
function onNewTurn() |
337 |
CheckForHogSwitch() |
|
338 |
end |
|
339 |
||
340 |
--function onGameTick20() |
|
341 |
--CheckForHogSwitch() |
|
342 |
-- if we use gfPerHogAmmo is this even needed? Err, well, weapons reset, so... yes? |
|
343 |
-- orrrr, should we rather call the re-assignment of weapons onNewTurn()? probably not because |
|
344 |
-- then you cant switch hogs... unless we add a thing in onSwitch or whatever |
|
345 |
-- ye, that is probably better actually, but I'll add that when/if I add switch |
|
346 |
--end |
|
347 |
||
6349 | 348 |
--[[function onHogHide(gear) |
349 |
-- waiting for Henek |
|
350 |
end |
|
351 |
||
352 |
function onHogRestore(gear) |
|
353 |
-- waiting for Henek |
|
354 |
end]] |
|
355 |
||
356 |
function onGearAdd(gear) |
|
357 |
||
358 |
--if GetGearType(gear) == gtSwitcher then |
|
359 |
-- SaveWeapons(CurrentHedgehog) |
|
360 |
--end |
|
361 |
||
362 |
if (GetGearType(gear) == gtHedgehog) then |
|
363 |
trackGear(gear) |
|
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364 |
if someHog == nil then someHog = gear end |
6349 | 365 |
end |
366 |
||
367 |
end |
|
368 |
||
369 |
function onGearDelete(gear) |
|
370 |
||
371 |
if (GetGearType(gear) == gtHedgehog) then --or (GetGearType(gear) == gtResurrector) then |
|
372 |
TransferWeps(gear) |
|
373 |
trackDeletion(gear) |
|
374 |
end |
|
375 |
||
376 |
end |