HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
-----------------------------Constants---------------------------------
leaksNum = 1
denseNum = 2
waterNum = 3
buffaloNum = 4
chiefNum = 5
girlNum = 6
wiseNum = 7
ramonNum = 8
spikyNum = 9
princessNum = 10
denseScene = 1
princessScene = 2
waterScene = 3
cyborgScene = 4
nativeNames = {loc("Leaks A Lot"), loc("Dense Cloud"), loc("Fiery Water"),
loc("Raging Buffalo"), loc("Righteous Beard"), loc("Fell From Grace"),
loc("Wise Oak"), loc("Ramon"), loc("Spiky Cheese"),
loc("Fell From Heaven")
}
nativeHats = {"Rambo", "RobinHood", "pirate_jack", "zoo_Bunny", "IndianChief",
"tiara", "AkuAku", "rasta", "hair_yellow", "tiara"}
nativePosCyborg = {{1900, 508}, {480, 1321}, {2927, 873},
{1325, 905}, {3190, 1424}, {1442, 857},
{1134, 1278}, {2881, 853}, {2974, 897},
{2033, 511}}
nativeDirCyborg = {"Right", "Right", "Left", "Right", "Right", "Left", "Right", "Right", "Left", "Left"}
nativePosPrincess = {{1930, 508}, {480, 1321}, {2927, 873},
{1325, 905}, {3190, 1424}, {2033, 511},
{1134, 1278}, {2881, 853}, {2974, 897},
{1900, 508}}
nativeDirPrincess = {"Right", "Right", "Left", "Right", "Right", "Left", "Right", "Right", "Left", "Right"}
nativePosDense = {{1930, 508}, {2285, 772}, {2927, 873},
{1325, 905}, {3190, 1424}, {1442, 857},
{1134, 1278}, {480, 1321}, {2974, 897},
{2033, 511}}
nativeDirDense = {"Right", "Left", "Left", "Right", "Right", "Left", "Right", "Right", "Left", "Left"}
nativePosWater = {{1900, 508}, {2033, 511}, {2285, 772},
{1325, 905}, {3190, 1424}, {1442, 857},
{1134, 1278}, {480, 1321}, {2974, 897},
{1980, 511}}
nativeDirWater = {"Right", "Left", "Left", "Right", "Right", "Left", "Right", "Right", "Left", "Left"}
prisonPos = {2285, 772}
brainNum = 1
corpseNum = 2
brutalNum = 3
earNum = 4
hanniNum = 5
cannibalNames = {loc("Brainiac"), loc("Corpse Thrower"), loc("Brutal Lily"), loc("Ear Sniffer"), loc("Hannibal")}
cannibalHats = {"Zombi", "AkuAku", "Zombi", "Zombi", "IndianChief"}
cannibalPos = {{533, 1304}, {1184, 1282}, {1386, 883}, {2854, 834}, {3243, 1415}}
cannibalDir = {"Left", "Left", "Left", "Right", "Left"}
-----------------------------Variables---------------------------------
natives = {}
cannibals = {}
traitor = nil
crate = nil
startAnim = {}
gearDead = {}
hogDead = {}
--------------------------Anim skip functions--------------------------
function SkipStartAnim()
SetGearMessage(CurrentHedgehog, 0)
AnimSwitchHog(natives[1])
end
function AfterStartAnim()
crate = SpawnHealthCrate(0, 0)
SetGearMessage(CurrentHedgehog, 0)
AddNewEvent(CheckCrateTaken, {}, DoCrateTaken, {}, 1)
EndTurn(true)
ShowMission(loc("Epilogue"), loc("That's all, folks!"),
loc("You have successfully finished the campaign!").."|"..
loc("If you wish to replay, there are other possible endings, too!").."|"..
loc("You can practice moving around and using utilities in this mission.|However, it will never end!"), 1, 0)
SaveCampaignVar("Progress", "10")
SaveCampaignVar("Won", "true")
end
---------------------------Events-------------------------------------
function CheckCrateTaken()
return gearDead[crate]
end
function DoCrateTaken()
crate = SpawnHealthCrate(0, 0)
end
-----------------------------Animations--------------------------------
function AnimationSetup()
if m8Scene == cyborgScene then
SetupAnimCyborg()
elseif m8Scene == princessScene then
SetupAnimPrincess()
elseif m8Scene == waterScene then
SetupAnimWater()
else
SetupAnimDense()
end
AddSkipFunction(startAnim, SkipStartAnim, {})
end
function SetupAnimWater()
startAnim = {
{func = AnimWait, args = {natives[1], 3000}},
{func = AnimCaption, args = {natives[ramonNum], loc("Back in the village, the two tribes finally started to live in harmony."), 5000}},
{func = AnimSay, args = {natives[ramonNum], loc("You got a killer mask there, amigo!"), SAY_SAY, 5500}},
{func = AnimSay, args = {cannibals[brainNum], loc("Thanks, man! It really means a lot to me."), SAY_SAY, 6000}},
{func = AnimSay, args = {natives[wiseNum], loc("So, uhmm, how did you manage to teleport them so far?"), SAY_SAY, 8000}},
{func = AnimSay, args = {cannibals[corpseNum], loc("It's all about the right carrots, you know."), SAY_SAY, 7000}},
{func = AnimSay, args = {natives[wiseNum], loc("Of course! It's all obvious now!"), SAY_SAY, 4500}},
{func = AnimSay, args = {natives[chiefNum], loc("I can't believe how blind we were."), SAY_SAY, 4500}},
{func = AnimSay, args = {natives[chiefNum], loc("Fighting instead of cultivating a beautiful friendship."), SAY_SAY, 8500}},
{func = AnimSay, args = {cannibals[hanniNum], loc("One shall not judge one by one's appearance!"), SAY_SAY, 7000}},
{func = AnimSay, args = {natives[chiefNum], loc("You speak great truth, Hannibal. Here, take a sip!"), SAY_SAY, 7500}},
{func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
{func = AnimWait, args = {natives[1], 1000}},
{func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
{func = AnimWait, args = {natives[1], 1000}},
{func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
{func = AnimWait, args = {natives[1], 1000}},
{func = AnimSay, args = {natives[leaksNum], loc("It's amazing how quickly our lives can change."), SAY_SAY, 7000}},
{func = AnimSay, args = {natives[waterNum], loc("Aye! Fellow! Let me exit this chamber of doom!"), SAY_SAY, 7000}},
{func = AnimTurn, args = {natives[princessNum], "Right"}},
{func = AnimSay, args = {natives[princessNum], loc("It's your fault you're there!"), SAY_SAY, 5000}},
{func = AnimTurn, args = {natives[princessNum], "Left"}},
{func = AnimSay, args = {natives[leaksNum], loc("I always suspected him!"), SAY_SAY, 3000}},
{func = AnimSay, args = {natives[leaksNum], loc("Nobody takes walks every day!"), SAY_SAY, 4000}},
{func = AnimSay, args = {natives[princessNum], loc("I don't know who I can trust anymore."), SAY_SAY, 6000}},
{func = AnimSay, args = {natives[princessNum], loc("Everywhere I look, I see hogs walking around …"), SAY_SAY, 7000}},
{func = AnimSay, args = {natives[princessNum], loc("… and I think they are up to something. Something bad!"), SAY_SAY, 8000}},
{func = AnimMove, args = {natives[leaksNum], "Right", nativePosWater[princessNum][1] - 30, nativePosWater[princessNum][2]}},
{func = AnimSay, args = {natives[leaksNum], loc("You can always trust me! I love you!"), SAY_SAY, 6000}},
{func = AnimSay, args = {natives[princessNum], loc("I know and I'm terribly sorry!"), SAY_SAY, 5000}},
{func = AnimSay, args = {natives[princessNum], loc("I love Dense Cloud now!"), SAY_SAY, 4000}},
{func = AnimTurn, args = {natives[princessNum], "Right"}},
{func = AnimMove, args = {natives[denseNum], "Left", nativePosWater[princessNum][1] + 20, nativePosWater[princessNum][2]}},
{func = AnimSay, args = {natives[denseNum], loc("Problems, dude? Chillax!"), SAY_SAY, 4000}},
{func = AnimTurn, args = {natives[leaksNum], "Left"}},
{func = AnimSay, args = {natives[leaksNum], loc("Sigh."), SAY_SAY, 6000}},
{func = AnimSwitchHog, args = {natives[leaksNum]}},
}
end
function SetupAnimDense()
startAnim = {
{func = AnimWait, args = {natives[1], 3000}},
{func = AnimCaption, args = {natives[ramonNum], loc("Back in the village, the two tribes finally started to live in harmony."), 5000}},
{func = AnimSay, args = {natives[ramonNum], loc("You got a killer mask there, amigo!"), SAY_SAY, 5500}},
{func = AnimSay, args = {cannibals[brainNum], loc("Thanks, man! It really means a lot to me."), SAY_SAY, 6000}},
{func = AnimSay, args = {natives[wiseNum], loc("So, uhmm, how did you manage to teleport them so far?"), SAY_SAY, 8000}},
{func = AnimSay, args = {cannibals[corpseNum], loc("It's all about the right carrots, you know."), SAY_SAY, 7000}},
{func = AnimSay, args = {natives[wiseNum], loc("Of course! It's all obvious now!"), SAY_SAY, 4500}},
{func = AnimSay, args = {natives[chiefNum], loc("I can't believe how blind we were."), SAY_SAY, 4500}},
{func = AnimSay, args = {natives[chiefNum], loc("Fighting instead of cultivating a beautiful friendship."), SAY_SAY, 8500}},
{func = AnimSay, args = {cannibals[hanniNum], loc("One shall not judge one by one's appearance!"), SAY_SAY, 7000}},
{func = AnimSay, args = {natives[chiefNum], loc("You speak great truth, Hannibal. Here, take a sip!"), SAY_SAY, 7500}},
{func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
{func = AnimWait, args = {natives[1], 1000}},
{func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
{func = AnimWait, args = {natives[1], 1000}},
{func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
{func = AnimWait, args = {natives[1], 1000}},
{func = AnimSay, args = {natives[waterNum], loc("… and then I took a stroll …"), SAY_SAY, 4000}},
{func = AnimSay, args = {natives[leaksNum], loc("It's amazing how quickly our lives can change."), SAY_SAY, 7000}},
{func = AnimSay, args = {natives[denseNum], loc("Dude, let me out!"), SAY_SAY, 3000}},
{func = AnimSay, args = {natives[denseNum], loc("I already said I'm sorry!"), SAY_SAY, 4000}},
{func = AnimTurn, args = {natives[princessNum], "Right"}},
{func = AnimSay, args = {natives[princessNum], loc("Traitors don't get to shout around here!"), SAY_SAY, 7000}},
{func = AnimTurn, args = {natives[princessNum], "Left"}},
{func = AnimSay, args = {natives[leaksNum], loc("I still can't believe he sold us out like that."), SAY_SAY, 8000}},
{func = AnimSay, args = {natives[princessNum], loc("I don't know who I can trust anymore."), SAY_SAY, 6000}},
{func = AnimMove, args = {natives[leaksNum], "Right", nativePosDense[princessNum][1] - 30, nativePosDense[princessNum][2]}},
{func = AnimSay, args = {natives[leaksNum], loc("You can always trust me!"), SAY_SAY, 4000}},
{func = AnimSay, args = {natives[princessNum], loc("I know, my hero!"), SAY_SAY, 3000}},
{func = AnimSay, args = {natives[princessNum], loc("I love you."), SAY_SAY, 2000}},
{func = AnimSwitchHog, args = {natives[leaksNum]}},
}
end
function SetupAnimCyborg()
startAnim = {
{func = AnimWait, args = {natives[1], 3000}},
{func = AnimCaption, args = {natives[denseNum], loc("Back in the village, the two tribes finally started to live in harmony."), 5000}},
{func = AnimSay, args = {natives[denseNum], loc("Dude, that outfit is so cool!"), SAY_SAY, 4500}},
{func = AnimSay, args = {cannibals[brainNum], loc("Thanks, dude! It really means a lot to me."), SAY_SAY, 6000}},
{func = AnimSay, args = {natives[wiseNum], loc("So, uhmm, how did you manage to teleport them so far?"), SAY_SAY, 8000}},
{func = AnimSay, args = {cannibals[corpseNum], loc("It's all about the right carrots, you know."), SAY_SAY, 7000}},
{func = AnimSay, args = {natives[wiseNum], loc("Of course! It's all obvious now!"), SAY_SAY, 4500}},
{func = AnimSay, args = {natives[chiefNum], loc("I can't believe how blind we were."), SAY_SAY, 4500}},
{func = AnimSay, args = {natives[chiefNum], loc("Fighting instead of cultivating a beautiful friendship."), SAY_SAY, 8500}},
{func = AnimSay, args = {cannibals[hanniNum], loc("One shall not judge one by one's appearance!"), SAY_SAY, 7000}},
{func = AnimSay, args = {natives[chiefNum], loc("You speak great truth, Hannibal. Here, take a sip!"), SAY_SAY, 7500}},
{func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
{func = AnimWait, args = {natives[1], 1000}},
{func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
{func = AnimWait, args = {natives[1], 1000}},
{func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
{func = AnimWait, args = {natives[1], 1000}},
{func = AnimSay, args = {natives[waterNum], loc("… and then I took a stroll …"), SAY_SAY, 4000}},
{func = AnimSay, args = {natives[leaksNum], loc("I'm glad this is over!"), SAY_SAY, 4000}},
{func = AnimMove, args = {natives[princessNum], "Right", nativePosCyborg[princessNum][1] + 30, nativePosCyborg[princessNum][2]}},
{func = AnimSay, args = {natives[princessNum], loc("I was so scared."), SAY_SAY, 2500}},
{func = AnimMove, args = {natives[leaksNum], "Right", nativePosCyborg[princessNum][1], nativePosCyborg[princessNum][2]}},
{func = AnimSay, args = {natives[leaksNum], loc("You have nothing to be afraid of now."), SAY_SAY, 6000}},
{func = AnimSay, args = {natives[leaksNum], loc("I'll protect you!"), SAY_SAY, 3000}},
{func = AnimTurn, args = {natives[princessNum], "Left"}},
{func = AnimSay, args = {natives[princessNum], loc("You're so brave! I feel safe with you."), SAY_SAY, 6500}},
{func = AnimSay, args = {natives[princessNum], loc("I think I love you!"), SAY_SAY, 3500}},
{func = AnimSay, args = {natives[leaksNum], loc("I … like being with you, too."), SAY_SAY, 4500}},
}
end
function SetupAnimPrincess()
startAnim = {
{func = AnimWait, args = {natives[1], 3000}},
{func = AnimCaption, args = {natives[denseNum], loc("Back in the village, the two tribes finally started to live in harmony."), 5000}},
{func = AnimSay, args = {natives[denseNum], loc("Dude, that outfit is so cool!"), SAY_SAY, 4500}},
{func = AnimSay, args = {cannibals[brainNum], loc("Thanks, dude! It really means a lot to me."), SAY_SAY, 6000}},
{func = AnimSay, args = {natives[wiseNum], loc("So, uhmm, how did you manage to teleport them so far?"), SAY_SAY, 8000}},
{func = AnimSay, args = {cannibals[corpseNum], loc("It's all about the right carrots, you know."), SAY_SAY, 7000}},
{func = AnimSay, args = {natives[wiseNum], loc("Of course! It's all obvious now!"), SAY_SAY, 4500}},
{func = AnimSay, args = {natives[chiefNum], loc("I can't believe how blind we were."), SAY_SAY, 4500}},
{func = AnimSay, args = {natives[chiefNum], loc("Fighting instead of cultivating a beautiful friendship."), SAY_SAY, 8500}},
{func = AnimSay, args = {cannibals[hanniNum], loc("One shall not judge one by one's appearance!"), SAY_SAY, 7000}},
{func = AnimSay, args = {natives[chiefNum], loc("You speak great truth, Hannibal. Here, take a sip!"), SAY_SAY, 7500}},
{func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
{func = AnimWait, args = {natives[1], 1000}},
{func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
{func = AnimWait, args = {natives[1], 1000}},
{func = AnimVisualGear, args = {cannibals[hanniNum], cannibalPos[hanniNum][1], cannibalPos[hanniNum][2], vgtSmoke, 0, true}},
{func = AnimWait, args = {natives[1], 1000}},
{func = AnimSay, args = {natives[buffaloNum], loc("So I shook my fist in the air!"), SAY_SAY, 5000}},
{func = AnimSay, args = {cannibals[brutalNum], loc("Well that was an unnecessary act of violence."), SAY_SAY, 7000}},
{func = AnimSay, args = {natives[waterNum], loc("… and then I took a stroll …"), SAY_SAY, 4000}},
{func = AnimSay, args = {natives[leaksNum], loc("I'm glad this is over!"), SAY_SAY, 4000}},
{func = AnimSay, args = {natives[girlNum], loc("I still can't believe you forgave her!"), SAY_SAY, 6000}},
{func = AnimSay, args = {natives[girlNum], loc("She endangered the whole tribe!"), SAY_SAY, 5000}},
{func = AnimSay, args = {natives[leaksNum], loc("It wasn't her fault!"), SAY_SAY, 4000}},
{func = AnimSay, args = {natives[leaksNum], loc("We oppressed her, the only woman in the tribe!"), SAY_SAY, 7000}},
{func = AnimSay, args = {natives[girlNum], loc("The only woman, huh?"), SAY_SAY, 4000}},
{func = AnimSay, args = {natives[girlNum], loc("Then what am I?"), SAY_SAY, 4000}},
{func = AnimSay, args = {natives[leaksNum], loc("Of course, but you're … special."), SAY_SAY, 5000}},
{func = AnimSay, args = {natives[girlNum], loc("Sure!"), SAY_SAY, 2000}},
{func = AnimTurn, args = {natives[leaksNum], "Left"}},
{func = AnimSay, args = {natives[leaksNum], loc("We're terribly sorry!"), SAY_SAY, 4000}},
{func = AnimSay, args = {natives[princessNum], loc("I don't know if I can forget what you've done!"), SAY_SAY, 7000}},
{func = AnimTurn, args = {natives[princessNum], "Left"}},
{func = AnimMove, args = {natives[princessNum], "Left", nativePosPrincess[princessNum][1] - 10, nativePosPrincess[princessNum][2]}},
{func = AnimSwitchHog, args = {natives[leaksNum]}}
}
end
-----------------------------Misc--------------------------------------
function GetVariables()
m8Scene = tonumber(GetCampaignVar("M8Scene")) or waterScene
-- waterScene is for fallback if campaign var was not found
end
function AddHogs()
AddTeam(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
for i = 1, 5 do
natives[i] = AddHog(nativeNames[i], 0, 100, nativeHats[i])
end
AddTeam(loc("More Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
for i = 6, 10 do
natives[i] = AddHog(nativeNames[i], 0, 100, nativeHats[i])
end
AddTeam(loc("Cannibals"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
for i = 1, 5 do
cannibals[i] = AddHog(cannibalNames[i], 0, 100, cannibalHats[i])
end
if m8Scene == denseScene or m8Scene == waterScene then
AddTeam(loc("Traitors"), 29439, "Bone", "Island", "HillBilly", "cm_bloodyblade")
if m8Scene == denseScene then
DeleteGear(natives[2])
natives[2] = AddHog(nativeNames[2], 0, 100, nativeHats[2])
else
DeleteGear(natives[3])
natives[3] = AddHog(nativeNames[3], 0, 100, nativeHats[3])
end
end
SetGearPositions()
end
function SetGearPositions()
if m8Scene == cyborgScene then
for i = 1, 10 do
AnimSetGearPosition(natives[i], unpack(nativePosCyborg[i]))
AnimTurn(natives[i], nativeDirCyborg[i])
end
elseif m8Scene == waterScene then
for i = 1, 10 do
AnimSetGearPosition(natives[i], unpack(nativePosWater[i]))
AnimTurn(natives[i], nativeDirWater[i])
end
elseif m8Scene == denseScene then
for i = 1, 10 do
AnimSetGearPosition(natives[i], unpack(nativePosDense[i]))
AnimTurn(natives[i], nativeDirDense[i])
end
else
for i = 1, 10 do
AnimSetGearPosition(natives[i], unpack(nativePosPrincess[i]))
AnimTurn(natives[i], nativeDirPrincess[i])
end
end
for i = 1, 5 do
AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i]))
AnimTurn(cannibals[i], cannibalDir[i])
end
end
function SetupPlace()
if m8Scene == denseScene or m8Scene == waterScene then
PlaceGirder(2296, 798, 4)
PlaceGirder(2296, 700, 4)
PlaceGirder(2225, 750, 2)
PlaceGirder(2245, 750, 2)
PlaceGirder(2265, 750, 2)
PlaceGirder(2305, 750, 2)
PlaceGirder(2345, 750, 2)
PlaceGirder(2365, 750, 2)
end
if m8Scene == denseScene then
traitor = natives[denseNum]
elseif m8Scene == waterScene then
traitor = natives[waterNum]
end
end
-----------------------------Main Functions----------------------------
function onGameInit()
Seed = 1
GameFlags = gfOneClanMode
TurnTime = 60000
CaseFreq = 0
MinesNum = 0
MinesTime = 3000
Explosives = 0
Delay = 10
Map = "Hogville"
Theme = "Nature"
-- Disable Sudden Death
HealthDecrease = 0
WaterRise = 0
GetVariables()
AddHogs()
AnimInit()
end
function onGameStart()
SetupPlace()
AnimationSetup()
AddAnim(startAnim)
AddFunction({func = AfterStartAnim, args = {}})
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onGearAdd(gear)
if GetGearType(gear) == gtHedgehog then
hogDead[gear] = false
end
end
function onGearDelete(gear)
gearDead[gear] = true
if GetGearType(gear) == gtHedgehog then
hogDead[gear] = true
end
end
function onAmmoStoreInit()
SetAmmo(amAirAttack, 9, 0, 0, 0)
SetAmmo(amBaseballBat, 9, 0, 0, 0)
SetAmmo(amBazooka, 9, 0, 0, 0)
SetAmmo(amBlowTorch, 9, 0, 0, 0)
SetAmmo(amClusterBomb,9, 0, 0, 0)
SetAmmo(amDEagle, 9, 0, 0, 0)
SetAmmo(amDrill, 9, 0, 0, 4)
SetAmmo(amDynamite, 9, 0, 0, 3)
SetAmmo(amFirePunch, 9, 0, 0, 0)
SetAmmo(amFlamethrower, 9, 0, 0, 3)
SetAmmo(amGirder, 9, 0, 0, 0)
SetAmmo(amGrenade, 9, 0, 0, 0)
SetAmmo(amHammer, 9, 0, 0, 0)
SetAmmo(amJetpack, 9, 0, 0, 0)
SetAmmo(amLandGun, 9, 0, 0, 0)
SetAmmo(amLowGravity, 9, 0, 0, 2)
SetAmmo(amMine, 9, 0, 0, 2)
SetAmmo(amMolotov, 9, 0, 0, 3)
SetAmmo(amMortar, 9, 0, 0, 4)
SetAmmo(amNapalm, 9, 0, 0, 4)
SetAmmo(amParachute, 9, 0, 0, 0)
SetAmmo(amPickHammer, 9, 0, 0, 0)
SetAmmo(amPortalGun, 9, 0, 0, 0)
SetAmmo(amRope, 9, 0, 0, 0)
SetAmmo(amRCPlane, 9, 0, 0, 0)
SetAmmo(amSkip, 9, 0, 0, 0)
SetAmmo(amShotgun, 9, 0, 0, 0)
SetAmmo(amSMine, 9, 0, 0, 2)
SetAmmo(amSniperRifle, 9, 0, 0, 0)
SetAmmo(amSnowball, 9, 0, 0, 0)
SetAmmo(amSwitch, 9, 0, 0, 0)
SetAmmo(amTeleport, 9, 0, 0, 0)
SetAmmo(amWatermelon, 9, 0, 0, 0)
SetAmmo(amWhip, 9, 0, 0, 0)
end
function IsEveryoneExceptTraitorDead()
for id, isDead in pairs(hogDead) do
if id ~= traitor and not isDead then
return false
end
end
return true
end
function onNewTurn()
if AnimInProgress() then
TurnTimeLeft = -1
return
end
-- Don't allow player to play with traitor, except when it is the final hog left
if CurrentHedgehog == traitor and not IsEveryoneExceptTraitorDead() then
EndTurn(true)
else
TurnTimeLeft = -1
end
end
function onPrecise()
if GameTime > 2500 then
SetAnimSkip(true)
end
end