Change graves of teams in missions for greater variety
In A Space Adventure, only one grave was used for all teams, which was clearly bad.
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-- NOBODY LAUGH
-- a hilarious (not really) adventure
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HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Tracker.lua")
local hhs = {}
function onGameInit()
Seed = 0
GameFlags = gfInfAttack + gfPerHogAmmo +gfDisableWind
-- Disable Sudden Death
HealthDecrease = 0
WaterRise = 0
TurnTime = 180000
CaseFreq = 0
MinesNum = 0
Explosives = 0
Map = "Bath"
Theme = "Nature"
AddTeam(loc("Nameless Heroes"), 14483456, "eyecross", "Wood", "HillBilly", "cm_crossedswords")
hhs[1] = AddHog(loc( "Hunter" ), 0, 1, "Skull")
SetGearPosition(hhs[1], 1267, 451)
hhs[2] = AddHog(loc("Drowner"), 0, 31, "mp3")
SetGearPosition(hhs[2], 1332, 451)
AddTeam(loc("Clowns"), 1175851, "Duck2", "Tank", "Mobster", "cm_face")
hhs[3] = AddHog(loc("Poison"), 5, 100, "WhySoSerious")
SetGearPosition(hhs[3], 1133, 446)
hhs[4] = AddHog(loc("Bobo"), 5, 100, "clown")
SetGearPosition(hhs[4], 1215, 553)
hhs[5] = AddHog(loc("Copper"), 5, 10, "clown-copper")
SetGearPosition(hhs[5], 414, 376)
hhs[6] = AddHog(loc("Derp"), 5, 100, "clown-crossed")
SetGearPosition(hhs[6], 1590, 886)
hhs[7] = AddHog(loc("Eckles"), 5, 100, "clown-copper")
SetGearPosition(hhs[7], 772, 754)
hhs[8] = AddHog(loc("Frank"), 5, 50, "clown-copper")
SetGearPosition(hhs[8], 1688, 714)
hhs[9] = AddHog(loc("Harry"), 5, 50, "clown-copper")
SetGearPosition(hhs[9], 1932, 837)
hhs[10] = AddHog(loc("Igmund"), 5, 50, "WhySoSerious")
SetGearPosition(hhs[10], 1601, 733)
end
function onGameStart()
AddAmmo(enemy, amAirAttack, 100)
ShowMission( loc("Nobody Laugh"),
loc("Scenario"),
loc("Eliminate the enemy.") .. "|" ..
loc("Unlimited Attacks: Attacks don't end your turn") .. "|"..
loc("Per-hog Ammo: Weapons are not shared between hogs")
, 0, 0
)
-- GIRDERS
PlaceGirder(1212, 710, 7)
PlaceGirder(1215, 570, 4)
PlaceGirder(1288, 520, 2)
PlaceGirder(1184, 468, 4)
PlaceGirder(1344, 468, 4)
PlaceGirder(1247, 346, 4)
PlaceGirder(667, 438, 4)
PlaceGirder(507, 438, 4)
PlaceGirder(434, 487, 2)
PlaceGirder(505, 537, 4)
PlaceGirder(665, 537, 4)
PlaceGirder(737, 487, 2)
PlaceGirder(416, 465, 6)
PlaceGirder(1415, 378, 6)
PlaceGirder(1300, 625, 3)
PlaceGirder(1359, 566, 3)
PlaceGirder(1436, 538, 0)
PlaceGirder(1505, 468, 4)
------ AMMO CRATE LIST ------
tempG = SpawnAmmoCrate(1242, 315, amBaseballBat)
tempG = SpawnAmmoCrate(1309, 315, amAirAttack)
tempG = SpawnAmmoCrate(144, 895, amAirAttack)
tempG = SpawnAmmoCrate(664, 699, amIceGun)
tempG = SpawnAmmoCrate(1572, 444, amFirePunch)
tempG = SpawnAmmoCrate(1574, 382, amDynamite)
------ UTIL CRATE LIST ------
tempG = SpawnUtilityCrate(654, 513, amParachute)
tempG = SpawnUtilityCrate(1569, 413, amParachute)
-- HOG AMMO
AddAmmo(hhs[1],amParachute,1)
AddAmmo(hhs[1],amHammer,1)
AddAmmo(hhs[2],amWhip,1)
for i = 3, 10 do
AddAmmo(hhs[i], amDEagle, 100)
AddAmmo(hhs[i], amShotgun, 100)
AddAmmo(hhs[i], amGrenade, 100)
AddAmmo(hhs[i], amBazooka, 100)
AddAmmo(hhs[i], amDrill, 100)
end
end
function onNewTurn()
SetWind(100)
end
function onAmmoStoreInit()
SetAmmo(amBaseballBat, 0, 0, 0, 1)
SetAmmo(amAirAttack, 0, 0, 0, 1)
SetAmmo(amFirePunch, 0, 0, 0, 1)
SetAmmo(amDynamite, 0, 0, 0, 1)
SetAmmo(amHammer, 0, 0, 0, 1)
SetAmmo(amIceGun, 0, 0, 0, 1)
SetAmmo(amParachute, 0, 0, 0, 1)
SetAmmo(amSwitch, 9, 0, 0, 0)
SetAmmo(amSkip, 9, 0, 0, 0)
end
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-- I'm in whitesppaaaaaaaaaacceeeee :D
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