------------------- ABOUT ---------------------- -- -- In this adventure hero visits the fruit planet -- to search for the missing part. However, a war -- has broke out and hero has to take part or leave. -- TODO: remove unwanted delay after first dialog HedgewarsScriptLoad("/Scripts/Locale.lua") HedgewarsScriptLoad("/Scripts/Animate.lua") ----------------- VARIABLES -------------------- -- globals local campaignName = loc("A Space Adventure") local missionName = loc("Fruit planet, The War!") local chooseToBattle = false local watermellonsWave = 1 -- dialogs local dialog01 = {} local dialog02 = {} local dialog03 = {} -- mission objectives local goals = { [dialog01] = {missionName, loc("Ready for Battle?"), loc("Walk left if you want to join Captain Lime or right if you want to decline his offer"), 1, 7000}, [dialog02] = {missionName, loc("Battle Starts Now!"), loc("You have choose to fight! Lead the Green Bananas to battle and try not to let them be killed"), 1, 7000}, [dialog03] = {missionName, loc("Ready for Battle?"), loc("You have choose to flee... Unfortunately the only place where you can launch your saucer is in the most left side of the map"), 1, 7000}, } -- hogs local hero = {} local yellow1 = {} local green1 = {} local green2 = {} local green3 = {} local green4 = {} -- teams local teamA = {} local teamB = {} local teamC = {} -- hedgehogs values hero.name = "Hog Solo" hero.x = 3650 hero.y = 95 hero.dead = false green1.name = "Captain Lime" green1.x = 3600 green1.y = 95 green2.name = "Mister Pear" green2.x = 3600 green2.y = 1570 green3.name = "Lady Mango" green3.x = 2170 green3.y = 680 green4.name = "Green Hog Grape" green4.x = 2900 green4.y = 1650 yellow1.name = "General Lemon" yellow1.x = 140 yellow1.y = 1980 local yellowArmy = { [1] = {name = "Robert Yellow Apple", x = 710, y = 1780}, [2] = {name = "Summer Squash", x = 304 , y = 1960}, [3] = {name = "Tall Potato", x = 830 , y = 3340}, [4] = {name = "Yellow Pepper", x = 300 , y = 1960}, [5] = {name = "Corn", x = 1320 , y = 540}, [6] = {name = "Max Citrus", x = 1900 , y = 1700}, [7] = {name = "Naranja Jed", x = 960 , y = 316}, } teamA.name = loc("Hog Solo") teamA.color = tonumber("38D61C",16) -- green teamB.name = loc("Green Bananas") teamB.color = tonumber("38D61C",16) -- green teamC.name = loc("Yellow Watermellons") teamC.color = tonumber("DDFF00",16) -- yellow function onGameInit() Seed = 1 TurnTime = 20000 CaseFreq = 0 MinesNum = 0 MinesTime = 1 Explosives = 0 Delay = 3 HealthCaseAmount = 30 Map = "fruit01_map" Theme = "Fruit" -- Hog Solo AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy") hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1") AnimSetGearPosition(hero.gear, hero.x, hero.y) HogTurnLeft(hero.gear, true) -- Green Bananas AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy") green1.gear = AddHog(green1.name, 0, 100, "war_desertgrenadier1") AnimSetGearPosition(green1.gear, green1.x, green1.y) -- Yellow Watermellons AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy") yellow1.gear = AddHog(yellow1.name, 0, 100, "war_desertgrenadier1") AnimSetGearPosition(yellow1.gear, yellow1.x, yellow1.y) -- the rest of the Yellow Watermellons for i=1,7 do yellowArmy[i].gear = AddHog(yellowArmy[i].name, 0, 100, "war_desertgrenadier1") AnimSetGearPosition(yellowArmy[i].gear, yellowArmy[i].x, yellowArmy[i].y) if i>2 then HideHog(yellowArmy[i].gear) end end AnimInit() AnimationSetup() end function onGameStart() AnimWait(hero.gear, 3000) FollowGear(hero.gear) AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0) AddEvent(onHeroSelect, {hero.gear}, heroSelect, {hero.gear}, 0) AddAnim(dialog01) SendHealthStatsOff() end function onGameTick() AnimUnWait() if ShowAnimation() == false then return end ExecuteAfterAnimations() CheckEvents() end function onGearDelete(gear) if gear == hero.gear then hero.dead = true end end function onPrecise() if GameTime > 3000 then SetAnimSkip(true) end end -------------- EVENTS ------------------ function onHeroDeath(gear) if hero.dead then return true end return false end function onHeroSelect(gear) if GetX(hero.gear) ~= hero.x then return true end return false end -------------- OUTCOMES ------------------ I should really s/OUTCOMES/ACTIONS/ function heroDeath(gear) SendStat('siGameResult', loc("Green Bananas lost, try again!")) --1 SendStat('siCustomAchievement', loc("Tips...")) --11 SendStat('siPlayerKills','1',teamC.name) SendStat('siPlayerKills','0',teamA.name) SendStat('siPlayerKills','0',teamB.name) EndGame() end function heroSelect(gear) FollowGear(hero.gear) if GetX(hero.gear) < hero.x then chooseToBattle = true AddAnim(dialog02) elseif GetX(hero.gear) > hero.x then AddAnim(dialog03) end end -------------- ANIMATIONS ------------------ function Skipanim(anim) if goals[anim] ~= nil then ShowMission(unpack(goals[anim])) end if anim == dialog01 then AnimSwitchHog(hero.gear) end end function AnimationSetup() -- DIALOG 01 - Start, Captain Lime talks explains to Hog Solo AddSkipFunction(dialog01, Skipanim, {dialog01}) table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}}) table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Somewhere in the planet of fruits a terrible war is about to begin..."), 5000}}) table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("I was told that as the leader of the king's guard, no one knows this world better than you!"), SAY_SAY, 5000}}) table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("So, I kindly ask for your help."), SAY_SAY, 3000}}) table.insert(dialog01, {func = AnimWait, args = {green1.gear, 2000}}) table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("You couldn't have come to a worse time Hog Solo!"), SAY_SAY, 3000}}) table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("The clan of the Red Strawberry wants to take over the dominion and overthrone king Pineapple."), SAY_SAY, 5000}}) table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("Under normal circumstances we could easily defeat them but we have kindly sent most of our men to the kingdom of sand to help to the annual dusting of the king's palace."), SAY_SAY, 8000}}) table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("However the army of Yellow Watermellons is about to attack any moment now."), SAY_SAY, 4000}}) table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("I would gladly help you if we won this battle but under these circumstances I'll only help you if you fight for our side."), SAY_SAY, 6000}}) table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("What do you say? Will you fight for us?"), SAY_SAY, 3000}}) table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}}) table.insert(dialog01, {func = ShowMission, args = {missionName, loc("Ready for Battle?"), loc("Walk left if you want to join Captain Lime or right if you want to decline his offer"), 1, 7000}}) table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}}) -- DIALOG 02 - Hero selects to fight AddSkipFunction(dialog02, Skipanim, {dialog02}) table.insert(dialog02, {func = AnimWait, args = {green1.gear, 3000}}) table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("You choose well Hog Solo!"), SAY_SAY, 3000}}) table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("I have only 3 hogs available and they are all cadets"), SAY_SAY, 4000}}) table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("As more experienced I want you to lead them to the battle"), SAY_SAY, 4000}}) table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("I of cource will observe the battle and intervene if necessary"), SAY_SAY, 5000}}) table.insert(dialog02, {func = AnimWait, args = {hero.gear, 5000}}) table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("No problem Captain! The enemies aren't many anyway, it is going to be easy!"), SAY_SAY, 5000}}) table.insert(dialog02, {func = AnimWait, args = {green1.gear, 5000}}) table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("Don't be fool son, they'll be more"), SAY_SAY, 3000}}) table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("Try to be smart and eliminate them quickly. This way you might scare the rest!"), SAY_SAY, 5000}}) table.insert(dialog02, {func = startBattle, args = {hero.gear}}) -- DIALOG 03 - Hero selects to flee AddSkipFunction(dialog03, Skipanim, {dialog03}) table.insert(dialog03, {func = AnimWait, args = {green1.gear, 3000}}) table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("Too bad... Then you should really leave!"), SAY_SAY, 3000}}) table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("Things are going to get messy around here"), SAY_SAY, 3000}}) table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("Also, you should know that the only place that you can fly would be the most left one"), SAY_SAY, 5000}}) table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("All the other places are protected by our anti flying weapons"), SAY_SAY, 4000}}) table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("Now go and don't waste more of my time you coward..."), SAY_SAY, 4000}}) table.insert(dialog03, {func = startBattle, args = {hero.gear}}) end ------------- OTHER FUNCTIONS --------------- function startBattle() end function getNextWave() if watermellonsWave == 1 then elseif watermellonsWave == 2 then elseif watermellonsWave == 3 then end end