ACF2: Fix breakage when Dense Cloud dies after accepting offer, but before returning to Leaks A Lot
--[[
A Classic Fairytale: The Shadow Falls
= SUMMARY =
Dense Cloud and Leaks a Lot fight against waves of cannibals. Then a
cyborg shows up and offers one of the natives goodies in exchange for
betraying his tribe.
The decision affects the rest of the story. The survival of Dense
Cloud is important for the gameplay of the next mission.
= GOALS =
Kill Weaklings and Stronglings.
= FLOW CHART =
== Linear events ==
- Initial hog spawns: Dense Cloud, Leaks a Lot and Brainiac (Weaklings)
- Cut scene: startDialogue
- TBS
- Brainiac dead
- Cut scene: weaklingsAnim
- The remaining Weaklings spawn
- TBS
- All Weaklings dead
- Cut scene: stronglingsAnim: Stronglings spawn, Dense Cloud walks to forest, meets cyborg, cyborg makes offer
- The cyborg offer is an IMPORTANT decision, it completely changes the next mission, and the rest of the story
| Accept: Player walks to cyborg
- Cut scene: acceptAnim
- Dense Cloud needs to walk all the way back (infinite turn time)
| Dense Cloud reached tree
- Turn time starts
- TBS
- Stronglings defeated
| Stronglings defeated with both hogs survived
- Cut scene: acceptedSurvivedFinalAnim
| Stronglings defeated with Dense Cloud dead
- Cut scene: acceptedDiedFinalAnim
> Victory
| Dense Cloud dies before reaching the tree
> Game over
| Reject: Player walks away
- Cut scene: refusedAnim
- Leaks a Lot teleports back to tree at the start (automatically)
- Spiky Cheese and Ramon appear together with crates
- Spiky Cheese gains control
- TBS
- Stronglings defeated
- Cut scene: refusedFinalAnim
> Victory
| Attack: Player attacks cyborg
- Cut scene: attackAnim
- Cyborg kills Dense Cloud
- Other native's turn to defeat Stronglings
- TBS
- Stronglings defeated
- Cut scene: attackedFinalAnim
> Victory
== Non-linear events ==
| Dense Cloud or Leaks A Lot dead (exceptions: killed by cyborg; or Leaks A Lot died in the battle against the Stronglings):
> Game over
]]
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
-----------------------------Constants---------------------------------
startStage = 0
spyStage = 1
wave1Stage = 2
wave2Stage = 3
cyborgStage = 4
ramonStage = 5
aloneStage = 6
duoStage = 7
interSpyStage = 8
interWeakStage = 9
acceptedReturnStage = 10
refusedReturnStage = 11
attackedReturnStage = 12
loseStage = 13
wave1EnemyTurn = false
ourTeam = 0
weakTeam = 1
strongTeam = 2
cyborgTeam = 3
leaksNr = 0
denseNr = 1
choiceAccept = 1
choiceRefuse = 2
choiceAttack = 3
HogNames = {loc("Brainiac"), loc("Corpsemonger"), loc("Femur Lover"), loc("Glark"), loc("Bonely"), loc("Rot Molester"), loc("Bloodrocutor"), loc("Muscle Dissolver"), loc("Bloodsucker")}
nativesTeamName = nil
weaklingsTeamName = nil
---POSITIONS---
cannibalPos = {{3108, 1127},
{2559, 1080}, {3598, 1270}, {3293, 1177}, {2623, 1336},
{3418, 1336}, {3447, 1335}, {3481, 1340}, {3507, 1324}}
densePos = {2776, 1177}
leaksPos = {2941, 1172}
cyborgPos = {1113, 1818}
---Animations
startDialogue = {}
weaklingsAnim = {}
stronglingsAnim = {}
acceptedAnim = {}
acceptedSurvivedFinalAnim = {}
acceptedDiedFinalAnim = {}
refusedAnim = {}
refusedFinalAnim = {}
attackedAnim = {}
attackedFinalAnim = {}
-----------------------------Variables---------------------------------
lastHogTeam = ourTeam
lastOurHog = leaksNr
lastEnemyHog = 0
stage = 0
choice = 0
checkAcceptTimer = 0
brainiacDead = false
cyborgHidden = false
leaksHidden = false
denseHidden = false
cyborgAttacked = false
shotgunTaken = false
grenadeTaken = false
spikyDead = false
ramonDead = false
denseDead = false
leaksDead = false
ramonHidden = false
spikyHidden = false
grenadeUsed = false
shotgunUsed = false
hogNr = {}
cannibalDead = {}
isHidden = {}
--------------------------Anim skip functions--------------------------
function AfterRefusedAnim()
if stage == loseStage then
return
end
SpawnSupplyCrate(2045, 1575, amSwitch)
SpawnSupplyCrate(2365, 1495, amShotgun)
SpawnSupplyCrate(2495, 1519, amGrenade)
SpawnSupplyCrate(2620, 1524, amRope)
ShowMission(loc("The Shadow Falls"), loc("The Showdown"), loc("Save Leaks A Lot!|Hint: The switch hedgehog utility might be of help to you."), 1, 6000)
RemoveEventFunc(CheckDenseDead)
AddEvent(CheckStronglingsDead, {}, DoStronglingsDeadRefused, {}, 0)
AddAmmo(cannibals[6], amGrenade, 1)
AddAmmo(cannibals[7], amGrenade, 1)
AddAmmo(cannibals[8], amGrenade, 1)
AddAmmo(cannibals[9], amGrenade, 1)
AddAmmo(dense, amSkip, 100)
AddAmmo(leaks, amSkip, 100)
stage = ramonStage
SwitchHog(cannibals[9])
FollowGear(ramon)
EndTurn(true)
SetGearMessage(ramon, 0)
SetGearMessage(leaks, 0)
AnimWait(ramon, 1)
AddFunction({func = HideHog, args = {cyborg}})
end
function SkipRefusedAnim()
if stage == loseStage then
return
end
RefusedStart()
AnimSetGearPosition(dense, 2645, 1146)
AnimSetGearPosition(ramon, 2218, 1675)
AnimSetGearPosition(spiky, 2400, 1675)
end
function AfterStartDialogue()
if stage == loseStage then
return
end
stage = spyStage
ShowMission(loc("The Shadow Falls"), loc("Play with me!"), loc("Kill the cannibal!").."|"..loc("Both your hedgehogs must survive."), 1, 6000)
SetTurnTimeLeft(TurnTime)
end
function StartSkipFunc()
if stage == loseStage then
return
end
SetState(cannibals[1], 0)
AnimTurn(leaks, "Right")
AnimSwitchHog(leaks)
end
function AfterWeaklingsAnim()
if stage == loseStage then
return
end
AddAmmo(cannibals[2], amShotgun, 1)
AddAmmo(cannibals[2], amGrenade, 1)
AddAmmo(cannibals[3], amShotgun, 1)
AddAmmo(cannibals[3], amGrenade, 1)
AddAmmo(cannibals[4], amShotgun, 1)
AddAmmo(cannibals[4], amGrenade, 1)
AddAmmo(cannibals[5], amShotgun, 1)
AddAmmo(cannibals[5], amGrenade, 1)
AddAmmo(leaks, amSkip, 100)
AddAmmo(dense, amSkip, 100)
AddEvent(CheckWeaklingsKilled, {}, DoWeaklingsKilled, {}, 0)
SetHealth(SpawnHealthCrate(2757, 1030), 50)
SetHealth(SpawnHealthCrate(2899, 1009), 50)
stage = wave1Stage
SetGearMessage(dense, 0)
SetGearMessage(leaks, 0)
EndTurn(true)
ShowMission(loc("The Shadow Falls"), loc("Why do you not like me?"), loc("Obliterate them!|Hint: You might want to take cover...").."|"..loc("Both your hedgehogs must survive."), 1, 6000)
end
function SkipWeaklingsAnim()
if stage == loseStage then
return
end
for i = 2, 5 do
if isHidden[cannibals[i]] == true then
RestoreHog(cannibals[i])
isHidden[cannibals[i]] = false
end
AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i]))
SetState(cannibals[i], 0)
end
AnimSwitchHog(cannibals[2])
end
function AfterStronglingsAnim()
if stage == loseStage then
return
end
stage = cyborgStage
ShowMission(loc("The Shadow Falls"), loc("The Dilemma"), loc("Choose your side! If you want to join the strange man, walk up to him.|Otherwise, walk away from him. If you decide to att...nevermind..."), 1, 8000)
AddEvent(CheckChoice, {}, DoChoice, {}, 0)
AddEvent(CheckRefuse, {}, DoRefuse, {}, 0)
AddEvent(CheckAccept, {}, DoAccept, {}, 0)
AddEvent(CheckConfront, {}, DoConfront, {}, 0)
AddAmmo(dense, amSwitch, 0)
AddAmmo(dense, amSkip, 0)
AddAmmo(leaks, amSwitch, 0)
AddAmmo(leaks, amSkip, 0)
SetHealth(SpawnHealthCrate(2557, 1030), 50)
SetHealth(SpawnHealthCrate(3599, 1009), 50)
EndTurn(true)
end
function SkipStronglingsAnim()
if stage == loseStage then
return
end
for i = 6, 9 do
if isHidden[cannibals[i]] == true then
RestoreHog(cannibals[i])
isHidden[cannibals[i]] = false
end
AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i]))
SetState(cannibals[i], 0)
end
if cyborgHidden == true then
RestoreHog(cyborg)
cyborgHidden = false
end
SetState(cyborg, 0)
SetState(dense, 0)
AnimSetGearPosition(dense, 1350, 1315)
FollowGear(dense)
HogTurnLeft(dense, true)
AnimSetGearPosition(cyborg, 1250, 1315)
SwitchHog(dense)
end
function AfterAcceptedAnim()
if stage == loseStage then
return
end
stage = acceptedReturnStage
SpawnSupplyCrate(1370, 810, amGirder)
SpawnSupplyCrate(1300, 810, amParachute)
ShowMission(loc("The Shadow Falls"), loc("The walk of Fame"), loc("Return to Leaks A Lot!"), 1, 6000)
AddEvent(CheckReadyForStronglings, {}, DoReadyForStronglings, {}, 0)
AddEvent(CheckNeedGirder, {}, DoNeedGirder, {}, 0)
AddEvent(CheckNeedWeapons, {}, DoNeedWeapons, {}, 0)
SwitchHog(dense)
AnimWait(dense, 1)
AddFunction({func = HideHog, args = {cyborg}})
end
function SkipAcceptedAnim()
if stage == loseStage then
return
end
AnimSetGearPosition(cyborg, unpack(cyborgPos))
SetState(cyborg, gstInvisible)
AnimSwitchHog(dense)
end
function AfterAttackedAnim()
if stage == loseStage then
return
end
stage = aloneStage
ShowMission(loc("The Shadow Falls"), loc("The Individualist"), loc("Defeat the cannibals!"), 1, 12000)
AddAmmo(cannibals[6], amGrenade, 1)
AddAmmo(cannibals[6], amFirePunch, 0)
AddAmmo(cannibals[6], amBaseballBat, 0)
AddAmmo(cannibals[7], amGrenade, 1)
AddAmmo(cannibals[7], amFirePunch, 0)
AddAmmo(cannibals[7], amBaseballBat, 0)
AddAmmo(cannibals[8], amGrenade, 1)
AddAmmo(cannibals[8], amFirePunch, 0)
AddAmmo(cannibals[8], amBaseballBat, 0)
AddAmmo(cannibals[9], amGrenade, 1)
AddAmmo(cannibals[9], amFirePunch, 0)
AddAmmo(cannibals[9], amBaseballBat, 0)
SetGearMessage(leaks, 0)
SetTurnTimeLeft(TurnTime)
AddEvent(CheckStronglingsDead, {}, DoStronglingsDeadAttacked, {}, 0)
SwitchHog(leaks)
AnimWait(dense, 1)
AddFunction({func = HideHog, args = {cyborg}})
end
function SkipAttackedAnim()
if stage == loseStage then
return
end
if denseDead == false then
DeleteGear(dense)
end
SpawnSupplyCrate(2551, 994, amGrenade)
SpawnSupplyCrate(3551, 994, amGrenade)
SpawnSupplyCrate(3392, 1101, amShotgun)
SpawnSupplyCrate(3192, 1101, amShotgun)
AnimSetGearPosition(cyborg, unpack(cyborgPos))
SetState(cyborg, gstInvisible)
end
-----------------------------Animations--------------------------------
function SpawnCrates()
SpawnSupplyCrate(2551, 994, amGrenade)
SpawnSupplyCrate(3551, 994, amGrenade)
SpawnSupplyCrate(3392, 1101, amShotgun)
SpawnSupplyCrate(3192, 1101, amShotgun)
return true
end
function EmitDenseClouds(anim, dir)
if stage == loseStage then
return
end
local dif
if dir == "Left" then
dif = 10
else
dif = -10
end
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 800}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 800}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
end
function BlowDenseCloud()
if stage == loseStage then
return
end
AnimInsertStepNext({func = DeleteGear, args = {dense}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense), GetY(dense), vgtBigExplosion, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 1200}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + 20, GetY(dense), vgtExplosion, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 100}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + 10, GetY(dense), vgtExplosion, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 100}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) - 10, GetY(dense), vgtExplosion, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 100}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) - 20, GetY(dense), vgtExplosion, 0, true}, swh = false})
end
function SetupAcceptedSurvivedFinalAnim()
table.insert(acceptedSurvivedFinalAnim, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {leaks, dense}}})
table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Pfew! That was close!"), SAY_SAY, 3000}})
if grenadeUsed and shotgunUsed then
table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Where did you get the exploding apples and the magic bow that shoots many arrows?"), SAY_SAY, 9000}})
elseif grenadeUsed then
table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Where did you get the exploding apples?"), SAY_SAY, 6000}})
elseif shotgunUsed then
table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Where did you get the magic bow that shoots many arrows?"), SAY_SAY, 8000}})
else
table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Did you warn the village?"), SAY_SAY, 4000}})
table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, loc("No, I came back to help you out..."), SAY_SAY, 5000}})
end
if grenadeUsed or shotgunUsed then
table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, loc("Uhm...I met one of them and took his weapons."), SAY_SAY, 5000}})
end
table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, loc("We should head back to the village now."), SAY_SAY, 5000}})
end
function AnimationSetup()
table.insert(startDialogue, {func = AnimWait, args = {dense, 4000}})
table.insert(startDialogue, {func = AnimCaption, args = {leaks, loc("After the shock caused by the enemy spy, Leaks A Lot and Dense Cloud went hunting to relax."), 6000}})
table.insert(startDialogue, {func = AnimCaption, args = {leaks, loc("Little did they know that this hunt will mark them forever..."), 4000}})
table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("I have no idea where that mole disappeared...Can you see it?"), SAY_SAY, 9000}})
table.insert(startDialogue, {func = AnimSay, args = {dense, loc("Nope. It was one fast mole, that's for sure."), SAY_SAY, 5000}})
table.insert(startDialogue, {func = AnimCustomFunction, args = {dense, EmitDenseClouds, {startDialogue, "Right"}}})
table.insert(startDialogue, {func = AnimWait, args = {dense, 2000}})
table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("Please, stop releasing your \"smoke signals\"!"), SAY_SAY, 5000}})
table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("You're terrorizing the forest...We won't catch anything like this!"), SAY_SAY, 6000}})
table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("..."), SAY_THINK, 1000}})
table.insert(startDialogue, {func = AnimGiveState, args = {cannibals[1], 0}, swh = false})
table.insert(startDialogue, {func = AnimOutOfNowhere, args = {cannibals[1], unpack(cannibalPos[1])}, swh = false})
table.insert(startDialogue, {func = AnimTurn, args = {leaks, "Right"}})
table.insert(startDialogue, {func = AnimTurn, args = {cannibals[1], "Right"}})
table.insert(startDialogue, {func = AnimWait, args = {cannibals[1], 1000}})
table.insert(startDialogue, {func = AnimTurn, args = {cannibals[1], "Left"}})
table.insert(startDialogue, {func = AnimWait, args = {cannibals[1], 1000}})
table.insert(startDialogue, {func = AnimTurn, args = {cannibals[1], "Right"}})
table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], loc("I can't believe it worked!"), SAY_THINK, 3500}})
table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], loc("That shaman sure knows what he's doing!"), SAY_THINK, 6000}})
table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], loc("Yeah...I think it's a 'he', lol."), SAY_THINK, 5000}})
table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("It wants our brains!"), SAY_SHOUT, 3000}})
table.insert(startDialogue, {func = AnimTurn, args = {cannibals[1], "Left"}})
table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], loc("Not you again! My head still hurts from last time!"), SAY_SHOUT, 6000}})
table.insert(startDialogue, {func = AnimSwitchHog, args = {leaks}})
AddSkipFunction(startDialogue, StartSkipFunc, {})
table.insert(weaklingsAnim, {func = AnimGearWait, args = {leaks, 1000}})
table.insert(weaklingsAnim, {func = AnimCustomFunction, args = {leaks, CondNeedToTurn, {leaks, dense}}})
table.insert(weaklingsAnim, {func = AnimSay, args = {leaks, loc("Did you see him coming?"), SAY_SAY, 3500}})
table.insert(weaklingsAnim, {func = AnimSay, args = {dense, loc("No. Where did he come from?"), SAY_SAY, 3500}})
table.insert(weaklingsAnim, {func = AnimCustomFunction, args = {leaks, UnHideWeaklings, {}}})
table.insert(weaklingsAnim, {func = AnimOutOfNowhere, args = {cannibals[2], unpack(cannibalPos[2])}})
table.insert(weaklingsAnim, {func = AnimGiveState, args = {cannibals[2], 0}})
table.insert(weaklingsAnim, {func = AnimWait, args = {leaks, 400}})
table.insert(weaklingsAnim, {func = AnimGiveState, args = {cannibals[3], 0}})
table.insert(weaklingsAnim, {func = AnimOutOfNowhere, args = {cannibals[3], unpack(cannibalPos[3])}})
table.insert(weaklingsAnim, {func = AnimWait, args = {leaks, 400}})
table.insert(weaklingsAnim, {func = AnimGiveState, args = {cannibals[4], 0}})
table.insert(weaklingsAnim, {func = AnimOutOfNowhere, args = {cannibals[4], unpack(cannibalPos[4])}})
table.insert(weaklingsAnim, {func = AnimWait, args = {leaks, 400}})
table.insert(weaklingsAnim, {func = AnimGiveState, args = {cannibals[5], 0}})
table.insert(weaklingsAnim, {func = AnimOutOfNowhere, args = {cannibals[5], unpack(cannibalPos[5])}})
table.insert(weaklingsAnim, {func = AnimWait, args = {leaks, 400}})
table.insert(weaklingsAnim, {func = AnimSay, args = {cannibals[3], loc("Are we there yet?"), SAY_SAY, 4000}})
table.insert(weaklingsAnim, {func = AnimSay, args = {dense, loc("This must be some kind of sorcery!"), SAY_SHOUT, 3500}})
table.insert(weaklingsAnim, {func = AnimSwitchHog, args = {cannibals[2]}})
AddSkipFunction(weaklingsAnim, SkipWeaklingsAnim, {})
table.insert(stronglingsAnim, {func = AnimGearWait, args = {leaks, 1000}})
table.insert(stronglingsAnim, {func = AnimCustomFunction, args = {leaks, UnHideStronglings, {}}})
table.insert(stronglingsAnim, {func = AnimCustomFunction, args = {leaks, CondNeedToTurn, {leaks, dense}}})
table.insert(stronglingsAnim, {func = AnimGiveState, args = {leaks, 0}})
table.insert(stronglingsAnim, {func = AnimGiveState, args = {dense, 0}})
table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("I thought their shaman died when he tried our medicine!"), SAY_SAY, 7000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {dense, loc("I saw it with my own eyes!"), SAY_SAY, 4000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("Then how do they keep appearing?"), SAY_SAY, 4000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("It's impossible to communicate with the spirits without a shaman."), SAY_SAY, 7000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {dense, loc("We need to warn the village."), SAY_SAY, 3500}})
table.insert(stronglingsAnim, {func = AnimGiveState, args = {cannibals[6], 0}})
table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cannibals[6], unpack(cannibalPos[6])}})
table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 400}})
table.insert(stronglingsAnim, {func = AnimGiveState, args = {cannibals[7], 0}})
table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cannibals[7], unpack(cannibalPos[7])}})
table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 400}})
table.insert(stronglingsAnim, {func = AnimGiveState, args = {cannibals[8], 0}})
table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cannibals[8], unpack(cannibalPos[8])}})
table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 400}})
table.insert(stronglingsAnim, {func = AnimGiveState, args = {cannibals[9], 0}})
table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cannibals[9], unpack(cannibalPos[9])}})
table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 400}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cannibals[7], loc("What a ride!"), SAY_SHOUT, 2000}})
table.insert(stronglingsAnim, {func = AnimTurn, args = {leaks, "Right"}})
table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 700}})
table.insert(stronglingsAnim, {func = AnimTurn, args = {leaks, "Left"}})
table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("We can't defeat them!"), SAY_THINK, 3000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("I'll hold them off while you return to the village!"), SAY_SAY, 6000}})
table.insert(stronglingsAnim, {func = AnimFollowGear, args = {cyborg}, swh = false})
table.insert(stronglingsAnim, {func = AnimCaption, args = {cyborg, loc("30 minutes later...")}, swh = false})
table.insert(stronglingsAnim, {func = AnimWait, args = {cyborg, 2000}})
table.insert(stronglingsAnim, {func = AnimSetGearPosition, args = {dense, 1420, 1315}})
table.insert(stronglingsAnim, {func = AnimMove, args = {dense, "Left", 1400, 0}})
table.insert(stronglingsAnim, {func = AnimCustomFunction, args = {dense, EmitDenseClouds, {stronglingsAnim, "Left"}}})
table.insert(stronglingsAnim, {func = AnimMove, args = {dense, "Left", 1350, 0}})
table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cyborg, 1250, 1320}})
table.insert(stronglingsAnim, {func = AnimRemoveState, args = {cyborg, gstInvisible}})
table.insert(stronglingsAnim, {func = AnimGearWait, args = {cyborg, 2000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("Greetings, cloudy one!"), SAY_SAY, 3000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("I have come to make you an offering..."), SAY_SAY, 6000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("You are given the chance to turn your life around..."), SAY_SAY, 6000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("If you agree to provide the information we need, you will be spared!"), SAY_SAY, 7000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("Have no illusions, your tribe is dead, indifferent of your choice."), SAY_SAY, 7000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("If you decide to help us, though, we will no longer need to find a new governor for the island."), SAY_SAY, 8000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("If you know what I mean..."), SAY_SAY, 3000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("So? What will it be?"), SAY_SAY, 3000}})
table.insert(stronglingsAnim, {func = AnimSwitchHog, args = {dense}})
AddSkipFunction(stronglingsAnim, SkipStronglingsAnim, {})
table.insert(acceptedAnim, {func = AnimSay, args = {cyborg, loc("Great choice, Steve! Mind if I call you that?"), SAY_SAY, 7000}})
table.insert(acceptedAnim, {func = AnimSay, args = {dense, loc("Whatever floats your boat..."), SAY_SAY, 4500}})
table.insert(acceptedAnim, {func = AnimSay, args = {cyborg, loc("Great! You will be contacted soon for assistance."), SAY_SAY, 6000}})
table.insert(acceptedAnim, {func = AnimSay, args = {cyborg, loc("In the meantime, take these and return to your \"friend\"!"), SAY_SAY, 6000}})
table.insert(acceptedAnim, {func = AnimGiveState, args = {cyborg, gstInvisible}})
table.insert(acceptedAnim, {func = AnimDisappear, args = {cyborg, unpack(cyborgPos)}})
table.insert(acceptedAnim, {func = AnimSwitchHog, args = {dense}})
AddSkipFunction(acceptedAnim, SkipAcceptedAnim, {})
table.insert(acceptedDiedFinalAnim, {func = AnimSay, args = {leaks, loc("Pfew! That was close!"), SAY_THINK, 3000}})
table.insert(acceptedDiedFinalAnim, {func = AnimSay, args = {leaks, loc("Your death will not be in vain, Dense Cloud!"), SAY_THINK, 5000}})
table.insert(acceptedDiedFinalAnim, {func = AnimSay, args = {dense, loc("You will be avenged!"), SAY_SAY, 3000}})
table.insert(refusedAnim, {func = AnimSay, args = {cyborg, loc("I see..."), SAY_SAY, 2000}})
table.insert(refusedAnim, {func = AnimSay, args = {cyborg, loc("Remember this, pathetic animal: When the day comes, you will regret your blind loyalty!"), SAY_SAY, 8000}})
table.insert(refusedAnim, {func = AnimSay, args = {cyborg, loc("You just committed suicide..."), SAY_SAY, 5000}})
table.insert(refusedAnim, {func = AnimDisappear, args = {cyborg, unpack(cyborgPos)}})
table.insert(refusedAnim, {func = AnimGiveState, args = {cyborg, gstInvisible}})
table.insert(refusedAnim, {func = AnimSay, args = {dense, loc("If you say so..."), SAY_THINK, 3000}})
table.insert(refusedAnim, {func = AnimFollowGear, args = {cyborg}, swh = false})
table.insert(refusedAnim, {func = AnimWait, args = {cyborg, 700}})
table.insert(refusedAnim, {func = AnimCustomFunction, args = {dense, RefusedStart, {}}})
table.insert(refusedAnim, {func = AnimOutOfNowhere, args = {dense, 2645, 1146}})
table.insert(refusedAnim, {func = AnimOutOfNowhere, args = {ramon, 2218, 1675}})
table.insert(refusedAnim, {func = AnimOutOfNowhere, args = {spiky, 2400, 1675}})
table.insert(refusedAnim, {func = AnimTurn, args = {spiky, "Left"}})
table.insert(refusedAnim, {func = AnimWait, args = {cyborg, 1700}})
table.insert(refusedAnim, {func = AnimTurn, args = {spiky, "Right"}})
table.insert(refusedAnim, {func = AnimWait, args = {cyborg, 1700}})
table.insert(refusedAnim, {func = AnimTurn, args = {spiky, "Left"}})
table.insert(refusedAnim, {func = AnimSay, args = {spiky, loc("Dude, we really need a new shaman..."), SAY_SAY, 4000}})
AddSkipFunction(refusedAnim, SkipRefusedAnim, {})
table.insert(refusedFinalAnim, {func = AnimSay, args = {leaks, loc("It's over..."), SAY_SAY, 2000}})
table.insert(refusedFinalAnim, {func = AnimSay, args = {leaks, loc("Let's head back to the village!"), SAY_SAY, 4000}})
table.insert(attackedAnim, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {cyborg, dense}}})
table.insert(attackedAnim, {func = AnimCustomFunction, args = {cyborg, SetHealth, {cyborg, 200}}})
table.insert(attackedAnim, {func = AnimWait, args = {cyborg, 2000}})
table.insert(attackedAnim, {func = AnimSay, args = {cyborg, loc("Really?! You thought you could harm me with your little toys?"), SAY_SAY, 7000}})
table.insert(attackedAnim, {func = AnimSay, args = {cyborg, loc("You're pathetic! You are not worthy of my attention..."), SAY_SAY, 6000}})
table.insert(attackedAnim, {func = AnimSay, args = {cyborg, loc("Actually, you aren't worthy of life! Take this..."), SAY_SAY, 5000}})
table.insert(attackedAnim, {func = AnimCustomFunction, args = {dense, BlowDenseCloud, {}}, swh = false})
table.insert(attackedAnim, {func = AnimWait, args = {cyborg, 2000}})
table.insert(attackedAnim, {func = AnimSay, args = {cyborg, loc("Incredible..."), SAY_SAY, 3000}})
table.insert(attackedAnim, {func = AnimDisappear, args = {cyborg, unpack(cyborgPos)}})
table.insert(attackedAnim, {func = AnimGiveState, args = {cyborg, gstInvisible}})
table.insert(attackedAnim, {func = AnimSwitchHog, args = {leaks}})
table.insert(attackedAnim, {func = AnimSay, args = {leaks, loc("I wonder where Dense Cloud is..."), SAY_THINK, 4000}})
table.insert(attackedAnim, {func = AnimSay, args = {leaks, loc("I can't wait any more, I have to save myself!"), SAY_THINK, 5000}})
table.insert(attackedAnim, {func = AnimCustomFunction, args = {leaks, SpawnCrates, {}}})
table.insert(attackedAnim, {func = AnimWait, args = {leaks, 1500}})
table.insert(attackedAnim, {func = AnimSay, args = {leaks, loc("Where are all these crates coming from?!"), SAY_THINK, 5500}})
AddSkipFunction(attackedAnim, SkipAttackedAnim, {})
table.insert(attackedFinalAnim, {func = AnimWait, args = {leaks, 2000}})
table.insert(attackedFinalAnim, {func = AnimSay, args = {leaks, loc("I have to get back to the village!"), SAY_THINK, 5000}})
table.insert(attackedFinalAnim, {func = AnimSay, args = {leaks, loc("Dense Cloud must have already told them everything..."), SAY_THINK, 7000}})
end
-----------------------------Misc--------------------------------------
function RefusedStart()
if stage == loseStage then
return
end
if ramonHidden == true then
RestoreHog(ramon)
ramonHidden = false
end
if spikyHidden == true then
RestoreHog(spiky)
spikyHidden = false
end
SetState(ramon, 0)
SetState(spiky, 0)
SetGearMessage(dense, 0)
SetGearMessage(ramon, 0)
SetGearMessage(spiky, 0)
end
function AddHogs()
nativesTeamName = AddMissionTeam(-2)
ramon = AddHog(loc("Ramon"), 0, 100, "rasta")
leaks = AddHog(loc("Leaks A Lot"), 0, 100, "Rambo")
dense = AddHog(loc("Dense Cloud"), 0, 100, "RobinHood")
spiky = AddHog(loc("Spiky Cheese"), 0, 100, "hair_yellow")
weaklingsTeamName = AddTeam(loc("Weaklings"), -1, "skull", "Island", "Pirate_qau", "cm_vampire")
cannibals = {}
cannibals[1] = AddHog(loc("Brainiac"), 5, 20, "Zombi")
for i = 2, 5 do
cannibals[i] = AddHog(HogNames[i], 5, 20, "Zombi")
hogNr[cannibals[i]] = i - 2
end
AddTeam(loc("Stronglings"), -1, "skull", "Island", "Pirate_qau", "cm_vampire")
for i = 6, 9 do
cannibals[i] = AddHog(HogNames[i], 4, 30, "vampirichog")
hogNr[cannibals[i]] = i - 2
end
AddTeam(loc("011101001"), -1, "ring", "UFO", "Robot_qau", "cm_binary")
cyborg = AddHog(loc("Y3K1337"), 0, 200, "cyborg1")
end
function PlaceHogs()
HogTurnLeft(leaks, true)
for i = 2, 9 do
AnimSetGearPosition(cannibals[i], unpack(cyborgPos))
AnimTurn(cannibals[i], "Left")
cannibalDead[i] = false
end
AnimSetGearPosition(cannibals[1], cannibalPos[1][1], cannibalPos[1][2])
AnimTurn(cannibals[1], "Left")
AnimSetGearPosition(cyborg, cyborgPos[1], cyborgPos[2])
AnimSetGearPosition(ramon, 2218, 1675)
AnimSetGearPosition(skiky, 2400, 1675)
AnimSetGearPosition(dense, densePos[1], densePos[2])
AnimSetGearPosition(leaks, leaksPos[1], leaksPos[2])
end
function VisiblizeHogs()
for i = 1, 9 do
SetState(cannibals[i], gstInvisible)
end
SetState(cyborg, gstInvisible)
SetState(ramon, gstInvisible)
SetState(spiky, gstInvisible)
end
function CondNeedToTurn(hog1, hog2)
if stage == loseStage then
return
end
xl, xd = GetX(hog1), GetX(hog2)
if xl and xd then
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
end
function HideHogs()
for i = 2, 9 do
HideHog(cannibals[i])
isHidden[cannibals[i]] = true
end
HideHog(cyborg)
cyborgHidden = true
HideHog(ramon)
HideHog(spiky)
ramonHidden = true
spikyHidden = true
end
function HideStronglings()
if stage == loseStage then
return
end
for i = 6, 9 do
HideHog(cannibals[i])
isHidden[cannibals[i]] = true
end
end
function UnHideWeaklings()
if stage == loseStage then
return
end
for i = 2, 5 do
RestoreHog(cannibals[i])
isHidden[cannibals[i]] = false
SetState(cannibals[i], gstInvisible)
end
end
function UnHideStronglings()
if stage == loseStage then
return
end
for i = 6, 9 do
RestoreHog(cannibals[i])
isHidden[cannibals[i]] = false
SetState(cannibals[i], gstInvisible)
end
RestoreHog(cyborg)
cyborgHidden = false
SetState(cyborg, gstInvisible)
end
function ChoiceTaken()
if stage == loseStage then
return
end
SetGearMessage(CurrentHedgehog, 0)
if choice == choiceAccept then
AddAnim(acceptedAnim)
AddFunction({func = AfterAcceptedAnim, args = {}})
elseif choice == choiceRefuse then
AddAnim(refusedAnim)
AddFunction({func = AfterRefusedAnim, args = {}})
else
AddAnim(attackedAnim)
AddFunction({func = AfterAttackedAnim, args = {}})
end
end
function KillCyborg()
if stage == loseStage then
return
end
RestoreHog(cyborg)
DeleteGear(cyborg)
EndTurn(true)
end
-----------------------------Events------------------------------------
function CheckBrainiacDead()
return brainiacDead
end
function isHogAlive(hog)
if GetHealth(hog) == nil or GetHealth(hog) <= 0 then
return false
else
local _,_,_,_,_,_,_,_,_,_,_,damage = GetGearValues(hog)
if damage > GetHealth(hog) then
return false
end
end
return true
end
function DoBrainiacDead()
if stage == loseStage then
return
end
if (not isHogAlive(dense)) or (not isHogAlive(leaks)) then
return
end
EndTurn(true)
SetGearMessage(CurrentHedgehog, 0)
AddAnim(weaklingsAnim)
AddFunction({func = AfterWeaklingsAnim, args = {}})
stage = interSpyStage
end
function CheckWeaklingsKilled()
for i = 2, 5 do
if cannibalDead[i] == false then
return false
end
end
return true
end
function DoWeaklingsKilled()
if stage == loseStage then
return
end
if (not isHogAlive(dense)) or (not isHogAlive(leaks)) then
return
end
SetGearMessage(CurrentHedgehog, 0)
AddAnim(stronglingsAnim)
AddFunction({func = AfterStronglingsAnim, args = {}})
stage = interWeakStage
DismissTeam(weaklingsTeamName)
end
function CheckRefuse()
return isHogAlive(dense) and GetX(dense) > 1400 and StoppedGear(dense)
end
function DoRefuse()
if stage == loseStage then
return
end
choice = choiceRefuse
end
function CheckAccept()
if not isHogAlive(dense) then
return false
end
if GetX(dense) < 1300 then
-- When close to cyborg, wait for a short time before accepting,
-- to allow player to attack with melee weapons.
checkAcceptTimer = checkAcceptTimer + 1
if checkAcceptTimer > 2000 and denseDead == false and StoppedGear(dense) then
return true
end
else
checkAcceptTimer = 0
end
return false
end
function DoAccept()
if stage == loseStage then
return
end
choice = choiceAccept
end
function CheckConfront()
return cyborgAttacked and isHogAlive(dense) and StoppedGear(dense)
end
function DoConfront()
if stage == loseStage then
return
end
choice = choiceAttack
end
function CheckChoice()
return choice ~= 0
end
function DoChoice()
if stage == loseStage then
return
end
RemoveEventFunc(CheckConfront)
RemoveEventFunc(CheckAccept)
RemoveEventFunc(CheckRefuse)
ChoiceTaken()
end
function CheckNeedGirder()
if stage == loseStage then
return false
end
return denseDead == false and GetX(dense) > 1640 and StoppedGear(dense)
end
function DoNeedGirder()
if stage == loseStage then
return
end
local ctrl = loc("Hint: To place a girder, select it,|then use [Left] and [Right] to select angle and length,|then choose a location for the girder.")
if INTERFACE == "touch" then
ctrl = ctrl .. "|" .. loc("Choose location: Tap the [Target] button, then tap on the spot you want to choose")
else
ctrl = ctrl .. "|" .. loc("Choose location: Left click")
end
ShowMission(loc("The Shadow Falls"), loc("Under Construction"), loc("Return to Leaks A Lot!") .. "|" .. ctrl, 1, 6000)
end
function CheckNeedWeapons()
if stage == loseStage then
return false
end
return denseDead == false and GetX(dense) > 2522 and StoppedGear(dense)
end
function DoNeedWeapons()
if stage == loseStage then
return
end
grenadeCrate = SpawnSupplyCrate(2550, 800, amGrenade)
shotgunCrate = SpawnSupplyCrate(2610, 850, amShotgun)
AddCaption(loc("A little gift from the cyborgs"))
end
function CheckReadyForStronglings()
if stage == loseStage then
return false
end
if not isHogAlive(dense) then
return false
end
return (shotgunTaken and grenadeTaken) or GetX(dense) > 2700
end
function DoReadyForStronglings()
if stage == loseStage then
return
end
ShowMission(loc("The Shadow Falls"), loc("The guardian"), loc("Defeat the cannibals!") .."|".. loc("Leaks A Lot must survive!"), 1, 12000)
AddAmmo(dense, amSkip, 100)
AddAmmo(dense, amSwitch, 100)
AddAmmo(leaks, amSkip, 100)
AddAmmo(leaks, amSwitch, 100)
stage = duoStage
RemoveEventFunc(CheckNeedGirder)
RemoveEventFunc(CheckNeedWeapons)
RemoveEventFunc(CheckDenseDead)
AddEvent(CheckStronglingsDead, {}, DoStronglingsDead, {}, 0)
AddAmmo(cannibals[6], amGrenade, 2)
AddAmmo(cannibals[6], amShotgun, 2)
AddAmmo(cannibals[7], amGrenade, 2)
AddAmmo(cannibals[7], amShotgun, 2)
AddAmmo(cannibals[8], amGrenade, 2)
AddAmmo(cannibals[8], amShotgun, 2)
AddAmmo(cannibals[9], amGrenade, 2)
AddAmmo(cannibals[9], amShotgun, 2)
SetGearMessage(leaks, 0)
SetGearMessage(dense, 0)
SetTurnTimeLeft(TurnTime)
end
function DoStronglingsDead()
if stage == loseStage then
return
end
if not isHogAlive(leaks) then
return
end
SetGearMessage(CurrentHedgehog, 0)
if denseDead == true then
AddAnim(acceptedDiedFinalAnim)
SaveCampaignVar("M2DenseDead", "1")
else
SetupAcceptedSurvivedFinalAnim()
AddAnim(acceptedSurvivedFinalAnim)
SaveCampaignVar("M2DenseDead", "0")
end
SaveCampaignVar("M2RamonDead", "0")
SaveCampaignVar("M2SpikyDead", "0")
AddFunction({func = KillCyborg, args = {}})
if progress and progress<2 then
SaveCampaignVar("Progress", "2")
end
SaveCampaignVar("M2Choice", "" .. choice)
end
function DoStronglingsDeadRefused()
if stage == loseStage then
return
end
if denseDead == true then
SaveCampaignVar("M2DenseDead", "1")
else
SaveCampaignVar("M2DenseDead", "0")
end
if ramonDead == true then
SaveCampaignVar("M2RamonDead", "1")
else
SaveCampaignVar("M2RamonDead", "0")
end
if spikyDead == true then
SaveCampaignVar("M2SpikyDead", "1")
else
SaveCampaignVar("M2SpikyDead", "0")
end
AddAnim(refusedFinalAnim)
AddFunction({func = KillCyborg, args = {}})
if progress and progress<2 then
SaveCampaignVar("Progress", "2")
end
SaveCampaignVar("M2Choice", "" .. choice)
end
function DoStronglingsDeadAttacked()
if stage == loseStage then
return
end
SaveCampaignVar("M2DenseDead", "1")
SaveCampaignVar("M2RamonDead", "0")
SaveCampaignVar("M2SpikyDead", "0")
if progress and progress<2 then
SaveCampaignVar("Progress", "2")
end
SaveCampaignVar("M2Choice", "" .. choice)
AddAnim(attackedFinalAnim)
AddFunction({func = KillCyborg, args = {}})
end
function CheckStronglingsDead()
if leaksDead == true then
return false
end
for i = 6, 9 do
if cannibalDead[i] == false then
return false
end
end
return true
end
function CheckLeaksDead()
return leaksDead
end
function DoDead()
if stage == loseStage then
return
end
AddCaption(loc("...and so the cyborgs took over the world..."))
stage = loseStage
DismissTeam(nativesTeamName)
end
function CheckDenseDead()
return denseDead and choice ~= choiceAttack
end
-----------------------------Main Functions----------------------------
function onGameInit()
Seed = 334
GameFlags = gfSolidLand + gfDisableWind + gfPerHogAmmo
TurnTime = 50000
CaseFreq = 0
MinesNum = 0
MinesTime = 3000
Explosives = 0
Map = "A_Classic_Fairytale_shadow"
Theme = "Nature"
-- Disable Sudden Death
HealthDecrease = 0
WaterRise = 0
AddHogs()
PlaceHogs()
VisiblizeHogs()
AnimInit()
AnimationSetup()
end
function onGameStart()
progress = tonumber(GetCampaignVar("Progress"))
HideHogs()
AddAmmo(leaks, amSwitch, 100)
AddAmmo(dense, amSwitch, 100)
AddEvent(CheckLeaksDead, {}, DoDead, {}, 0)
AddEvent(CheckDenseDead, {}, DoDead, {}, 0)
AddAnim(startDialogue)
AddFunction({func = AfterStartDialogue, args = {}})
AddEvent(CheckBrainiacDead, {}, DoBrainiacDead, {}, 0)
local hint
if INTERFACE == "touch" then
-- FIXME: No precise key available in Touch yet.
hint = ""
else
hint = "|" .. loc("Hint: Cinematics can be skipped with the [Precise] key.")
end
ShowMission(loc("The Shadow Falls"), loc("The First Encounter"), loc("Survive!") .. hint, 1, 0)
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onGearDelete(gear)
if gear == cannibals[1] then
brainiacDead = true
elseif gear == grenadeCrate then
grenadeTaken = true
elseif gear == shotgunCrate then
shotgunTaken = true
elseif gear == dense then
denseDead = true
elseif gear == leaks then
leaksDead = true
elseif gear == ramon then
ramonDead = true
elseif gear == spiky then
spikyDead = true
else
for i = 2, 9 do
if gear == cannibals[i] then
cannibalDead[i] = true
end
end
end
end
function onGearAdd(gear)
if GetGearType(gear) == gtGrenade and GetHogTeamName(CurrentHedgehog) == nativesTeamName then
grenadeUsed = true
elseif GetGearType(gear) == gtShotgunShot and GetHogTeamName(CurrentHedgehog) == nativesTeamName then
shotgunUsed = true
end
end
function onAmmoStoreInit()
SetAmmo(amDEagle, 9, 0, 0, 0)
SetAmmo(amSniperRifle, 6, 0, 0, 0)
SetAmmo(amFirePunch, 3, 0, 0, 0)
SetAmmo(amWhip, 4, 0, 0, 0)
SetAmmo(amBaseballBat, 4, 0, 0, 0)
SetAmmo(amHammer, 2, 0, 0, 0)
SetAmmo(amLandGun, 1, 0, 0, 0)
SetAmmo(amSnowball, 7, 0, 0, 0)
SetAmmo(amGirder, 0, 0, 0, 2)
SetAmmo(amParachute, 0, 0, 0, 2)
SetAmmo(amGrenade, 0, 0, 0, 3)
SetAmmo(amShotgun, 0, 0, 0, 3)
SetAmmo(amSwitch, 0, 0, 0, 8)
SetAmmo(amRope, 0, 0, 0, 6)
SetAmmo(amSkip, 9, 0, 0, 0)
end
function onNewTurn()
if AnimInProgress() then
SetTurnTimeLeft(MAX_TURN_TIME)
elseif stage == wave1Stage then
if GetHogClan(CurrentHedgehog) == GetTeamClan(weaklingsTeamName) and (not wave1EnemyTurn) then
EndTurn(true)
wave1EnemyTurn = true
end
elseif stage == cyborgStage then
if CurrentHedgehog ~= dense then
EndTurn(true)
else
SetTurnTimeLeft(MAX_TURN_TIME)
end
elseif stage == acceptedReturnStage then
SwitchHog(dense)
FollowGear(dense)
SetTurnTimeLeft(MAX_TURN_TIME)
end
end
function onGearDamage(gear, damage)
if gear == cyborg and stage == cyborgStage then
cyborgAttacked = true
end
end
function onPrecise()
if GameTime > 2500 and AnimInProgress() then
SetAnimSkip(true)
return
end
end