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 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")} ---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 brainiacDead = false cyborgHidden = false leaksHidden = false denseHidden = false cyborgAttacked = false retryReturn = 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() SpawnUtilityCrate(2045, 1575, amSwitch) SpawnAmmoCrate(2365, 1495, amShotgun) SpawnAmmoCrate(2495, 1519, amGrenade) SpawnUtilityCrate(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) stage = ramonStage SwitchHog(cannibals[9]) FollowGear(ramon) TurnTimeLeft = 0 SetGearMessage(ramon, 0) SetGearMessage(leaks, 0) AnimWait(ramon, 1) AddFunction({func = HideHog, args = {cyborg}}) end function SkipRefusedAnim() RefusedStart() AnimSetGearPosition(dense, 2645, 1146) AnimSetGearPosition(ramon, 2218, 1675) AnimSetGearPosition(spiky, 2400, 1675) end function AfterStartDialogue() stage = spyStage ShowMission(loc("The Shadow Falls"), loc("Play with me!"), loc("Kill the cannibal!"), 1, 6000) TurnTimeLeft = TurnTime end function StartSkipFunc() SetState(cannibals[1], 0) AnimTurn(leaks, "Right") AnimSwitchHog(leaks) SetInputMask(0xFFFFFFFF) end function AfterWeaklingsAnim() 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 SwitchHog(dense) SetGearMessage(dense, 0) SetGearMessage(leaks, 0) TurnTimeLeft = TurnTime ShowMission(loc("The Shadow Falls"), loc("Why do you not like me?"), loc("Obliterate them!|Hint: You might want to take cover..."), 1, 6000) end function SkipWeaklingsAnim() 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 SetInputMask(0xFFFFFFFF) end function AfterStronglingsAnim() 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) TurnTimeLeft = 0 end function SkipStronglingsAnim() 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) SetInputMask(0xFFFFFFFF) end function RestartReturnAccepted() retryReturn = false AnimSetGearPosition(dense, 1350, 1310) AddAmmo(dense, amGirder, 2) AddAmmo(dense, amParachute, 2) ShowMission(loc("The Shadow Falls"), loc("The walk of Fame"), loc("Return to Leaks A Lot! If you get stuck, press [Precise] to try again!"), 1, 6000) RemoveEventFunc(CheckNeedGirder) RemoveEventFunc(CheckNeedWeapons) AddEvent(CheckNeedGirder, {}, DoNeedGirder, {}, 0) AddEvent(CheckNeedWeapons, {}, DoNeedWeapons, {}, 0) end function AfterAcceptedAnim() stage = acceptedReturnStage SpawnUtilityCrate(1370, 810, amGirder) SpawnUtilityCrate(1300, 810, amParachute) ShowMission(loc("The Shadow Falls"), loc("The walk of Fame"), loc("Return to Leaks A Lot! If you get stuck, press [Precise] to try again!"), 1, 6000) AddEvent(CheckTookWeapons, {}, DoTookWeapons, {}, 0) AddEvent(CheckNeedGirder, {}, DoNeedGirder, {}, 0) AddEvent(CheckNeedWeapons, {}, DoNeedWeapons, {}, 0) AddEvent(CheckRestartReturnAccepted, {}, RestartReturnAccepted, {}, 1) RemoveEventFunc(CheckDenseDead) SwitchHog(dense) AnimWait(dense, 1) AddFunction({func = HideHog, args = {cyborg}}) end function SkipAcceptedAnim() AnimSetGearPosition(cyborg, unpack(cyborgPos)) SetState(cyborg, gstInvisible) AnimSwitchHog(dense) SetInputMask(0xFFFFFFFF) end function AfterAttackedAnim() stage = aloneStage ShowMission(loc("The Shadow Falls"), loc("The Individualist"), loc("Defeat the cannibals!|Grenade hint: set the timer with [1-5], aim with [Up]/[Down] and hold [Space] to set power"), 1, 8000) 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) TurnTimeLeft = TurnTime AddEvent(CheckStronglingsDead, {}, DoStronglingsDeadAttacked, {}, 0) SwitchHog(leaks) AnimWait(dense, 1) AddFunction({func = HideHog, args = {cyborg}}) end function SkipAttackedAnim() if denseDead == false then DeleteGear(dense) end SpawnAmmoCrate(2551, 994, amGrenade) SpawnAmmoCrate(3551, 994, amGrenade) SpawnAmmoCrate(3392, 1101, amShotgun) SpawnAmmoCrate(3192, 1101, amShotgun) AnimSetGearPosition(cyborg, unpack(cyborgPos)) SetState(cyborg, gstInvisible) AnimSwitchHog(leaks) SetInputMask(0xFFFFFFFF) end -----------------------------Animations-------------------------------- function SpawnCrates() SpawnAmmoCrate(2551, 994, amGrenade) SpawnAmmoCrate(3551, 994, amGrenade) SpawnAmmoCrate(3392, 1101, amShotgun) SpawnAmmoCrate(3192, 1101, amShotgun) return true end function EmitDenseClouds(anim, dir) 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() 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 = {leaks}}) 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 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() AddTeam(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy") 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") AddTeam(loc("Weaklings"), 14483456, "Skull", "Island", "Pirate","cm_vampire") cannibals = {} cannibals[1] = AddHog(loc("Brainiac"), 5, 20, "Zombi") for i = 2, 5 do cannibals[i] = AddHog(HogNames[i], 1, 20, "Zombi") hogNr[cannibals[i]] = i - 2 end AddTeam(loc("Stronglings"), 14483456, "Skull", "Island", "Pirate","cm_vampire") for i = 6, 9 do cannibals[i] = AddHog(HogNames[i], 2, 30, "vampirichog") hogNr[cannibals[i]] = i - 2 end AddTeam(loc("011101001"), 14483456, "ring", "UFO", "Robot", "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) xl, xd = GetX(hog1), GetX(hog2) 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 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() for i = 6, 9 do HideHog(cannibals[i]) isHidden[cannibals[i]] = true end end function UnHideWeaklings() for i = 2, 5 do RestoreHog(cannibals[i]) isHidden[cannibals[i]] = false SetState(cannibals[i], gstInvisible) end end function UnHideStronglings() 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() 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() RestoreHog(cyborg) DeleteGear(cyborg) TurnTimeLeft = 0 end -----------------------------Events------------------------------------ function CheckBrainiacDead() return brainiacDead end function DoBrainiacDead() TurnTimeLeft = 0 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() SetGearMessage(CurrentHedgehog, 0) AddAnim(stronglingsAnim) AddFunction({func = AfterStronglingsAnim, args = {}}) stage = interWeakStage DismissTeam(loc("Weaklings")) end function CheckRefuse() return GetX(dense) > 1400 and StoppedGear(dense) end function DoRefuse() choice = choiceRefuse end function CheckAccept() return GetX(dense) < 1300 and StoppedGear(dense) end function DoAccept() choice = choiceAccept end function CheckConfront() return cyborgAttacked and StoppedGear(dense) end function DoConfront() choice = choiceAttack end function CheckChoice() return choice ~= 0 end function DoChoice() RemoveEventFunc(CheckConfront) RemoveEventFunc(CheckAccept) RemoveEventFunc(CheckRefuse) ChoiceTaken() end function CheckNeedGirder() return GetX(dense) > 1640 and StoppedGear(dense) end function DoNeedGirder() ShowMission(loc("The Shadow Falls"), loc("Under Construction"), loc("To place a girder, select it, use [Left] and [Right] to select angle and length, place with [Left Click]"), 1, 6000) end function CheckNeedWeapons() return GetX(dense) > 2522 and StoppedGear(dense) end function DoNeedWeapons() grenadeCrate = SpawnAmmoCrate(2550, 800, amGrenade) shotgunCrate = SpawnAmmoCrate(2610, 850, amShotgun) AddCaption(loc("A little gift from the cyborgs")) end function CheckTookWeapons() return shotgunTaken and grenadeTaken end function DoTookWeapons() ShowMission(loc("The Shadow Falls"), loc("The guardian"), loc("Protect yourselves!|Grenade hint: set the timer with [1-5], aim with [Up]/[Down] and hold [Space] to set power"), 1, 8000) AddAmmo(dense, amSkip, 100) AddAmmo(dense, amSwitch, 100) AddAmmo(leaks, amSkip, 100) AddAmmo(leaks, amSwitch, 100) stage = duoStage RemoveEventFunc(CheckNeedGirder) RemoveEventFunc(CheckNeedWeapons) RemoveEventFunc(CheckRestartReturnAccepted) 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) TurnTimeLeft = TurnTime end function DoStronglingsDead() 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 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() 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() AddCaption(loc("...and so the cyborgs took over the world...")) stage = loseStage TurnTimeLeft = 0 DismissTeam(loc("Natives")) end function CheckDenseDead() return denseDead and choice ~= choiceAttack end function CheckRestartReturnAccepted() return retryReturn end -----------------------------Main Functions---------------------------- function onGameInit() Seed = 334 GameFlags = gfSolidLand + gfDisableWind + gfPerHogAmmo TurnTime = 50000 CaseFreq = 0 MinesNum = 0 MinesTime = 3000 Explosives = 0 Delay = 10 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) ShowMission(loc("The Shadow Falls"), loc("The First Encounter"), loc("Survive!|Hint: Cinematics can be skipped with the [Precise] key."), 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) == loc("Natives") then grenadeUsed = true elseif GetGearType(gear) == gtShotgunShot and GetHogTeamName(CurrentHedgehog) == loc("Natives") 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 TurnTimeLeft = -1 -- elseif stage == interSpyStage and GetHogTeamName(CurrentHedgehog) ~= loc("Natives") then -- TurnTimeLeft = 0 -- SetState(CurrentHedgehog, gstInvisible) elseif stage == cyborgStage then if CurrentHedgehog ~= dense then TurnTimeLeft = 0 else TurnTimeLeft = -1 end elseif stage == acceptedReturnStage then SwitchHog(dense) FollowGear(dense) TurnTimeLeft = -1 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 if stage == acceptedReturnStage then retryReturn = true -- else -- for i = 1, 9 do -- DeleteGear(cannibals[i]) -- end end end