--------------------------------------------------------------- --- HEDGE EDITOR 0.9 (for use with Hedgewars 0.9.22 and up) --------------------------------------------------------------- -- a horrible mission editor by mikade -- place gears like a boss -- feel free to shower me with your adoration and/or hate mail -- more info can be found at http://hedgewars.org/HedgeEditor -- special thanks to nemo, unC0Rr, sheepluva and koda for their assistance --------------------------------------- -- GETTING STARTED (for best results!) --------------------------------------- -- create a weaponset that has NO DELAYS on any weapons, and that gives you 1 ammo per crate -- (optional) copy GameLogExtractor.html, jquery-1.js -- into your Documents/Hedgewars/Logs folder -- (optional) copy hwpmapconverter somewhere easily accessible -- (optional) profit?? --------------------------------------- -- CORE FEATURES as of latest version --------------------------------------- -- togglable help (press PRECISE + 1, while you have a tool (e.g. airstrike) selected) -- you can also the set the ScriptParameter in scheme, e.g: helpDisabled="true" -- place girders, rubberbands and custom sprites anywhere on the map. -- the above objects may be destructible, indestructible, icy, or bouncy. -- place mines, sticky mines, air mines, barrels, weapon crates, utility crates, -- health crates, targets, and cleavers anywhere on the map. -- select, reposition, modify, or delete placed objects. -- read in data from a previously generated map and allow the map to be edited/saved again -- contextual cursor and menu graphics -- placement sounds that are slightly more soothing -- meaningless version number -- extra whitespace -- fewer capital letters than ideal -- upon saving, all level data will be output to logs/game0.log. -- game0.log also includes a lot of other data so if you only want to see the relevant lines of code -- you can use GameLogExtractor.html to extract and prune the log into a cleaner form of data, -- specifically: either as an automagically generated template mission, just core data, or hwmap points. -- from there, please copy and paste any lines relevant to your interest into an existing -- (or totally empty!) script and edit them according to taste. -------------------------- -- MODE SPECIFIC SUPPORT -------------------------- -- FOR CUSTOM MISSIONS/CAMPAIGN LEVELS: -- the names/hats/flags/voices/graves of any teams/hogs that you use to play this script can be saved, -- as can (most of) the settings from your scheme and weapons selection. -- HOWEVER, you can also use the 'hog identity' tool to give hogs preset names/hats/weapons/health -- or use the 'team identity' tool to give an entire team themed names/hats. -- give hogs differing health by using the health modification tool -- create goals by tagging gears with victory/defeat/collection markers (somewhat implemented) -- flavor text, as well as victory/defeat conditions will be generated based on these tags. -- SHOPPA BALANCE / CONSTRUCTION MODE (partial and/or possibly decremented): -- Press 1-5 while repositioning hogs with the reposition tool to assign them (their position) a rank. -- This value will be expressed as a colour that is intended to represent how "good" or "bad" -- a position on the map is. These ranks/points will be output along with other game data to game0.log -- This data could be pasted into the ShoppaBalance script to create balances for additional maps. -- TECH RACER / HEDGE EDITOR / POINT INTERPRETER: -- place/remove waypoints/special points -- use the ScriptParameter in the frontend scheme editor to set additional options, e.g. -- ufoFuel=1000 (Flying Saucer will start with half the normal fuel. A value of 2000 is infinite fuel) -- portalDistance=15 (This is the distance portals can travel before fizzling) -- m=3 (load a particular map from the map library of Data/Scripts/TechMaps -- helpDisabled="true" (the help pop-up overlay will be disabled by default) -- when saving data, points for conversion to HWMAP are also generated and placed inside block comments. -- copy paste/these points at the START of a converted HWMAP and then convert the map back to HWMAP format. -- following the above procedure it is then possible to load the map in frontend and play it using a -- script like TechRacer (or HedgeEditor itself) that can interpret the points using InterpretPoints() --------------------------------------- -- DISCLAIMER --------------------------------------- -- well, I really just made this for myself, so it's usage might be a little complicated for others. -- it also probably has a million errors, and has grown rather bloated over time due to the addition of -- more and more features that my initial design didn't take into account. -- anyway, I've tried to make it more user-friendly by including more comments and gradually adding -- some basic guidelines such as those listed above, and also the in-game Help displays for each tool. ----------------------------------------- -- GIANT "TO DO" LIST / OTHER NOTES ----------------------------------------- -- try to prune waypoint list and portal/ufo fuel in the mission template -- for gamelog extractor -- I should probably check if there are tagged gears on save -- and if there are enable gfOneClanMode so that user can't -- just destroy all hogs to win map. -- (what happens if we lose all our hogs?) -- I might be able to make the flavor text even better (assassinate hogName) by -- checking if there is only 1 hog, etc. -- possibly try show landflag addcaption constantly like we do for superdelete when -- using girders / rubbers. -- check to what extent hog info is preserved on saving (does health/weps really save correctly?) -- atm I think it's only for missions so I don't think it is preserved in core data -- check if we lose a mission when the enemy collects our crate (we should) -- How about a weapons profile tool that is used with team ammo -- and then hog identity tool would only be available if gfPerHogAmmo is set -- INVESTIGATE when you can bother to do so -- is airmine still missing anywhere, e.g. the weplist generated FOR THE TEMPLATE SCRIPT -- [high] waypoints don't reload yet -- [high] look into placing dud/random mines (probably needs a nil value) -- [high] add missing weps/utils/gears as they appear -- some gameflags and settings are probably missing, too (diff border types etc) -- some themes are also probably missing: cake, hoggywood? -- the ongameinit stuff is probaably missing something akin to numAirMines -- and also probably scriptParam and gravity etc. -- [med] add a limited form of save/load within level before mass-output -- [med] rework gameflag handling to use the newer API methods (done?) -- [med] maybe incorporate portal effects / ufo tracking into the template generated script if -- you want the missions to use it -- [med] improve ammo handling (if possible, take more scheme settings into account) -- also be sure to generate wep data so crates don't have 0 in them (done?) -- [low] match the user picked color to the color array -- [low] break up the division of labor of the tools into airstrike, minestrike, napalm, etc. --[[ girder = "Girder Placement Mode", rubber = "Rubber Placement Mode", airstrike = (target sprite) (gear placement) "Mine Placement Mode", "Sticky Mine Placement Mode", "Air Mine Placement Mode", "Barrel Placement Mode", "Target Placement Mode", "Cleaver Placement Mode", drillstrike = crate sprite (crate placement mode) "Health Crate Placement Mode", "Weapon Crate Placement Mode", "Utility Crate Placement Mode", napalm = arrow sprite (selection/modification/deletion mode) "Advanced Repositioning Mode", -- also include a delete "Tagging Mode", "Hog Identity Mode", "Team Identity Mode", "Health Modification Mode", "Sprite Testing Mode", "Sprite Modification Mode", "Sprite Placement Mode", "Waypoint Placement Mode" }]] -- [low] improve support for ShoppaBalance and ConstructionMode, see ranking) -- [low] consider combining landflags -- [low] periodically rework the code to make it less terrible (hahahahahaha!) -- [low] eventually incorporate scripted structures into the editor / mission mode -- [low] some kind of support for single team training missions -- we could possibly add gfOneClanMode and kill the other team we're playing with? -- [never?] set all actors to heresurrectible (why did I want this?) -- [never?] more detailed goal tagging and multi-stage triggers -- [never?] theoretically might be possible to create forts (and other grouped objects) -- that can be mirrored and generated/placed in a big enough space -- [never?] add a pulsing glow thing for sprites you have selected, -- kind of like the invaders in SpaceInvader (currently they are just displayed as purple) -- [never?] add the thing that would be useful for this editor, but that others might use to cheat -- [never?] improve "illegal" placement detection (pretty sure should just let people do what they want) -- [never?] add GUIs for editing ammo, init settings, additional gear attributes -- perhaps using precise with timer to enable/disable certain features --[[ gui menu ideas that have long since been abandoned INITIALISATION MENU --gameFlags, etc Map Theme TurnTime Explosives MinesNum CaseFreq Delay HealthCaseProb HealthCaseAmount DamagePercent MinesTime MineDudPercent SuddenDeathTurns WaterRise HealthDecrease HOG MENU health name (can be randomly generated from the list of hog names already in localisation) poisoned (true/false) hat hog level? TEAM MENU name (can be randomly generated as above?) should there be an array of teams with an array of names colour grave fort voicepack flag -- this below stuff is less important STICKY MINE MENU timer? MINE MENU timer / dud MEDKIT MENU / EXPLOSIVE MENU health amount WEP AND UTIL CRATE MENU contents ---------------------------------------- -- MAP IDEAS ---------------------------------------- -- try to create a portal race (limit portal distance) -- for portal race, include barriers that you need to drill shoot through to get lazer site crates -- try make a map that uses sinegun to jump between bouncy boxes (not easy until we get better control over landflags) -- how about a mission where you have to trap / freeze all the enemy hogs -- and aren't allowed to kill them? -- can set it on the islands map. -- landgun -- girder -- mudball -- hammer -- seduction? (call a hog who has firepunch into a ditch -- icegun (do this so you can freeze guys in an area and then blowtorch/explode an obstacle) -- jump across a bridge that has been mined and then bat the enemy to the other side. -- possibly the same as part of the above, possibly different, what about a heist mission -- the objective is to steal 3 enemy crates -- the first one you have to fall through an invul tunnel of sticky mines and then parachute. -- the second one you have to drill rocket / portal. -- the third one you have to underwater ufo into, but only after opening it up with an underwater bee. ]] --------------------------------------------------------- -- HEDGE EDITOR, SCRIPT BEGINS (Hey yo, it's about time) --------------------------------------------------------- -- Tell other scripts that we exist HedgeEditor = true HedgewarsScriptLoad("/Scripts/Locale.lua") HedgewarsScriptLoad("/Scripts/Tracker.lua") HedgewarsScriptLoad("/Scripts/Params.lua") HedgewarsScriptLoad("/Scripts/TechMaps.lua") -- experimental crap --local destroyMap = false ----------------------------------------- -- tracking vars for save/load purposes ----------------------------------------- local teamCounter = 0 local lastRecordedTeam = "" local hhs = {} local waypointList = {} local girderList = {} local rubberList = {} local spriteList = {} local mineList = {} local sMineList = {} local airMineList = {} local targetList = {} local knifeList = {} local explosivesList = {} local healthCrateList = {} local wepCrateList = {} local utilCrateList = {} local hogDataList = {} local AIHogDataList = {} local hFlagList = {} local previewDataList = {} local shoppaPointList = {} local shoppaPX = {} local shoppaPY = {} local shoppaPR = {} --------------------------------- -- crates are made of this stuff --------------------------------- local atkArray = { {amBazooka, "amBazooka", 2, loc("Bazooka")}, {amBee, "amBee", 3, loc("Homing Bee")}, {amMortar, "amMortar", 21, loc("Mortar")}, {amDrill, "amDrill", 28, loc("Drill Rocket")}, {amSnowball, "amSnowball", 50, loc("Mudball")}, {amGrenade, "amGrenade", 0, loc("Grenade")}, {amClusterBomb, "amClusterBomb", 1, loc("Cluster Bomb")}, {amMolotov, "amMolotov", 39, loc("Molotov Cocktail")}, {amWatermelon, "amWatermelon", 25, loc("Watermelon Bomb")}, {amHellishBomb, "amHellishBomb", 26, loc("Hellish Handgrenade")}, {amGasBomb, "amGasBomb", 43, loc("Limburger")}, {amShotgun, "amShotgun", 4, loc("Shotgun")}, {amDEagle, "amDEagle", 9, loc("Desert Eagle")}, {amFlamethrower,"amFlamethrower", 45, loc("Flamethrower")}, {amSniperRifle, "amSniperRifle", 37, loc("Sniper Rifle")}, {amSineGun, "amSineGun", 44, loc("SineGun")}, {amIceGun, "amIceGun", 53, loc("Freezer")}, {amLandGun, "amLandGun", 52, loc("Land Spray")}, {amFirePunch, "amFirePunch", 11, loc("Shoryuken")}, {amWhip, "amWhip", 12, loc("Whip")}, {amBaseballBat, "amBaseballBat", 13, loc("Baseball Bat")}, {amKamikaze, "amKamikaze", 22, loc("Kamikaze")}, {amSeduction, "amSeduction", 24, loc("Seduction")}, {amHammer, "amHammer", 47, loc("Hammer")}, {amMine, "amMine", 8, loc("Mine")}, {amDynamite, "amDynamite", 10, loc("Dynamite")}, {amCake, "amCake", 23, loc("Cake")}, {amBallgun, "amBallgun", 29, loc("Ballgun")}, {amRCPlane, "amRCPlane", 30, loc("RC Plane")}, {amSMine, "amSMine", 46, loc("Sticky Mine")}, {amAirAttack, "amAirAttack", 15, loc("Air Attack")}, {amMineStrike, "amMineStrike", 16, loc("Mine Strike")}, {amDrillStrike, "amDrillStrike", 49, loc("Drill Strike")}, {amAirMine, "amAirMine", 56, loc("Air Mine")}, {amNapalm, "amNapalm", 27, loc("Napalm")}, {amPiano, "amPiano", 42, loc("Piano Strike")}, {amKnife, "amKnife", 54, loc("Cleaver")}, {amBirdy, "amBirdy", 40, loc("Birdy")} } local utilArray = { {amBlowTorch, "amBlowTorch", 17, loc("BlowTorch")}, {amPickHammer, "amPickHammer", 5, loc("PickHammer")}, {amGirder, "amGirder", 18, loc("Girder")}, {amRubber, "amRubber", 55, loc("Rubber")}, {amPortalGun, "amPortalGun", 41, loc("Personal Portal Device")}, {amRope, "amRope", 7, loc("Rope")}, {amParachute, "amParachute", 14, loc("Parachute")}, {amTeleport, "amTeleport", 19, loc("Teleport")}, {amJetpack, "amJetpack", 38, loc("Flying Saucer")}, {amInvulnerable, "amInvulnerable", 33, loc("Invulnerable")}, {amLaserSight, "amLaserSight", 35, loc("Laser Sight")}, {amVampiric, "amVampiric", 36, loc("Vampirism")}, {amLowGravity, "amLowGravity", 31, loc("Low Gravity")}, {amExtraDamage, "amExtraDamage", 32, loc("Extra Damage")}, {amExtraTime, "amExtraTime", 34, loc("Extra Time")}, {amResurrector, "amResurrector", 48, loc("Resurrector")}, {amTardis, "amTardis", 51, loc("Tardis")}, {amSwitch, "amSwitch", 20, loc("Switch Hog")} } --skiphog is 6 ---------------------------- -- hog and map editing junk ---------------------------- local preMadeTeam = { { "Clowns", {"WhySoSerious","clown-copper","clown-crossed","clown","Joker"}, {"Baggy","Bingo","Bobo","Bozo","Buster","Chester","Copper","Heckles","Giggles","Jingo","Molly","Loopy","Patches","Tatters"}, "R","cm_birdy","Mobster","Rubberduck","Castle" }, { "Street Fighters", {"sf_balrog","sf_blanka","sf_chunli","sf_guile","sf_honda","sf_ken","sf_ryu","sf_vega"}, {"Balrog","Blanka","Chunli","Guile","Honda","Ken","Ryu","Vega"}, "F","cm_balrog","Surfer","dragonball","Castle" }, { "Cybernetic Empire", {"cyborg1","cyborg2"}, {"Unit 189","Unit 234","Unit 333","Unit 485","Unit 527","Unit 638","Unit 709","Unit 883"}, "R","cm_binary","Robot","Grave","Castle" }, { "Color Squad", {"hair_blue","hair_green","hair_red","hair_yellow","hair_purple","hair_grey","hair_orange","hair_pink"}, {"Blue","Green","Red","Yellow","Purple","Grey","Orange","Pink"}, "F","cm_birdy","Singer","Grave","Castle" }, { "Fruit", {"fr_apple","fr_banana","fr_lemon","fr_orange","fr_pumpkin","fr_tomato"}, {"Juicy","Squishy","Sweet","Sour","Bitter","Ripe","Rotten","Fruity"}, "R","cm_mog","Default","Cherry","Castle" }, { "The Police", {"bobby","bobby2v","policecap","policegirl","royalguard"}, {"Hightower","Lassard","Callahan","Jones","Harris","Thompson","Mahoney","Hooks","Tackleberry"}, "R","cm_star","British","Statue","Castle" }, { "The Ninja-Samurai Alliance", {"NinjaFull","NinjaStraight","NinjaTriangle","Samurai","StrawHat","StrawHatEyes","StrawHatFacial","naruto"}, {"Bushi","Tatsujin","Itami","Arashi","Shinobi","Ukemi","Godai","Kenshi","Ninpo"}, "R","japan","Default","octopus","Castle" }, { "Pokemon", {"poke_ash","poke_charmander","poke_chikorita","poke_jigglypuff","poke_lugia","poke_mudkip","poke_pikachu","poke_slowpoke","poke_squirtle","poke_voltorb"}, {"Ash","Charmander","Chikorita","Jigglypuff","Lugia","Mudkip","Pikachu","Slowpoke","Squirtle","Voltorb"}, "FR","cm_pokemon","Default","pokeball","Castle" }, { "The Zoo", {"zoo_Bat","zoo_Beaver","zoo_Bunny","zoo_Deer","zoo_Hedgehog","zoo_Moose","zoo_Pig","zoo_Porkey","zoo_Sheep","zoo_chicken","zoo_elephant","zoo_fish","zoo_frog","zoo_snail","zoo_turtle"}, {"Batty","Tails","Bunny","Deer","Spikes","Horns","Bacon","Porkey","Sheepy","Chicken","Trunks","Fishy","Legs","Slimer","Roshi"}, "FR","cm_hurrah","Default","Bone","Castle" }, { "The Devs", {"ushanka","zoo_Sheep","bb_bob","Skull","poke_mudkip","lambda","WizardHat","sf_ryu","android","fr_lemon","mp3"}, {"unC0Rr", "sheepluva", "nemo", "mikade", "koda", "burp","HeneK","Tiyuri","Xeli","Displacer","szczur"}, "FR","hedgewars","Classic","Statue","Castle" }, { "Mushroom Kingdom", {"sm_daisy","sm_luigi","sm_mario","sm_peach","sm_toad","sm_wario"}, {"Daisy","Luigi","Mario","Princess Peach","Toad","Wario"}, "FR","cm_birdy","Default","Badger","Castle" }, { "Pirates", {"pirate_jack","pirate_jack_bandana"}, {"Rusted Diego","Fuzzy Beard","Al.Kaholic","Morris","Yumme Gunpowder","Cutlass Cain","Jim Morgan","Silver","Dubloon Devil","Ugly Mug","Fair Wind","Scallywag","Salty Dog","Bearded Beast","Timbers","Both Barrels","Jolly Roger"}, "R","cm_pirate","Pirate","chest","Castle" }, { "Gangsters", {"Moustache","Cowboy","anzac","Bandit","thug","Jason","NinjaFull","chef"}, {"The Boss","Jimmy","Frankie","Morris","Mooney","Knives","Tony","Meals"}, "F","cm_anarchy","Mobster","deadhog","Castle" }, { "Twenty-Twenty", {"Glasses","lambda","SunGlasses","Sniper","Terminator_Glasses","Moustache_glasses","doctor","punkman","rasta"}, {"Specs","Speckles","Spectator","Glasses","Glassy","Harry Potter","Goggles","Clark Kent","Goggs","Lightbender","Specs Appeal","Four Eyes"}, "R","cm_face","Default","eyecross","Castle" }, { "Monsters", {"Skull","Jason","ShaggyYeti","Zombi","cyclops","Mummy","hogpharoah","vampirichog"}, {"Bones","Jason","Yeti","Zombie","Old One Eye","Ramesses","Xerxes","Count Hogula"}, "FR","cm_vampire","Default","octopus","Castle" }, { "The Iron Curtain", {"ushanka","war_sovietcomrade1","war_sovietcomrade1","ushanka"}, {"Alex","Sergey","Vladimir","Andrey","Dimitry","Ivan","Oleg","Kostya","Anton","Eugene"}, "R","cm_soviet","Russian","skull","Castle" }, { "Desert Storm", {"war_desertofficer","war_desertgrenadier1","war_desertmedic","war_desertsapper1","war_desertgrenadier2","war_desertgrenadier4","war_desertsapper2","war_desertgrenadier5"}, {"Brigadier Briggs","Lt. Luke","Sgt. Smith","Corporal Calvin","Frank","Joe","Sam","Donald"}, "F","cm_birdy","Default","Grave","Castle" }, --{ --"Sci-Fi", --{"scif_2001O","scif_2001Y","scif_BrainSlug","scif_BrainSlug2","scif_Geordi","scif_SparkssHelmet","scif_cosmonaut","scif_cyberpunk","scif_swDarthvader","scif_swStormtrooper"}, --{}, --"R","cm_birdy","Default","Grave","Castle" --}, -- --{ --, --{}, --{}, --"R","cm_birdy","Default","Grave","Castle" --}, -- don't forget new additions need to be added to: --pMode = {"Clowns","Street Fighters","Cybernetic Empire","Color Squad","Fruit","The Police","The Ninja-Samurai Alliance","Pokemon","The Zoo","The Devs","The Hospital"} -- but maybe we can just get the size of this array and automatically generate a list instead { "The Hospital", {"doctor","nurse","war_britmedic","war_desertmedic","war_germanww2medic"}, {"Dr. Blackwell","Dr. Drew","Dr. Harvey","Dr. Crushing","Dr. Jenner","Dr. Barnard","Dr. Parkinson","Dr. Banting","Dr. Horace","Dr. Hollows","Dr. Jung"}, "R","cm_birdy","Default","heart","Castle" } } --local menuArray = { -- "Initialisation Menu", "Team Menu" -- } --local hatArray = {hahahaha, you're joking, right?} --[[well, here are most of them as vaguely ordered by theme, there may be some duplicates NoHat, NinjaFull,NinjaStraight,NinjaTriangle,Samurai,StrawHat,StrawHatEyes,StrawHatFacial,naruto sm_daisy,sm_luigi,sm_mario,sm_peach,sm_toad,sm_wario, ShortHair_Black,ShortHair_Brown,ShortHair_Grey,ShortHair_Red,ShortHair_Yellow hair_blue,hair_green,hair_red,hair_yellow,hair_purple,hair_grey,hair_orange,hair_pink Skull,Jason,ShaggyYeti,Zombi,cyclops,Mummy,hogpharoah,vampirichog cap_blue,cap_red,cap_green,cap_junior,cap_yellow,cap_thinking WhySoSerious,clown-copper,clown-crossed,clown,Joker bobby,bobby2v,policecap,policegirl,royalguard, spcartman,spstan,spkenny,spkyle, sf_balrog,sf_blanka,sf_blankatoothless,sf_chunli,sf_guile,sf_honda,sf_ken,sf_ryu,sf_vega Glasses,lambda,SunGlasses,Terminator_Glasses,Moustache_glasses Laminaria,Dragon, cyborg1,cyborg2, dish_Ladle,dish_SauceBoatSilver,dish_Teacup,dish_Teapot laurel,flag_french,flag_germany,flag_italy,flag_usa fr_apple,fr_banana,fr_lemon,fr_orange,fr_pumpkin,fr_tomato doctor,nurse,war_britmedic,war_desertmedic,war_germanww2medic, poke_ash,poke_charmander,poke_chikorita,poke_jigglypuff, poke_lugia,poke_mudkip,poke_pikachu,poke_slowpoke,poke_squirtle,poke_voltorb zoo_Bat,zoo_Beaver,zoo_Bunny,zoo_Deer,zoo_Hedgehog,zoo_Moose,zoo_Pig,zoo_Porkey,zoo_Sheep zoo_chicken,zoo_elephant,zoo_fish,zoo_frog,zoo_snail,zoo_turtle bushhider,cratehider,Disguise, tf_demoman,tf_scout,Sniper, Bandit,thug,anzac,Cowboy pirate_jack,pirate_jack_bandana, tiara,crown,royalguard punkman,Einstein, sth_Amy,sth_AmyClassic,sth_Eggman,sth_Knux,sth_Metal,sth_Shadow,sth_Sonic,sth_SonicClassic,sth_Super,sth_Tails vc_gakupo,vc_gumi,vc_kaito,vc_len,vc_luka,vc_meiko,vc_miku,vc_rin touhou_chen,touhou_marisa,touhou_patchouli,touhou_remelia,touhou_suwako,touhou_yukari, TeamHeadband,TeamSoldier,TeamTopHat,TeamWheatley,cap_team,hair_team, bb_bob,bb_bub,bb_cororon,bb_kululun,bubble, Viking,spartan,swordsmensquire,knight,dwarf, WizardHat,tophats,pinksunhat,ushanka,mexicansunbrero,HogInTheHat, 4gsuif, AkuAku, noface, Coonskin3, Dan, Dauber, Eva_00b,Eva_00y, Evil,InfernalHorns,angel, Gasmask, IndianChief,Cowboy, MegaHogX, Meteorhelmet, Moustache, OldMan, Pantsu, Plunger, RSR, Rain,stormcloud,DayAndNight, chuckl,Rambo,RobinHood, Santa,snowhog,ShaggyYeti,eastertop, Sleepwalker, SparkleSuperFun, SunWukong, android, beefeater, car, chef, constructor, footballhelmet, judo, lamp, mechanicaltoy, mickey_ears, snorkel, quotecap, rasta, metalband, kiss_criss,kiss_frehley,kiss_simmons,kiss_stanley,mp3,Elvis mv_Spidey,mv_Venom, ntd_Falcon,ntd_Kirby,ntd_Link,ntd_Samus, scif_2001O,scif_2001Y,scif_BrainSlug,scif_BrainSlug2,scif_Geordi,scif_SparkssHelmet, scif_cosmonaut,scif_cyberpunk,scif_swDarthvader,scif_swStormtrooper, war_UNPeacekeeper01,war_UNPeacekeeper02, war_airwarden02,war_airwarden03, war_americanww2helmet, war_britmedic,war_britpthhelmet,war_britsapper, war_desertgrenadier1,war_desertgrenadier2,war_desertgrenadier4,war_desertgrenadier5,war_desertmedic, war_desertofficer,war_desertsapper1,war_desertsapper2, war_frenchww1gasmask,war_frenchww1helmet, war_germanww1helmet2,war_germanww1tankhelm,war_germanww2medic,war_germanww2pith, war_grenadier1,war_trenchgrenadier1,war_trenchgrenadier2,war_trenchgrenadier3, war_plainpith, war_sovietcomrade1,war_sovietcomrade2, war_trenchfrench01,war_trenchfrench02,]] local colorArray = { --{0xff0000ff, "0xff0000ff", "Red"}, -- look up hw red {0xff4980c1, "0xff4980c1", "Blue"}, {0xff1de6ba, "0xff1de6ba", "Teal"}, {0xffb541ef, "0xffb541ef", "Purple"}, {0xffe55bb0, "0xffe55bb0", "Pink"}, {0xff20bf00, "0xff20bf00", "Green"}, {0xfffe8b0e, "0xfffe8b0e", "Orange"}, {0xff5f3605, "0xff5f3605", "Brown"}, {0xffffff01, "0xffffff01", "Yellow"} } local graveArray = { "Badger", "Bone", "bp2", "bubble", "Cherry", "chest", "coffin", "deadhog", "dragonball", "Duck2", "Earth", "Egg", "eyecross", "Flower", "Ghost", "Grave", "heart", "money", "mouton1", "octopus", "plant2", "plant3", "Plinko", "pokeball", "pyramid", "ring", "Rip", "Rubberduck", "Simple", "skull", "star", "Status" } local voiceArray = { "British","Classic","Default","Default_es","Default_uk", "HillBilly","Mobster","Pirate","Robot","Russian","Singer", "Surfer" } local fortArray = { "Cake", "Castle", "Earth", "EvilChicken", "Flowerhog", "Hydrant", "Lego", "Plane", "Statue", "Tank", "UFO", "Wood" } -- non-exhaustive list of flags, feel free to choose others local flagArray = { "cm_binary", "cm_birdy", "cm_earth", "cm_pirate", "cm_star", "cm_hurrah", "cm_hax0r", "cm_balrog", "cm_spider", "cm_eyeofhorus" } local gameFlagList = { {"gfMultiWeapon", false, gfMultiWeapon}, {"gfBorder", false, gfBorder}, {"gfSolidLand", false, gfSolidLand}, {"gfDivideTeams", false, gfDivideTeams}, {"gfLowGravity", false, gfLowGravity}, {"gfLaserSight", true, gfLaserSight}, {"gfInvulnerable", false, gfInvulnerable}, {"gfMines", false, gfMines}, {"gfVampiric", false, gfVampiric}, {"gfKarma", false, gfKarma}, {"gfArtillery", false, gfArtillery}, {"gfOneClanMode", false, gfOneClanMode}, {"gfRandomOrder", false, gfRandomOrder}, {"gfKing", false, gfKing}, {"gfPlaceHog", false, gfPlaceHog}, {"gfSharedAmmo", false, gfSharedAmmo}, {"gfDisableGirders", false, gfDisableGirders}, {"gfExplosives", false, gfExplosives}, {"gfDisableLandObjects", false, gfDisableLandObjects}, {"gfAISurvival", false, gfAISurvival}, {"gfInfAttack", true, gfInfAttack}, {"gfResetWeps", false, gfResetWeps}, {"gfResetHealth", false, gfResetHealth}, {"gfPerHogAmmo", false, gfPerHogAmmo}, {"gfDisableWind", false, gfDisableWind}, {"gfMoreWind", false, gfMoreWind}, {"gfTagTeam", false, gfTagTeam} } local themeList = {"Art", "Bamboo", "Bath", --[["Blox",]] "Brick", "Cake", "Castle", "Cave", "Cheese", "Christmas", "City", "Compost", --[["CrazyMission", "Deepspace",]] "Desert", "Earthrise", --[["Eyes",]] "Freeway", "Golf", "Halloween", "Hell", --[["HogggyWood",]] "Island", "Jungle", "Nature", "Olympics", "Planes", "Sheep", "Snow", "Stage", "Underwater" } local mapList = { "Bamboo", "BambooPlinko", "Basketball", "Bath", "Blizzard", "Blox", "Bubbleflow", "Battlefield", "Cake", "Castle", "Cave", "Cheese", "Cogs", "Control", "Earthrise", "Eyes", "Hammock", "Hedgelove", "Hedgewars", "Hogville", "Hydrant", "Islands", "Knockball", "Lonely_Island", "Mushrooms", "Octorama", "PirateFlag", "Plane", "Ropes", "Ruler", "Sheep", "ShoppaKing", "Sticks", "Trash", "Tree", "TrophyRace" } --local spriteArray = { -- {sprBigDigit, "sprBigDigit", 0} -- } local spriteIDArray = {sprWater, sprCloud, sprBomb, sprBigDigit, sprFrame, sprLag, sprArrow, sprBazookaShell, sprTargetP, sprBee, sprSmokeTrace, sprRopeHook, sprExplosion50, sprMineOff, sprMineOn, sprMineDead, sprCase, sprFAid, sprDynamite, sprPower, sprClusterBomb, sprClusterParticle, sprFlame, sprHorizont, sprHorizontL, sprHorizontR, sprSky, sprSkyL, sprSkyR, sprAMSlot, sprAMAmmos, sprAMAmmosBW, sprAMSlotKeys, sprAMCorners, sprFinger, sprAirBomb, sprAirplane, sprAmAirplane, sprAmGirder, sprHHTelepMask, sprSwitch, sprParachute, sprTarget, sprRopeNode, sprQuestion, sprPowerBar, sprWindBar, sprWindL, sprWindR, sprFireButton, sprArrowUp, sprArrowDown, sprArrowLeft, sprArrowRight, sprJumpWidget, sprAMWidget, sprPauseButton, sprTimerButton, sprTargetButton, sprFlake, sprHandRope, sprHandBazooka, sprHandShotgun, sprHandDEagle, sprHandAirAttack, sprHandBaseball, sprPHammer, sprHandBlowTorch, sprBlowTorch, sprTeleport, sprHHDeath, sprShotgun, sprDEagle, sprHHIdle, sprMortar, sprTurnsLeft, sprKamikaze, sprWhip, sprKowtow, sprSad, sprWave, sprHurrah, sprLemonade, sprShrug, sprJuggle, sprExplPart, sprExplPart2, sprCakeWalk, sprCakeDown, sprWatermelon, sprEvilTrace, sprHellishBomb, sprSeduction, sprDress, sprCensored, sprDrill, sprHandDrill, sprHandBallgun, sprBalls, sprPlane, sprHandPlane, sprUtility, sprInvulnerable, sprVampiric, sprGirder, sprSpeechCorner, sprSpeechEdge, sprSpeechTail, sprThoughtCorner, sprThoughtEdge, sprThoughtTail, sprShoutCorner, sprShoutEdge, sprShoutTail, sprSniperRifle, sprBubbles, sprJetpack, sprHealth, sprHandMolotov, sprMolotov, sprSmoke, sprSmokeWhite, sprShell, sprDust, sprSnowDust, sprExplosives, sprExplosivesRoll, sprAmTeleport, sprSplash, sprDroplet, sprBirdy, sprHandCake, sprHandConstruction, sprHandGrenade, sprHandMelon, sprHandMortar, sprHandSkip, sprHandCluster, sprHandDynamite, sprHandHellish, sprHandMine, sprHandSeduction, sprHandVamp, sprBigExplosion, sprSmokeRing, sprBeeTrace, sprEgg, sprTargetBee, sprHandBee, sprFeather, sprPiano, sprHandSineGun, sprPortalGun, sprPortal, sprCheese, sprHandCheese, sprHandFlamethrower, sprChunk, sprNote, sprSMineOff, sprSMineOn, sprHandSMine, sprHammer, sprHandResurrector, sprCross, sprAirDrill, sprNapalmBomb, sprBulletHit, sprSnowball, sprHandSnowball, sprSnow, sprSDFlake, sprSDWater, sprSDCloud, sprSDSplash, sprSDDroplet, sprTardis, sprSlider, sprBotlevels, sprHandKnife, sprKnife, sprStar, sprIceTexture, sprIceGun, sprFrozenHog, sprAmRubber, sprBoing} local spriteTextArray = {"sprWater", "sprCloud", "sprBomb", "sprBigDigit", "sprFrame", "sprLag", "sprArrow", "sprBazookaShell", "sprTargetP", "sprBee", "sprSmokeTrace", "sprRopeHook", "sprExplosion50", "sprMineOff", "sprMineOn", "sprMineDead", "sprCase", "sprFAid", "sprDynamite", "sprPower", "sprClusterBomb", "sprClusterParticle", "sprFlame", "sprHorizont", "sprHorizontL", "sprHorizontR", "sprSky", "sprSkyL", "sprSkyR", "sprAMSlot", "sprAMAmmos", "sprAMAmmosBW", "sprAMSlotKeys", "sprAMCorners", "sprFinger", "sprAirBomb", "sprAirplane", "sprAmAirplane", "sprAmGirder", "sprHHTelepMask", "sprSwitch", "sprParachute", "sprTarget", "sprRopeNode", "sprQuestion", "sprPowerBar", "sprWindBar", "sprWindL", "sprWindR", "sprFireButton", "sprArrowUp", "sprArrowDown", "sprArrowLeft", "sprArrowRight", "sprJumpWidget", "sprAMWidget", "sprPauseButton", "sprTimerButton", "sprTargetButton", "sprFlake", "sprHandRope", "sprHandBazooka", "sprHandShotgun", "sprHandDEagle", "sprHandAirAttack", "sprHandBaseball", "sprPHammer", "sprHandBlowTorch", "sprBlowTorch", "sprTeleport", "sprHHDeath", "sprShotgun", "sprDEagle", "sprHHIdle", "sprMortar", "sprTurnsLeft", "sprKamikaze", "sprWhip", "sprKowtow", "sprSad", "sprWave", "sprHurrah", "sprLemonade", "sprShrug", "sprJuggle", "sprExplPart", "sprExplPart2", "sprCakeWalk", "sprCakeDown", "sprWatermelon", "sprEvilTrace", "sprHellishBomb", "sprSeduction", "sprDress", "sprCensored", "sprDrill", "sprHandDrill", "sprHandBallgun", "sprBalls", "sprPlane", "sprHandPlane", "sprUtility", "sprInvulnerable", "sprVampiric", "sprGirder", "sprSpeechCorner", "sprSpeechEdge", "sprSpeechTail", "sprThoughtCorner", "sprThoughtEdge", "sprThoughtTail", "sprShoutCorner", "sprShoutEdge", "sprShoutTail", "sprSniperRifle", "sprBubbles", "sprJetpack", "sprHealth", "sprHandMolotov", "sprMolotov", "sprSmoke", "sprSmokeWhite", "sprShell", "sprDust", "sprSnowDust", "sprExplosives", "sprExplosivesRoll", "sprAmTeleport", "sprSplash", "sprDroplet", "sprBirdy", "sprHandCake", "sprHandConstruction", "sprHandGrenade", "sprHandMelon", "sprHandMortar", "sprHandSkip", "sprHandCluster", "sprHandDynamite", "sprHandHellish", "sprHandMine", "sprHandSeduction", "sprHandVamp", "sprBigExplosion", "sprSmokeRing", "sprBeeTrace", "sprEgg", "sprTargetBee", "sprHandBee", "sprFeather", "sprPiano", "sprHandSineGun", "sprPortalGun", "sprPortal", "sprCheese", "sprHandCheese", "sprHandFlamethrower", "sprChunk", "sprNote", "sprSMineOff", "sprSMineOn", "sprHandSMine", "sprHammer", "sprHandResurrector", "sprCross", "sprAirDrill", "sprNapalmBomb", "sprBulletHit", "sprSnowball", "sprHandSnowball", "sprSnow", "sprSDFlake", "sprSDWater", "sprSDCloud", "sprSDSplash", "sprSDDroplet", "sprTardis", "sprSlider", "sprBotlevels", "sprHandKnife", "sprKnife", "sprStar", "sprIceTexture", "sprIceGun", "sprFrozenHog", "sprAmRubber", "sprBoing"} local reducedSpriteIDArray = { sprAmRubber, sprAmGirder, sprAMSlot, sprAMAmmos, sprAMAmmosBW, sprAMCorners, sprHHTelepMask, sprTurnsLeft, sprSpeechCorner, sprSpeechEdge, sprSpeechTail, sprThoughtCorner, sprThoughtEdge, sprThoughtTail, sprShoutCorner, sprShoutEdge, sprShoutTail, sprBotlevels, sprIceTexture, sprCustom1, sprCustom2, } local reducedSpriteTextArray = { "sprAmRubber", "sprAmGirder", "sprAMSlot", "sprAMAmmos", "sprAMAmmosBW", "sprAMCorners", "sprHHTelepMask", "sprTurnsLeft", "sprSpeechCorner", "sprSpeechEdge", "sprSpeechTail", "sprThoughtCorner", "sprThoughtEdge", "sprThoughtTail", "sprShoutCorner", "sprShoutEdge", "sprShoutTail", "sprBotlevels", "sprIceTexture", "sprCustom1", "sprCustom2", } ---------------------------- -- placement shite ---------------------------- local landType = 0 local superDelete = false local ufoGear = nil ufoFuel = 0 mapID = 1 local portalDistance = 5000/5 local helpDisabled = false --determines whether help popups pop up local CG = nil -- this is the visual gear displayed at CursorX, CursorY local crateSprite = nil-- this is a visual gear aid for crate placement local tSpr = {} local cGear = nil -- detects placement of girders and objects (using airattack) local curWep = amNothing local leftHeld = false local rightHeld = false local preciseOn = false -- primary placement categories local cIndex = 1 -- category index local cat = { loc("Girder Placement Mode"), loc("Rubber Placement Mode"), loc("Mine Placement Mode"), loc("Sticky Mine Placement Mode"), loc("Air Mine Placement Mode"), loc("Barrel Placement Mode"), loc("Health Crate Placement Mode"), loc("Weapon Crate Placement Mode"), loc("Utility Crate Placement Mode"), loc("Target Placement Mode"), loc("Cleaver Placement Mode"), loc("Advanced Repositioning Mode"), loc("Tagging Mode"), loc("Hog Identity Mode"), loc("Team Identity Mode"), loc("Health Modification Mode"), --loc("Sprite Testing Mode"), loc("Sprite Placement Mode"), loc("Sprite Modification Mode"), loc("Waypoint Placement Mode") } local pMode = {} -- pMode contains custom subsets of the main categories local pIndex = 1 local genTimer = 0 local CGR = 1 -- current girder rotation, we actually need this as HW remembers what rotation you last used local placedX = {} -- x coord of placed object local placedY = {} -- y coord of placed object local placedSpec = {} -- this is different depending on what was placed, for mines it is their time, for crates it is their content, (for girders/rubbers it used to be their rotation, and for sprites, their name, but this has been moved to different variables to allow more complex / smooth editing) --local placedSuperSpec = {} -- used to be used by girders/rubbers/sprites for their landFlag local placedType = {} -- what kind of object was placed: mine, crate, girder, rubber, barrel, etc. local placedTint = {} -- only girders/rubbers/sprites use this, it is their tint / colouration local placedSprite = {} -- what sprite was placed local placedFrame = {} -- what frame of sprite was placed (rotation for girders / rubber) local placedLandFlags = {} local placedHWMapFlag = {} -- this is what HWMapConverter uses local placedCount = 0 -- do we really need this? local sSprite -- sprite overlay that glows to show selected sprites local sCirc -- circle that appears around selected gears local sGear = nil local closestDist local closestGear = nil local closestSpriteID = nil ------------------------ -- menu shite (more or less unused currently) ------------------------ --local menuEnabled = false --local menuIndex = 1 --local menu = {} --local subMenu = {} --local sMI = 1 -- sub menu index --local preMenuCfg --local postMenuCfg --local initMenu = { -- {"Selected Menu", "Initialisation Menu"}, -- {"List of Gameflags", ""}, -- {"List of Gameflags", ""} -- } ------------------------ -- SOME GENERAL METHODS ------------------------ function BoolToString(boo) if boo == true then return("true") else return("false") end end function GetDistFromGearToXY(gear, g2X, g2Y) g1X, g1Y = GetGearPosition(gear) q = g1X - g2X w = g1Y - g2Y return ( (q*q) + (w*w) ) end ------------------------------------------------------------ -- STUFF FOR LOADING SPECIAL POINTS / HWMAP CONVERSION ------------------------------------------------------------ local specialPointsX = {} local specialPointsY = {} local specialPointsFlag = {} local specialPointsCount = 0 function onSpecialPoint(x,y,flag) specialPointsX[specialPointsCount] = x specialPointsY[specialPointsCount] = y specialPointsFlag[specialPointsCount] = flag specialPointsCount = specialPointsCount + 1 end -- you know you could probably add multiple layers to this to get more points -- after the first set is expended have the last 1 be 127 -- and then increment some other counter so like -- bobCounter = 1 -- specialPoint(5) -- specialPoint(127) -- specialPoint(5) -- if BobCounter = 1 then -- if specialPointsFlag == 5 then createMine -- if specialPointFlag == 127 then bobCounter = 2 -- elseif bobCounter == 2 then -- if specialPointsFlag == 5 then createExlosives -- end -- -- this function interprets special points that have been embedded into an HWPMAP function InterpretPoints() -- flags run from 0 to 127 for i = 0, (specialPointsCount-1) do -- Mines if specialPointsFlag[i] == 1 then SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 1) elseif specialPointsFlag[i] == 2 then SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 1000) elseif specialPointsFlag[i] == 3 then SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 2000) elseif specialPointsFlag[i] == 4 then SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 3000) elseif specialPointsFlag[i] == 5 then SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 4000) elseif specialPointsFlag[i] == 6 then SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 5000) -- Sticky Mines elseif specialPointsFlag[i] == 7 then AddGear(specialPointsX[i], specialPointsY[i], gtSMine, 0, 0, 0, 0) -- Air Mines elseif specialPointsFlag[i] == 8 then AddGear(specialPointsX[i], specialPointsY[i], gtAirMine, 0, 0, 0, 0) -- Health Crates elseif specialPointsFlag[i] == 9 then SetHealth(SpawnHealthCrate(specialPointsX[i],specialPointsY[i]),25) elseif specialPointsFlag[i] == 10 then SetHealth(SpawnHealthCrate(specialPointsX[i],specialPointsY[i]),50) elseif specialPointsFlag[i] == 11 then SetHealth(SpawnHealthCrate(specialPointsX[i],specialPointsY[i]),75) elseif specialPointsFlag[i] == 12 then SetHealth(SpawnHealthCrate(specialPointsX[i],specialPointsY[i]),100) -- Cleaver elseif specialPointsFlag[i] == 13 then AddGear(specialPointsX[i], specialPointsY[i], gtKnife, 0, 0, 0, 0) -- Target elseif specialPointsFlag[i] == 14 then AddGear(specialPointsX[i], specialPointsY[i], gtTarget, 0, 0, 0, 0) --Barrels elseif specialPointsFlag[i] == 15 then SetHealth(AddGear(specialPointsX[i], specialPointsY[i], gtExplosives, 0, 0, 0, 0),1) elseif specialPointsFlag[i] == 16 then SetHealth(AddGear(specialPointsX[i], specialPointsY[i], gtExplosives, 0, 0, 0, 0),25) elseif specialPointsFlag[i] == 17 then SetHealth(AddGear(specialPointsX[i], specialPointsY[i], gtExplosives, 0, 0, 0, 0),50) elseif specialPointsFlag[i] == 18 then SetHealth(AddGear(specialPointsX[i], specialPointsY[i], gtExplosives, 0, 0, 0, 0),75) elseif specialPointsFlag[i] == 19 then SetHealth(AddGear(specialPointsX[i], specialPointsY[i], gtExplosives, 0, 0, 0, 0),100) -- There are about 58+- weps / utils -- Weapon Crates elseif (specialPointsFlag[i] >= 20) and (specialPointsFlag[i] < (#atkArray+20)) then tempG = SpawnAmmoCrate(specialPointsX[i],specialPointsY[i],atkArray[specialPointsFlag[i]-19][1]) setGearValue(tempG,"caseType","ammo") setGearValue(tempG,"contents",atkArray[specialPointsFlag[i]-19][2]) -- Utility Crates elseif (specialPointsFlag[i] >= (#atkArray+20)) and (specialPointsFlag[i] < (#atkArray+20+#utilArray)) then tempG = SpawnUtilityCrate(specialPointsX[i],specialPointsY[i],utilArray[specialPointsFlag[i]-19-#atkArray][1]) setGearValue(tempG,"caseType","util") setGearValue(tempG,"contents",utilArray[specialPointsFlag[i]-19-#atkArray][2]) --79-82 (reserved for future wep crates) --89,88,87,86 and 85,84,83,82 (reserved for the 2 custom sprites and their landflags) --90-99 reserved for scripted structures --[[elseif specialPointsFlag[i] == 90 then --PlaceStruc("generator") elseif specialPointsFlag[i] == 91 then --PlaceStruc("healingstation") elseif specialPointsFlag[i] == 92 then --PlaceStruc("respawner") elseif specialPointsFlag[i] == 93 then --PlaceStruc("teleportationnode") elseif specialPointsFlag[i] == 94 then --PlaceStruc("biofilter") elseif specialPointsFlag[i] == 95 then --PlaceStruc("supportstation") elseif specialPointsFlag[i] == 96 then --PlaceStruc("constructionstation") elseif specialPointsFlag[i] == 97 then --PlaceStruc("reflectorshield") elseif specialPointsFlag[i] == 98 then --PlaceStruc("weaponfilter")]] elseif specialPointsFlag[i] == 98 then portalDistance = div(specialPointsX[i],5) ufoFuel = specialPointsY[i] -- Normal Girders elseif specialPointsFlag[i] == 100 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 0, 4294967295, nil, nil, nil, lfNormal) elseif specialPointsFlag[i] == 101 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 1, 4294967295, nil, nil, nil, lfNormal) elseif specialPointsFlag[i] == 102 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 2, 4294967295, nil, nil, nil, lfNormal) elseif specialPointsFlag[i] == 103 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 3, 4294967295, nil, nil, nil, lfNormal) elseif specialPointsFlag[i] == 104 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 4, 4294967295, nil, nil, nil, lfNormal) elseif specialPointsFlag[i] == 105 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 5, 4294967295, nil, nil, nil, lfNormal) elseif specialPointsFlag[i] == 106 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 6, 4294967295, nil, nil, nil, lfNormal) elseif specialPointsFlag[i] == 107 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 7, 4294967295, nil, nil, nil, lfNormal) -- Invulnerable Girders elseif specialPointsFlag[i] == 108 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 0, 2516582650, nil, nil, nil, lfIndestructible) elseif specialPointsFlag[i] == 109 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 1, 2516582650, nil, nil, nil, lfIndestructible) elseif specialPointsFlag[i] == 110 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 2, 2516582650, nil, nil, nil, lfIndestructible) elseif specialPointsFlag[i] == 111 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 3, 2516582650, nil, nil, nil, lfIndestructible) elseif specialPointsFlag[i] == 112 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 4, 2516582650, nil, nil, nil, lfIndestructible) elseif specialPointsFlag[i] == 113 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 5, 2516582650, nil, nil, nil, lfIndestructible) elseif specialPointsFlag[i] == 114 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 6, 2516582650, nil, nil, nil, lfIndestructible) elseif specialPointsFlag[i] == 115 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 7, 2516582650, nil, nil, nil, lfIndestructible) -- Icy Girders elseif specialPointsFlag[i] == 116 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 0, 16448250, nil, nil, nil, lfIce) elseif specialPointsFlag[i] == 117 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 1, 16448250, nil, nil, nil, lfIce) elseif specialPointsFlag[i] == 118 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 2, 16448250, nil, nil, nil, lfIce) elseif specialPointsFlag[i] == 119 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 3, 16448250, nil, nil, nil, lfIce) elseif specialPointsFlag[i] == 120 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 4, 16448250, nil, nil, nil, lfIce) elseif specialPointsFlag[i] == 121 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 5, 16448250, nil, nil, nil, lfIce) elseif specialPointsFlag[i] == 121 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 6, 16448250, nil, nil, nil, lfIce) elseif specialPointsFlag[i] == 123 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 7, 16448250, nil, nil, nil, lfIce) -- Rubber Bands elseif specialPointsFlag[i] == 124 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmRubber, 0, 4294967295, nil, nil, nil, lfBouncy) elseif specialPointsFlag[i] == 125 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmRubber, 1, 4294967295, nil, nil, nil, lfBouncy) elseif specialPointsFlag[i] == 126 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmRubber, 2, 4294967295, nil, nil, nil, lfBouncy) elseif specialPointsFlag[i] == 127 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmRubber, 3, 4294967295, nil, nil, nil, lfBouncy) -- Waypoints else -- 0 / no value PlaceWaypoint(specialPointsX[i],specialPointsY[i]) end end end ---------------------------- -- just fucking around ---------------------------- -- ancient stuff that no longer has any relevance --[[ function BoostVeloctiy(gear) if (GetGearType(gear) == gtSMine) or (GetGearType(gear) == gtMine) or (GetGearType(gear) == gtHedgehog) then dx,dy = GetGearVelocity(gear) SetGearVelocity(gear,dx*1.5,dy*1.5) end end -- use this stuff when you want to get some idea of land and/or blow up /everything/ function CheckGrenades(gear) if GetGearType(gear) == gtGrenade then dx, dy = GetGearVelocity(gear) if (dy == 0) then else DeleteGear(gear) end end end function BlowShitUpPartTwo() destroyMap = false runOnGears(CheckGrenades) end function BlowShitUp() destroyMap = true mapWidth = 4096 mapHeight = 2048 blockSize = 50 mY = 0 while (mY < WaterLine) do mX = 0 mY = mY + 1*blockSize while (mX < mapWidth) do mX = mX + (1*blockSize) gear = AddGear(mX, mY, gtGrenade, 0, 0, 0, 5000) SetState(gear, bor(GetState(gear),gstInvisible) ) end end end]] -- you know, using this it might be possible to have a self destructing track, -- or a moving one. -- edit: this was from the gold old days before it was possible to erase sprites) --[[function BoomGirder(x,y,rot) girTime = 1 if rot < 4 then AddGear(x, y, gtGrenade, 0, 0, 0, girTime) elseif rot == 4 then g = AddGear(x-45, y, gtGrenade, 0, 0, 0, girTime) -- needed? g = AddGear(x-30, y, gtGrenade, 0, 0, 0, girTime) g = AddGear(x, y, gtGrenade, 0, 0, 0, girTime) -- needed? g = AddGear(x+30, y, gtGrenade, 0, 0, 0, girTime) g = AddGear(x+45, y, gtGrenade, 0, 0, 0, girTime) -- needed? elseif rot == 5 then ------- diag g = AddGear(x+45, y+45, gtGrenade, 0, 0, 0, girTime) --n g = AddGear(x+30, y+30, gtGrenade, 0, 0, 0, girTime) g = AddGear(x, y, gtGrenade, 0, 0, 0, girTime) -- needed? g = AddGear(x-30, y-30, gtGrenade, 0, 0, 0, girTime) g = AddGear(x-45, y-45, gtGrenade, 0, 0, 0, girTime) --n elseif rot == 6 then g = AddGear(x, y-45, gtGrenade, 0, 0, 0, girTime) -- needed? g = AddGear(x, y+30, gtGrenade, 0, 0, 0, girTime) g = AddGear(x, y, gtGrenade, 0, 0, 0, girTime) -- needed? g = AddGear(x, y-30, gtGrenade, 0, 0, 0, girTime) g = AddGear(x, y+45, gtGrenade, 0, 0, 0, girTime) -- needed? elseif rot == 7 then ------- g = AddGear(x+45, y-45, gtGrenade, 0, 0, 0, girTime) --n g = AddGear(x+30, y-30, gtGrenade, 0, 0, 0, girTime) g = AddGear(x, y, gtGrenade, 0, 0, 0, girTime) -- needed? g = AddGear(x-30, y+30, gtGrenade, 0, 0, 0, girTime) g = AddGear(x-45, y+45, gtGrenade, 0, 0, 0, girTime) --n end end]] --[[function SpecialGirderPlacement(x,y,rot) PlaceGirder(x, y, rot) girTime = 10000 if rot < 4 then AddGear(x, y, gtGrenade, 0, 0, 0, girTime) elseif rot == 4 then g = AddGear(x-30, y, gtGrenade, 0, 0, 0, girTime) g = AddGear(x+30, y, gtGrenade, 0, 0, 0, girTime) elseif rot == 5 then ------- g = AddGear(x+30, y+30, gtGrenade, 0, 0, 0, girTime) g = AddGear(x-30, y-30, gtGrenade, 0, 0, 0, girTime) elseif rot == 6 then g = AddGear(x, y+30, gtGrenade, 0, 0, 0, girTime) g = AddGear(x, y-30, gtGrenade, 0, 0, 0, girTime) elseif rot == 7 then ------- g = AddGear(x+30, y-30, gtGrenade, 0, 0, 0, girTime) g = AddGear(x-30, y+30, gtGrenade, 0, 0, 0, girTime) end end]] --shoppabalance crap function AddShoppaPoint(x,y,c) table.insert(shoppaPX, x) table.insert(shoppaPY, y) table.insert(shoppaPR, c) end function GetRankedColour(r) if r == 1 then return(0xFF0000FF) elseif r == 2 then return(0xFFFF00FF) elseif r == 3 then return(0x00FF00FF) elseif r == 4 then return(0x0000FFFF) elseif r == 5 then return(0xFF00FFFF) end end ----------------------------------------- -- PRIMARY HEDGE EDITOR PLACEMENT STUFF ----------------------------------------- function GetClosestGear() closestDist = 999999999 closestGear = nil --sGear = nil runOnGears(SelectGear) return(closestGear) end function SelectGear(gear) d = GetDistFromGearToXY(gear, placedX[placedCount], placedY[placedCount]) if d < closestDist then closestDist = d closestGear = gear end end function PlaceWaypoint(x,y) placedX[placedCount] = x placedY[placedCount] = y placedType[placedCount] = loc("Waypoint Placement Mode") placedLandFlags[placedCount] = nil -- use this to specify waypoint type maybe placedHWMapFlag[placedCount] = 0 placedSprite[placedCount] = vgtCircle placedSpec[placedCount] = AddVisualGear(x,y,vgtCircle,0,true) placedTint[placedCount] = 0xFF0000FF placedFrame[placedCount] = 1 --rad is 450 SetVisualGearValues(placedSpec[placedCount], x, y, 20, 100, 1, 10, 0, 450, 5, placedTint[placedCount]) placedCount = placedCount +1 end function LoadSprite(pX, pY, pSprite, pFrame, pTint, p1, p2, p3, pLandFlags) placedX[placedCount] = pX placedY[placedCount] = pY placedSpec[placedCount] = nil if pSprite == sprAmGirder then placedType[placedCount] = loc("Girder Placement Mode") --newHWMapStuff if pLandFlags == lfIndestructible then specialMod = 1 elseif pLandFlags == lfIce then specialMod = 2 else specialMod = 0 end placedHWMapFlag[placedCount] = pFrame+100+(8*specialMod) elseif pSprite == sprAmRubber then placedType[placedCount] = loc("Rubber Placement Mode") --newHWMapStuff if pFrame == 0 then placedHWMapFlag[placedCount] = 124 elseif pFrame == 1 then placedHWMapFlag[placedCount] = 125 elseif pFrame == 2 then placedHWMapFlag[placedCount] = 126 elseif pFrame == 3 then placedHWMapFlag[placedCount] = 127 end else placedType[placedCount] = loc("Sprite Placement Mode") end --placedLandFlags[placedCount] = pLandFlags if pLandFlags == lfIce then placedLandFlags[placedCount] = "lfIce" elseif pLandFlags == lfIndestructible then placedLandFlags[placedCount] = "lfIndestructible" elseif pLandFlags == lfBouncy then placedLandFlags[placedCount] = "lfBouncy" else placedLandFlags[placedCount] = "lfNormal" end --placedSuperSpec[placedCount] = nil placedTint[placedCount] = pTint placedFrame[placedCount] = pFrame placedSprite[placedCount] = pSprite PlaceSprite(pX, pY, pSprite, pFrame, pTint, nil, nil, nil, pLandFlags) placedCount = placedCount + 1 end function CallPlaceSprite(pID) if landType == lfIce then placedLandFlags[pID] = "lfIce" placedTint[pID] = 250 + (250*0x100) + (250*0x10000) + (0*0x1000000) -- A BGR elseif landType == lfIndestructible then placedLandFlags[pID] = "lfIndestructible" placedTint[pID] = 250 + (0*0x100) + (0*0x10000) + (150*0x1000000) -- A BGR elseif landType == lfBouncy then placedLandFlags[pID] = "lfBouncy" placedTint[pID] = 250 + (0*0x100) + (250*0x10000) + (0*0x1000000) -- A BGR else placedLandFlags[pID] = "lfNormal" --placedTint[pID] = nil placedTint[pID] = 255 + (255*0x100) + (255*0x10000) + (255*0x1000000) -- A BGR end PlaceSprite(placedX[pID], placedY[pID], placedSprite[pID], placedFrame[pID], placedTint[pID], nil, -- overrite existing land nil, nil, -- this stuff specifies flipping landType) end function SelectClosestSprite() closestDist = 999999999 closestSpriteID = nil -- just in case for i = 0, (placedCount-1) do if (placedType[i] == loc("Girder Placement Mode")) or (placedType[i] == loc("Rubber Placement Mode")) or (placedType[i] == loc("Sprite Placement Mode")) then q = placedX[i] - placedX[placedCount] w = placedY[i] - placedY[placedCount] d = ( (q*q) + (w*w) ) if d < closestDist then closestDist = d closestSpriteID = i g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(sSprite) --newTint = placedTint[i] newTint = 0xFF00FFFF SetVisualGearValues(sSprite, placedX[i], placedY[i], 0, 0, g5, placedFrame[i], 10000, placedSprite[i], 10000, newTint ) end end end end function EraseClosestSprite() if closestSpriteID ~= nil then EraseSprite(placedX[closestSpriteID], placedY[closestSpriteID], placedSprite[closestSpriteID], placedFrame[closestSpriteID], nil, -- erase land only where the pixels match the land flag provided nil, -- only erase the provided land flags. don't touch other land flags or LandPixels nil, -- flip sprite horizontally nil, -- flip sprite vertically placedLandFlags[closestSpriteID]) placedX[closestSpriteID] = nil placedY[closestSpriteID] = nil placedSpec[closestSpriteID] = nil --placedSuperSpec[closestSpriteID] = nil placedType[closestSpriteID] = nil placedTint[closestSpriteID] = nil placedSprite[closestSpriteID] = nil placedFrame[closestSpriteID] = nil placedLandFlags[closestSpriteID] = nil closestSpriteID = nil SetVisualGearValues(sSprite, 0, 0, 0, 0, 0, 1, 10000, sprAmGirder, 10000, 0x00000000 ) end end -- work this into the above two functions and edit them, later function EraseClosestWaypoint() closestDist = 999999999 closestSpriteID = nil -- just in case for i = 0, (placedCount-1) do if (placedType[i] == loc("Waypoint Placement Mode")) then q = placedX[i] - placedX[placedCount] w = placedY[i] - placedY[placedCount] d = ( (q*q) + (w*w) ) if d < closestDist then closestDist = d closestSpriteID = i g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(sSprite) --newTint = placedTint[i] newTint = 0xFF00FFFF SetVisualGearValues(sSprite, placedX[i], placedY[i], 0, 0, g5, placedFrame[i], 10000, placedSprite[i], 10000, newTint ) end end end if closestSpriteID ~= nil then DeleteVisualGear(placedSpec[closestSpriteID]) placedX[closestSpriteID] = nil placedY[closestSpriteID] = nil placedSpec[closestSpriteID] = nil --placedSuperSpec[closestSpriteID] = nil placedType[closestSpriteID] = nil placedTint[closestSpriteID] = nil placedSprite[closestSpriteID] = nil placedFrame[closestSpriteID] = nil placedLandFlags[closestSpriteID] = nil closestSpriteID = nil SetVisualGearValues(sSprite, 0, 0, 0, 0, 0, 1, 10000, sprAmGirder, 10000, 0x00000000 ) end end -- essentially called when user clicks the mouse -- with girders or an airattack function PlaceObject(x,y) placedX[placedCount] = x placedY[placedCount] = y placedType[placedCount] = cat[cIndex] placedSpec[placedCount] = pMode[pIndex] --placedSuperSpec[placedCount] = nil placedTint[placedCount] = nil placedFrame[placedCount] = nil placedLandFlags[placedCount] = nil placedSprite[placedCount] = nil placedHWMapFlag[placedCount] = nil if cat[cIndex] == loc("Girder Placement Mode") then if superDelete == false then --lfObject and lfBasic placedFrame[placedCount] = CGR placedSprite[placedCount] = sprAmGirder CallPlaceSprite(placedCount) if landType == lfIndestructible then specialMod = 1 elseif landType == lfIce then specialMod = 2 else specialMod = 0 end placedHWMapFlag[placedCount] = CGR+100+(8*specialMod) else placedType[placedCount] = "bogus" -- we need this so we don't think we've placed a new girder and are trying to erase the things we just placed?? SelectClosestSprite() EraseClosestSprite() end elseif cat[cIndex] == loc("Rubber Placement Mode") then if superDelete == false then placedFrame[placedCount] = CGR placedSprite[placedCount] = sprAmRubber --CallPlaceSprite(placedCount) --new ermagerd placedLandFlags[placedCount] = "lfBouncy" placedTint[placedCount] = 255 + (255*0x100) + (255*0x10000) + (255*0x1000000) -- A BGR PlaceSprite(placedX[placedCount], placedY[placedCount], placedSprite[placedCount], placedFrame[placedCount], placedTint[placedCount], nil, nil, nil, landType) if CGR == 0 then placedHWMapFlag[placedCount] = 124 elseif CGR == 1 then placedHWMapFlag[placedCount] = 125 elseif CGR == 2 then placedHWMapFlag[placedCount] = 126 elseif CGR == 3 then placedHWMapFlag[placedCount] = 127 end else placedType[placedCount] = "bogus" SelectClosestSprite() EraseClosestSprite() end elseif cat[cIndex] == loc("Target Placement Mode") then gear = AddGear(x, y, gtTarget, 0, 0, 0, 0) elseif cat[cIndex] == loc("Cleaver Placement Mode") then gear = AddGear(x, y, gtKnife, 0, 0, 0, 0) elseif cat[cIndex] == loc("Health Crate Placement Mode") then gear = SpawnHealthCrate(x,y) SetHealth(gear, pMode[pIndex]) setGearValue(gear,"caseType","med") elseif cat[cIndex] == loc("Weapon Crate Placement Mode") then gear = SpawnAmmoCrate(x, y, atkArray[pIndex][1]) placedSpec[placedCount] = atkArray[pIndex][2] setGearValue(gear,"caseType","ammo") setGearValue(gear,"contents",atkArray[pIndex][2]) elseif cat[cIndex] == loc("Utility Crate Placement Mode") then gear = SpawnUtilityCrate(x, y, utilArray[pIndex][1]) placedSpec[placedCount] = utilArray[pIndex][2] setGearValue(gear,"caseType","util") setGearValue(gear,"contents",utilArray[pIndex][2]) elseif cat[cIndex] == loc("Barrel Placement Mode") then gear = AddGear(x, y, gtExplosives, 0, 0, 0, 0) SetHealth(gear, pMode[pIndex]) elseif cat[cIndex] == loc("Mine Placement Mode") then gear = AddGear(x, y, gtMine, 0, 0, 0, 0) SetTimer(gear, pMode[pIndex]) elseif cat[cIndex] == loc("Sticky Mine Placement Mode") then gear = AddGear(x, y, gtSMine, 0, 0, 0, 0) SetTimer(gear, pMode[pIndex]) elseif cat[cIndex] == loc("Air Mine Placement Mode") then gear = AddGear(x, y, gtAirMine, 0, 0, 0, 0) SetTimer(gear, pMode[pIndex]) elseif cat[cIndex] == loc("Advanced Repositioning Mode") then if pMode[pIndex] == loc("Selection Mode") then sGear = GetClosestGear() elseif pMode[pIndex] == loc("Placement Mode") then if sGear ~= nil then SetGearPosition(sGear, x, y) end elseif pMode[pIndex] == loc("Deletion Mode") then sGear = GetClosestGear() if (sGear ~= nil) and (GetGearType(sGear) ~= gtHedgehog) then DeleteGear(sGear) sGear = nil end end elseif (cat[cIndex] == loc("Hog Identity Mode")) or (cat[cIndex] == loc("Team Identity Mode")) then sGear = GetClosestGear() if (sGear ~= nil) and (GetGearType(sGear) == gtHedgehog) then if (cat[cIndex] == loc("Hog Identity Mode")) then SetHogProfile(sGear, pMode[pIndex]) else -- set for the whole team SetTeamIdentity(sGear) end else AddCaption(loc("Please click on a hedgehog."),0xffba00ff,capgrpVolume) end elseif cat[cIndex] == loc("Health Modification Mode") then sGear = GetClosestGear() local gt = GetGearType(sGear) if gt == gtHedgehog or gt == gtExplosives or (gt == gtCase and GetGearPos(sGear) == 0x2) then if pMode[pIndex][2] == "set" then SetHealth(sGear, pMode[pIndex][1]) elseif pMode[pIndex][2] == "mod" then local newHealth = math.max(1, GetHealth(sGear) + tonumber(pMode[pIndex][1])) SetHealth(sGear, newHealth) end else AddCaption(loc("Please click on a hedgehog, barrel or health crate."),0xffba00ff,capgrpVolume) end elseif cat[cIndex] == loc("Sprite Modification Mode") then SelectClosestSprite() if closestSpriteID ~= nil then -- we have a sprite selected somewhere --if pMode[pIndex] == "Sprite Selection Mode" then -- sprite is now selected, good job --elseif pMode[pIndex] == "LandFlag Modification Mode" then if pMode[pIndex] == loc("LandFlag Modification Mode") then EraseSprite(placedX[closestSpriteID], placedY[closestSpriteID], placedSprite[closestSpriteID], placedFrame[closestSpriteID], nil, nil, nil, nil, placedLandFlags[closestSpriteID]) CallPlaceSprite(closestSpriteID) closestSpriteID = nil SetVisualGearValues(sSprite, 0, 0, 0, 0, 0, 1, 10000, sprAmGirder, 10000, 0x00000000 ) elseif pMode[pIndex] == loc("Sprite Erasure Mode") then EraseClosestSprite() end end elseif cat[cIndex] == loc("Tagging Mode") then sGear = GetClosestGear() if sGear ~= nil then -- used to be closestGear if getGearValue(sGear,"tag") == nil then if pMode[pIndex] == loc("Tag Collection Mode") then if GetGearType(sGear) == gtCase then setGearValue(sGear, "tag","collection") else AddCaption(loc("Please click on a crate."),0xffba00ff,capgrpVolume) end else if pMode[pIndex] == loc("Tag Victory Mode") then setGearValue(sGear, "tag","victory") elseif pMode[pIndex] == loc("Tag Failure Mode") then setGearValue(sGear, "tag","failure") end end else -- remove tag and delete circ setGearValue(sGear, "tag", nil) DeleteVisualGear(getGearValue(sGear,"tCirc")) setGearValue(sGear, "tCirc", nil) end end --elseif cat[cIndex] == loc("Sprite Testing Mode") then -- frameID = 0 -- visualSprite = reducedSpriteIDArray[pIndex] -- tempE = AddVisualGear(x, y, vgtStraightShot, 0, true,1) -- g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE) -- SetVisualGearValues(tempE, g1, g2, 0, 0, g5, frameID, g7, visualSprite, g9, g10 ) elseif cat[cIndex] == loc("Sprite Placement Mode") then if superDelete == false then placedFrame[placedCount] = 1 placedSprite[placedCount] = reducedSpriteIDArray[pIndex] CallPlaceSprite(placedCount) else placedType[placedCount] = "bogus" SelectClosestSprite() EraseClosestSprite() end elseif cat[cIndex] == loc("Waypoint Placement Mode") then if pMode[pIndex] == loc("Waypoint Deletion Mode") then EraseClosestWaypoint() else PlaceWaypoint(x,y) placedCount = placedCount - 1 end end placedCount = placedCount + 1 end -- called when user changes primary selection -- either via up/down keys -- or selecting girder/airattack function RedefineSubset() superDelete = false -- fairly new addition landType = 0 --- fairly new addition pIndex = 1 pMode = {} if cat[cIndex] == loc("Girder Placement Mode") then pIndex = CGR pMode = {loc("Girder")} -- pCount = 1 elseif cat[cIndex] == loc("Rubber Placement Mode") then pIndex = CGR pMode = {loc("Rubber")} landType = lfBouncy -- for now, let's not allow anything else (-- fairly new addition) -- pCount = 1??? elseif cat[cIndex] == loc("Target Placement Mode") then pMode = {loc("Standard Target")} elseif cat[cIndex] == loc("Cleaver Placement Mode") then pMode = {loc("Standard Cleaver")} elseif cat[cIndex] == loc("Barrel Placement Mode") then pMode = {1,50,60,75,100,120} elseif cat[cIndex] == loc("Health Crate Placement Mode") then pMode = {25,50,75,100} elseif cat[cIndex] == loc("Weapon Crate Placement Mode") then for i = 1, #atkArray do pMode[i] = atkArray[i][4] --pMode[i] = atkArray[i][2] end elseif cat[cIndex] == loc("Utility Crate Placement Mode") then for i = 1, #utilArray do pMode[i] = utilArray[i][4] --pMode[i] = utilArray[i][2] end elseif cat[cIndex] == loc("Mine Placement Mode") then pMode = {1,1000,2000,3000,4000,5000,0} -- 0 is dud right, or is that nil? elseif cat[cIndex] == loc("Sticky Mine Placement Mode") then pMode = {500,750,1000,1250,1500,2000,3000,0,250} elseif cat[cIndex] == loc("Air Mine Placement Mode") then pMode = {1,1000,2000,3000,4000,5000,0} elseif cat[cIndex] == loc("Advanced Repositioning Mode") then pMode = {loc("Selection Mode"),loc("Placement Mode"), loc("Deletion Mode")} elseif cat[cIndex] == loc("Tagging Mode") then pMode = {loc("Tag Victory Mode"),loc("Tag Failure Mode"),loc("Tag Collection Mode")} elseif cat[cIndex] == loc("Hog Identity Mode") then pMode = {loc("Soldier"),loc("Grenadier"),loc("Sniper"),loc("Pyro"),loc("Ninja"),loc("Commander"),loc("Chef"),loc("Engineer"),loc("Physicist"),loc("Trapper"),loc("Saint"),loc("Clown")} elseif cat[cIndex] == loc("Team Identity Mode") then pMode = {"Clowns","Street Fighters","Cybernetic Empire","Color Squad","Fruit","The Police","The Ninja-Samurai Alliance","Pokemon","The Zoo","The Devs","Mushroom Kingdom","Pirates","Gangsters","Twenty-Twenty","Monsters","The Iron Curtain","The Hospital"} elseif cat[cIndex] == loc("Health Modification Mode") then pMode = { {1, "set"}, {25, "set"}, {30, "set"}, {50, "set"}, {75, "set"}, {100, "set"}, {120, "set"}, {150, "set"}, {200, "set"}, {1000, "set"}, {"+1", "mod"}, {"+10", "mod"}, {"+100", "mod"}, {"-1", "mod"}, {"-10", "mod"}, {"-100", "mod"} } elseif cat[cIndex] == loc("Sprite Modification Mode") then --pMode = {"Sprite Selection Mode","LandFlag Modification Mode","Sprite Erasure Mode"} pMode = {loc("LandFlag Modification Mode"),loc("Sprite Erasure Mode")} elseif cat[cIndex] == loc("Sprite Testing Mode") or cat[cIndex] == loc("Sprite Placement Mode") then --for i = 1, #spriteTextArray do -- pMode[i] = spriteTextArray[i] --end for i = 1, #reducedSpriteTextArray do pMode[i] = reducedSpriteTextArray[i] end elseif cat[cIndex] == loc("Waypoint Placement Mode") then pMode = {loc("Standard Waypoint"), loc("Waypoint Deletion Mode")} end end ------------------------------------------------ -- LOADING AND SAVING DATA STUFF ------------------------------------------------ -- paste data you have saved previously here function LoadLevelData() if (mapID == nil) or (mapID == 0) then LoadMap(1) else LoadMap(mapID) end for i = 1, techCount-1 do PlaceWaypoint(techX[i],techY[i]) end end -- When you save your level, this function -- generates the AddTeam and AddHog function calls for onGameInit() function GetDataForSavingHogs(gear) --AddTeam(teamname, color, grave, fort, voicepack, flag) --AddHog(hogname, botlevel, health, hat) --this is a quick hack so that the human team(s) will always be --given the first move ahead of the AI tempDataList = {} if GetHogLevel(gear) == 0 then tempDataList = hogDataList else tempDataList = AIHogDataList end if GetHogTeamName(gear) ~= lastRecordedTeam then teamCounter = teamCounter + 1 if teamCounter == 9 then teamCounter = 1 end -- try match team colour to the colours recorded in the colour array tColor = 0x00000000 for i = 1, #colorArray do if GetClanColor(GetHogClan(gear)) == colorArray[i][1] then tColor = colorArray[i][2] end end -- no match, just give him a default colour from the array, then if tColor == 0x00000000 then tColor = colorArray[teamCounter][2] end -- there is used to be no way to read this data, so -- I was assigning teams a random grave, fort, flag and voice -- but now we should be able to get the real thing -- so let's do it if they haven't used one of the preset teams if getGearValue(gear,"grave") == nil then tFort = fortArray[1+GetRandom(#fortArray)] tGrave = GetHogGrave(gear) tFlag = GetHogFlag(gear) tVoice = GetHogVoicepack(gear) --tGrave = graveArray[1+GetRandom(#graveArray)] --tFlag = flagArray[1+GetRandom(#flagArray)] --tVoice = voiceArray[1+GetRandom(#voiceArray)] else tGrave = getGearValue(gear,"grave") tFort = getGearValue(gear,"fort") tFlag = getGearValue(gear,"flag") tVoice = getGearValue(gear,"voice") end lastRecordedTeam = GetHogTeamName(gear) table.insert(tempDataList, "") table.insert (tempDataList, " AddTeam(\"" .. GetHogTeamName(gear) .."\"" .. ", " .. "\"" ..tColor .. "\"" .. -- --", " .. colorArray[teamCounter][2] .. ", " .. "\"" .. tGrave .. "\"" .. ", " .. "\"" .. tFort .. "\"" .. ", " .. "\"" .. tVoice .. "\"" .. ", " .. "\"" .. tFlag .. "\"" .. ")" ) end table.insert(hhs, gear) table.insert (tempDataList, " hhs[" .. #hhs .."] = AddHog(\"" .. GetHogName(gear) .. "\", " .. GetHogLevel(gear) .. ", " .. GetHealth(gear) .. ", \"" .. GetHogHat(gear) .. "\"" .. ")" ) table.insert (tempDataList," SetGearPosition(hhs[" .. #hhs .. "], " .. GetX(gear) .. ", " .. GetY(gear) .. ")") if getGearValue(gear,"tag") ~= nil then table.insert (tempDataList," setGearValue(hhs[" .. #hhs .. "], \"tag\", \"" .. getGearValue(gear,"tag") .. "\")") end -- save the ammo values for each gear, we will call this later -- when we want to output it to console if getGearValue(gear,"ranking") ~= nil then table.insert(shoppaPointList, "AddShoppaPoint(" .. GetX(gear) .. ", " .. GetY(gear) .. ", " .. getGearValue(gear,"ranking") .. ")") end for i = 1, #atkArray do setGearValue(gear, atkArray[i][1], GetAmmoCount(gear, atkArray[i][1])) end for i = 1, #utilArray do setGearValue(gear, utilArray[i][1], GetAmmoCount(gear, utilArray[i][1])) end if GetHogLevel(gear) == 0 then hogDataList = tempDataList else AIHogDataList = tempDataList end end -- output hog and team data to the console function SaveHogData() runOnHogs(GetDataForSavingHogs) WriteLnToConsole(" ------ TEAM LIST ------") for i = 1, #hogDataList do WriteLnToConsole(hogDataList[i]) end for i = 1, #AIHogDataList do WriteLnToConsole(AIHogDataList[i]) end WriteLnToConsole("") if #shoppaPointList > 0 then WriteLnToConsole(" ------ SHOPPA POINT LIST ------") for i = 1, #shoppaPointList do WriteLnToConsole(shoppaPointList[i]) end end end -- generates an onGameInit() template with scheme data, team adds, and hogs function SaveConfigData() WriteLnToConsole("function onGameInit()") WriteLnToConsole("") temp = " EnableGameFlags(gfDisableWind" for i = 1, #gameFlagList do if gameFlagList[i][2] == true then temp = temp .. ", ".. gameFlagList[i][1] end end WriteLnToConsole(" ClearGameFlags()") WriteLnToConsole(temp .. ")") WriteLnToConsole(" Map = \"" .. Map .. "\"") WriteLnToConsole(" Seed = \"" .. Seed .. "\"") WriteLnToConsole(" Theme = " .. Theme .. "\"") WriteLnToConsole(" MapGen = " .. MapGen) WriteLnToConsole(" MapFeatureSize = " .. MapFeatureSize) WriteLnToConsole(" TemplateFilter = " .. TemplateFilter) WriteLnToConsole(" TemplateNumber = " .. TemplateNumber) WriteLnToConsole(" TurnTime = " .. TurnTime) WriteLnToConsole(" Explosives = " .. Explosives) WriteLnToConsole(" MinesNum = " .. MinesNum) WriteLnToConsole(" CaseFreq = " .. CaseFreq) WriteLnToConsole(" Delay = " .. Delay) WriteLnToConsole(" HealthCaseProb = " .. HealthCaseProb) WriteLnToConsole(" HealthCaseAmount = " .. HealthCaseAmount) WriteLnToConsole(" DamagePercent = " .. DamagePercent) WriteLnToConsole(" RopePercent = " .. RopePercent) WriteLnToConsole(" MinesTime = " .. MinesTime) WriteLnToConsole(" MineDudPercent = " .. MineDudPercent) WriteLnToConsole(" SuddenDeathTurns = " .. SuddenDeathTurns) WriteLnToConsole(" WaterRise = " .. WaterRise) WriteLnToConsole(" HealthDecrease = " .. HealthDecrease) WriteLnToConsole(" Ready = " .. Ready) WriteLnToConsole(" AirMinesNum = " .. AirMinesNum) --WriteLnToConsole(" ScriptParam = " .. ScriptParam) WriteLnToConsole(" GetAwayTime = " .. GetAwayTime) WriteLnToConsole("") SaveHogData() WriteLnToConsole("") WriteLnToConsole("end") end -- output gear data as special points to be placed in a converted HWMAP, readable by InterpretPoints() function ConvertGearDataToHWPText() WriteLnToConsole("") WriteLnToConsole("--BEGIN HWMAP CONVERTER POINTS--") WriteLnToConsole("-- You can paste this data into the HWMAP converter if needed.") WriteLnToConsole("--[[") WriteLnToConsole("") for i = 1, #hFlagList do WriteLnToConsole(hFlagList[i]) end WriteLnToConsole("") WriteLnToConsole("]]") WriteLnToConsole("--END HWMAP CONVERTER POINTS--") WriteLnToConsole("") end -- sigh -- gradually got more bloated with the addition of hwpoint tracking and -- distinction betweeen the need to track victory/win conditions or not function GetDataForGearSaving(gear) temp = nil specialFlag = nil arrayList = nil if GetGearType(gear) == gtMine then if (getGearValue(gear, "tag") ~= nil) then temp = " tempG = AddGear(" .. GetX(gear) .. ", " .. GetY(gear) .. ", gtMine, 0, 0, 0, 0)" table.insert(mineList, temp) table.insert(mineList, " SetTimer(tempG, " .. GetTimer(gear) .. ")") table.insert(mineList, " setGearValue(tempG, \"tag\", \"" .. getGearValue(gear,"tag") .. "\")") else temp = " SetTimer(" .. "AddGear(" .. GetX(gear) .. ", " .. GetY(gear) .. ", gtMine, 0, 0, 0, 0)" .. ", " .. GetTimer(gear) ..")" table.insert(mineList, temp) end if GetTimer(gear) == 1 then specialFlag = 1 elseif GetTimer(gear) == 1000 then specialFlag = 2 elseif GetTimer(gear) == 2000 then specialFlag = 3 elseif GetTimer(gear) == 3000 then specialFlag = 4 elseif GetTimer(gear) == 4000 then specialFlag = 5 elseif GetTimer(gear) == 5000 then specialFlag = 6 end elseif GetGearType(gear) == gtSMine then arrayList = sMineList temp = " tempG = AddGear(" .. GetX(gear) .. ", " .. GetY(gear) .. ", gtSMine, 0, 0, 0, 0)" table.insert(sMineList, temp) specialFlag = 7 elseif GetGearType(gear) == gtAirMine then if (getGearValue(gear, "tag") ~= nil) then temp = " tempG = AddGear(" .. GetX(gear) .. ", " .. GetY(gear) .. ", gtAirMine, 0, 0, 0, 0)" table.insert(airMineList, temp) table.insert(airMineList, " SetTimer(tempG, " .. GetTimer(gear) .. ")") table.insert(airMineList, " setGearValue(tempG, \"tag\", \"" .. getGearValue(gear,"tag") .. "\")") else temp = " SetTimer(" .. "AddGear(" .. GetX(gear) .. ", " .. GetY(gear) .. ", gtAirMine, 0, 0, 0, 0)" .. ", " .. GetTimer(gear) ..")" table.insert(airMineList, temp) end table.insert(previewDataList, " PreviewPlacedGear(" .. GetX(gear) ..", " .. GetY(gear) .. ")") specialFlag = 8 elseif GetGearType(gear) == gtExplosives then if (getGearValue(gear, "tag") ~= nil) then temp = " tempG = AddGear(" .. GetX(gear) .. ", " .. GetY(gear) .. ", gtExplosives, 0, 0, 0, 0)" table.insert(explosivesList, temp) table.insert(explosivesList, " SetHealth(tempG, " .. GetHealth(gear) .. ")") table.insert(explosivesList, " setGearValue(tempG, \"tag\", \"" .. getGearValue(gear,"tag") .. "\")") else temp = " SetHealth(" .. "AddGear(" .. GetX(gear) .. ", " .. GetY(gear) .. ", gtExplosives, 0, 0, 0, 0)" .. ", " .. GetHealth(gear) ..")" table.insert(explosivesList, temp) end table.insert(previewDataList, " PreviewPlacedGear(" .. GetX(gear) ..", " .. GetY(gear) .. ")") if GetHealth(gear) == 1 then specialFlag = 15 elseif GetHealth(gear) == 25 then specialFlag = 16 elseif GetHealth(gear) == 50 then specialFlag = 17 elseif GetHealth(gear) == 75 then specialFlag = 18 elseif GetHealth(gear) == 100 then specialFlag = 19 end elseif GetGearType(gear) == gtTarget then arrayList = targetList temp = " tempG = AddGear(" .. GetX(gear) .. ", " .. GetY(gear) .. ", gtTarget, 0, 0, 0, 0)" table.insert(targetList, temp) specialFlag = 14 elseif GetGearType(gear) == gtKnife then arrayList = knifeList temp = " tempG = AddGear(" .. GetX(gear) .. ", " .. GetY(gear) .. ", gtKnife, 0, 0, 0, 0)" table.insert(knifeList, temp) specialFlag = 13 elseif GetGearType(gear) == gtCase then table.insert(previewDataList, " PreviewPlacedGear(" .. GetX(gear) ..", " .. GetY(gear) .. ")") if (GetHealth(gear) ~= nil) and (GetHealth(gear) ~= 0) then if (getGearValue(gear, "tag") ~= nil) then temp = " tempG = SpawnHealthCrate(" .. GetX(gear) ..", " .. GetY(gear) .. ")" table.insert(healthCrateList, temp) table.insert(healthCrateList, " SetHealth(tempG, " .. GetHealth(gear) .. ")") table.insert(healthCrateList, " setGearValue(tempG, \"tag\", \"" .. getGearValue(gear,"tag") .. "\")") else temp = " SetHealth(SpawnHealthCrate(" .. GetX(gear) ..", " .. GetY(gear) .. "), " .. GetHealth(gear) ..")" table.insert(healthCrateList, temp) end if GetHealth(gear) == 25 then specialFlag = 9 elseif GetHealth(gear) == 50 then specialFlag = 10 elseif GetHealth(gear) == 75 then specialFlag = 11 elseif GetHealth(gear) == 100 then specialFlag = 12 end elseif getGearValue(gear,"caseType") == "ammo" then arrayList = wepCrateList temp = " tempG = SpawnAmmoCrate(" .. GetX(gear) ..", " .. GetY(gear) ..", " .. getGearValue(gear,"contents") .. ")" table.insert(wepCrateList, temp) tempV = getGearValue(gear,"contents") for i = 1, #atkArray do if tempV == atkArray[i][2] then specialFlag = i + 19 end end --dammit, we probably need two more entries if we want to allow editing of existing maps table.insert(wepCrateList, " setGearValue(tempG, \"caseType\", \"" .. getGearValue(gear,"caseType") .. "\")") table.insert(wepCrateList, " setGearValue(tempG, \"contents\", \"" .. getGearValue(gear,"contents") .. "\")") elseif getGearValue(gear,"caseType") == "util" then arrayList = utilCrateList temp = " tempG = SpawnUtilityCrate(" .. GetX(gear) ..", " .. GetY(gear) ..", " .. getGearValue(gear,"contents") .. ")" table.insert(utilCrateList, temp) tempV = getGearValue(gear,"contents") for i = 1, #utilArray do if tempV == utilArray[i][2] then specialFlag = i + 19 + #atkArray end end --dammit, we probably need two more entries if we want to allow editing of existing maps table.insert(utilCrateList, " setGearValue(tempG, \"caseType\", \"" .. getGearValue(gear,"caseType") .. "\")") table.insert(utilCrateList, " setGearValue(tempG, \"contents\", \"" .. getGearValue(gear,"contents") .. "\")") end end -- add tracking of simple win/lose for simpler gears that have a tempG = listed above if (getGearValue(gear, "tag") ~= nil) and (arrayList ~= nil) then table.insert(arrayList, " setGearValue(tempG, \"tag\", \"" .. getGearValue(gear,"tag") .. "\")") end -- this creates a big, messy list of special flags for use in hwmaps if specialFlag ~= nil then table.insert(hFlagList, " " .. GetX(gear) .. " " .. GetY(gear) .. " " .. specialFlag) end end -- generate a title and list all the gears if there is at least 1 of them in the list function AppendGearList(gearList, consoleLine) if #gearList > 0 then WriteLnToConsole(consoleLine) for i = 1, #gearList do WriteLnToConsole(gearList[i]) end WriteLnToConsole("") end end -- new attempt at doing shit a bit cleaner: -- it may be a bit verbose, but this should generate a comprehensive, human-readable -- list of gears, broken up into sections and output it to the console function SaveGearData() runOnGears(GetDataForGearSaving) AppendGearList(healthCrateList, " ------ HEALTH CRATE LIST ------") AppendGearList(wepCrateList, " ------ AMMO CRATE LIST ------") AppendGearList(utilCrateList, " ------ UTILITY CRATE LIST ------") AppendGearList(explosivesList, " ------ BARREL LIST ------") AppendGearList(mineList, " ------ MINE LIST ------") AppendGearList(sMineList, " ------ STICKY MINE LIST ------") AppendGearList(airMineList, " ------ AIR MINE LIST ------") AppendGearList(targetList, " ------ TARGET LIST ------") AppendGearList(knifeList, " ------ CLEAVER LIST ------") end function DoAmmoLoop(i) for x = 1, #atkArray do if getGearValue(hhs[i],atkArray[x][1]) ~= 0 then WriteLnToConsole(" AddAmmo(hhs[" .. i .. "], " .. atkArray[x][2] .. ", " .. getGearValue(hhs[i],atkArray[x][1]) .. ")") end end for x = 1, #utilArray do if getGearValue(hhs[i],utilArray[x][1]) ~= 0 then WriteLnToConsole(" AddAmmo(hhs[" .. i .. "], " .. utilArray[x][2] .. ", " .. getGearValue(hhs[i],utilArray[x][1]) .. ")") end end WriteLnToConsole("") end -- this is called when a tagged gear is deleted during a mission -- it determines if the game is ready to conclude in victory/defeat function CheckForConclusion(gear) -- failure gears must always all be protected, so if any of them are destroyed the player loses if getGearValue(gear,"tag") == "failure" then EndGameIn("failure") else -- the presence of other tagged gears means that the goal of this mission is not -- simply to kill every hedgehog. Thus, we need to count the remaining tagged objects -- to see how close we are to completing the mission successfully. victoryObj = 0 failObj = 0 collectObj = 0 runOnGears(CheckForConditions) if GetGearType(gear) ~= gtCase then -- non-crates can only be tagged as victory or failure, and as this wasn't tagged -- "failure" in our earlier check, this must be a victory tagged gear. Let's adust -- the number of objects accordingly as it's in the process of being destroyed. victoryObj = victoryObj - 1 -- if there are no objectives left to complete, end the game in victory if (victoryObj == 0) and (collectObj == 0) then EndGameIn("victory") end else -- this crate was deleted, but was it collected or destroyed, and how does that match -- the goals of our mission? if (GetGearMessage(gear) == 256) and (getGearValue(gear,"tag") == "collection") then if GetHogLevel(CurrentHedgehog) == 0 then -- the enemy stole our crate EndGameIn("failure") else collectObj = collectObj - 1 if (victoryObj == 0) and (collectObj == 0) then EndGameIn("victory") end end elseif (GetGearMessage(gear) == 0) and (getGearValue(gear,"tag") == "victory") then victoryObj = victoryObj - 1 if (victoryObj == 0) and (collectObj == 0) then EndGameIn("victory") end else -- unfortunately, we messed up our mission. EndGameIn("failure") end end end end --------------------------------- -- THE BIG ONE --------------------------------- -- saving process starts here -- saves all level data to logs/game0.log and generates a simple script template function SaveLevelData() WriteLnToConsole("------ BEGIN SCRIPT ------") WriteLnToConsole("-- Copy and Paste this text into an empty text file, and save it as") WriteLnToConsole("-- YOURTITLEHERE.lua, in your Data/Missions/Training/ folder.") WriteLnToConsole("") WriteLnToConsole("HedgewarsScriptLoad(\"/Scripts/Locale.lua\")") WriteLnToConsole("HedgewarsScriptLoad(\"/Scripts/Tracker.lua\")") WriteLnToConsole("") WriteLnToConsole("local hhs = {}") --WriteLnToConsole("local ufoGear = nil") WriteLnToConsole("") WriteLnToConsole("local wepArray = {") WriteLnToConsole(" amBazooka, amBee, amMortar, amDrill, amSnowball,") WriteLnToConsole(" amGrenade, amClusterBomb, amMolotov, amWatermelon, amHellishBomb, amGasBomb,") WriteLnToConsole(" amShotgun, amDEagle, amSniperRifle, amSineGun, amLandGun, amIceGun,") WriteLnToConsole(" amFirePunch, amWhip, amBaseballBat, amKamikaze, amSeduction, amHammer,") WriteLnToConsole(" amMine, amDynamite, amCake, amBallgun, amRCPlane, amSMine, amAirMine,") WriteLnToConsole(" amAirAttack, amMineStrike, amDrillStrike, amNapalm, amPiano, amBirdy,") WriteLnToConsole(" amBlowTorch, amPickHammer, amGirder, amRubber, amPortalGun,") WriteLnToConsole(" amRope, amParachute, amTeleport, amJetpack,") WriteLnToConsole(" amInvulnerable, amLaserSight, amVampiric,") WriteLnToConsole(" amLowGravity, amExtraDamage, amExtraTime, amResurrector, amTardis, amSwitch") WriteLnToConsole(" }") WriteLnToConsole("") SaveConfigData() WriteLnToConsole("") WriteLnToConsole("function LoadHogWeapons()") WriteLnToConsole("") if band(GameFlags, gfPerHogAmmo) ~= 0 then -- per hog ammo for i = 1, #hhs do DoAmmoLoop(i) end else -- team-based ammo teamCounter = 0 lastRecordedTeam = "" for i = 1, #hhs do if GetHogTeamName(hhs[i]) ~= lastRecordedTeam then lastRecordedTeam = GetHogTeamName(hhs[i]) teamCounter = teamCounter + 1 if teamCounter == 9 then teamCounter = 1 end DoAmmoLoop(i) end end end WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("function LoadSprite(pX, pY, pSprite, pFrame, pTint, p1, p2, p3, pLandFlags)") WriteLnToConsole(" PlaceSprite(pX, pY, pSprite, pFrame, pTint, p1, p2, p3, pLandFlags)") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("function LoadGearData()") WriteLnToConsole("") WriteLnToConsole(" --BEGIN CORE DATA--") WriteLnToConsole("") WriteLnToConsole(" ------ PORTAL DISTANCE and UFO FUEL ------") WriteLnToConsole(" ufoFuel = " .. ufoFuel) WriteLnToConsole(" portalDistance = " .. portalDistance*5) table.insert(hFlagList, " " .. portalDistance*5 .. " " .. ufoFuel .. " " .. 98) WriteLnToConsole("") for i = 0, (placedCount-1) do if placedType[i] == loc("Waypoint Placement Mode") then table.insert(waypointList, " AddWayPoint(" .. placedX[i] ..", " .. placedY[i] ..")" ) table.insert(hFlagList, " " .. placedX[i] .. " " .. placedY[i] .. " " .. "0") table.insert(previewDataList, " PreviewWayPoint(" .. placedX[i] ..", " .. placedY[i] .. ")") end end for i = 0, (placedCount-1) do if placedType[i] == loc("Girder Placement Mode") then table.insert(girderList, " LoadSprite(" .. placedX[i] ..", " .. placedY[i] ..", sprAmGirder, " .. placedFrame[i] .. -- the rotation/frame ", " .. placedTint[i] ..", " .. -- "nil, " .. -- color "nil, nil, nil, " .. placedLandFlags[i] .. ")" --the landType ) table.insert(hFlagList, " " .. placedX[i] .. " " .. placedY[i] .. " " .. placedHWMapFlag[i]) table.insert(previewDataList, " PreviewGirder(" .. placedX[i] ..", " .. placedY[i] .. ", " .. placedFrame[i] .. ")") end end for i = 0, (placedCount-1) do if placedType[i] == loc("Rubber Placement Mode") then table.insert(rubberList, " LoadSprite(" .. placedX[i] ..", " .. placedY[i] ..", sprAmRubber, " .. placedFrame[i] .. ", " .. placedTint[i] ..", " .. -- "nil, " .. -- color "nil, nil, nil, " .. "lfBouncy)" --placedLandFlags[i] .. ")" --the landType ) table.insert(hFlagList, " " .. placedX[i] .. " " .. placedY[i] .. " " .. placedHWMapFlag[i]) table.insert(previewDataList, " PreviewRubber(" .. placedX[i] ..", " .. placedY[i] .. ", " .. placedFrame[i] .. ")") end end for i = 0, (placedCount-1) do if placedType[i] == loc("Sprite Placement Mode") then table.insert(spriteList, " LoadSprite(" .. placedX[i] ..", " .. placedY[i] ..", " .. placedSprite[i] .. ", " .. placedFrame[i] .. -- I think this is the frame, can't remember ", " .. placedTint[i] ..", " .. -- "nil, " .. -- color "nil, nil, nil, " .. placedLandFlags[i] .. ")" --the landType ) end end AppendGearList(waypointList, " ------ WAYPOINT LIST ------") AppendGearList(girderList, " ------ GIRDER LIST ------") AppendGearList(rubberList, " ------ RUBBER LIST ------") AppendGearList(spriteList, " ------ SPRITE LIST ------") SaveGearData() WriteLnToConsole(" --END CORE DATA--") WriteLnToConsole("") WriteLnToConsole(" LoadHogWeapons()") WriteLnToConsole("") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("function onGameStart()") WriteLnToConsole("") WriteLnToConsole(" LoadGearData()") WriteLnToConsole(" DetermineMissionGoal()") WriteLnToConsole("") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("function onNewTurn()") WriteLnToConsole(" --insert code according to taste") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("function onGameTick()") WriteLnToConsole(" runOnGears(UpdateTagCircles)") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("function UpdateTagCircles(gear)") WriteLnToConsole(" if getGearValue(gear,\"tag\") ~= nil then") WriteLnToConsole(" if getGearValue(gear,\"tCirc\") == nil then") WriteLnToConsole(" setGearValue(gear, \"tCirc\",AddVisualGear(0,0,vgtCircle,0,true))") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" if getGearValue(gear,\"tag\") == \"victory\" then") WriteLnToConsole(" SetVisualGearValues(getGearValue(gear,\"tCirc\"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0xff0000ff)") WriteLnToConsole(" elseif getGearValue(gear,\"tag\") == \"failure\" then") WriteLnToConsole(" SetVisualGearValues(getGearValue(gear,\"tCirc\"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0x00ff00ff)") WriteLnToConsole(" elseif getGearValue(gear,\"tag\") == \"collection\" then") WriteLnToConsole(" SetVisualGearValues(getGearValue(gear,\"tCirc\"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0x0000ffff)") WriteLnToConsole(" end") WriteLnToConsole(" end") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("function CheckForConditions(gear)") WriteLnToConsole(" if getGearValue(gear,\"tag\") == \"victory\" then") WriteLnToConsole(" victoryObj = victoryObj +1") WriteLnToConsole(" elseif getGearValue(gear,\"tag\") == \"failure\" then") WriteLnToConsole(" failObj = failObj +1") WriteLnToConsole(" elseif getGearValue(gear,\"tag\") == \"collection\" then") WriteLnToConsole(" collectObj = collectObj +1") WriteLnToConsole(" end") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("function CheckForConclusion(gear)") WriteLnToConsole("") WriteLnToConsole(" if getGearValue(gear,\"tag\") == \"failure\" then ") WriteLnToConsole(" EndGameIn(\"failure\")") WriteLnToConsole(" else ") WriteLnToConsole("") WriteLnToConsole(" victoryObj = 0") WriteLnToConsole(" failObj = 0") WriteLnToConsole(" collectObj = 0") WriteLnToConsole(" runOnGears(CheckForConditions)") WriteLnToConsole("") WriteLnToConsole(" if GetGearType(gear) ~= gtCase then") WriteLnToConsole("") WriteLnToConsole(" victoryObj = victoryObj - 1 ") WriteLnToConsole("") WriteLnToConsole(" if (victoryObj == 0) and (collectObj == 0) then") WriteLnToConsole(" EndGameIn(\"victory\")") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" else") WriteLnToConsole("") WriteLnToConsole(" if (GetGearMessage(gear) == 256) and (getGearValue(gear,\"tag\") == \"collection\") then ") WriteLnToConsole(" if GetHogLevel(CurrentHedgehog) ~= 0 then") WriteLnToConsole(" EndGameIn(\"failure\")") WriteLnToConsole(" else") WriteLnToConsole(" collectObj = collectObj - 1") WriteLnToConsole(" if (victoryObj == 0) and (collectObj == 0) then") WriteLnToConsole(" EndGameIn(\"victory\")") WriteLnToConsole(" end") WriteLnToConsole(" end") WriteLnToConsole(" elseif (GetGearMessage(gear) == 0) and (getGearValue(gear,\"tag\") == \"victory\") then") WriteLnToConsole(" victoryObj = victoryObj - 1") WriteLnToConsole(" if (victoryObj == 0) and (collectObj == 0) then ") WriteLnToConsole(" EndGameIn(\"victory\")") WriteLnToConsole(" end") WriteLnToConsole(" else") WriteLnToConsole(" EndGameIn(\"failure\")") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("function DetermineMissionGoal()") WriteLnToConsole("") WriteLnToConsole(" victoryObj = 0") WriteLnToConsole(" failObj = 0") WriteLnToConsole(" collectObj = 0") WriteLnToConsole(" vComment = \"\"") WriteLnToConsole(" fComment = \"\"") WriteLnToConsole(" collectComment = \"\"") WriteLnToConsole("") WriteLnToConsole(" runOnGears(CheckForConditions)") WriteLnToConsole("") WriteLnToConsole(" if victoryObj > 0 then ") WriteLnToConsole(" if victoryObj == 1 then ") WriteLnToConsole(" vComment = loc(\"Destroy the red target\")") WriteLnToConsole(" else ") WriteLnToConsole(" vComment = loc(\"Destroy the red targets\")") WriteLnToConsole(" end") -- WriteLnToConsole(" else") -- WriteLnToConsole(" vComment = loc(\"Destroy the enemy.\")") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" if collectObj > 0 then ") WriteLnToConsole(" if collectObj == 1 then ") WriteLnToConsole(" collectComment = loc(\"Collect the blue target\")") WriteLnToConsole(" else ") WriteLnToConsole(" collectComment = loc(\"Collect all the blue targets\")") WriteLnToConsole(" end") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" if (collectObj == 0) and (victoryObj == 0) then") WriteLnToConsole(" vComment = loc(\"Destroy the enemy.\")") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" if failObj > 0 then ") WriteLnToConsole(" if failObj == 1 then ") WriteLnToConsole(" fComment = loc(\"The green target must survive\")") WriteLnToConsole(" else ") WriteLnToConsole(" fComment = loc(\"The green targets must survive\")") WriteLnToConsole(" end") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" ShowMission(loc(\"User Challenge\"), loc(\"Mission Goals\") .. \":\", collectComment .. \"|\" .. vComment .. \"|\" .. fComment, 0, 0)") WriteLnToConsole("") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("function isATrackedGear(gear)") WriteLnToConsole(" if (GetGearType(gear) == gtHedgehog) or") WriteLnToConsole(" (GetGearType(gear) == gtExplosives) or") WriteLnToConsole(" (GetGearType(gear) == gtMine) or") WriteLnToConsole(" (GetGearType(gear) == gtSMine) or") WriteLnToConsole(" (GetGearType(gear) == gtAirMine) or") WriteLnToConsole(" (GetGearType(gear) == gtTarget) or") WriteLnToConsole(" (GetGearType(gear) == gtKnife) or") WriteLnToConsole(" (GetGearType(gear) == gtPortal) or") WriteLnToConsole(" (GetGearType(gear) == gtCase)") WriteLnToConsole(" then") WriteLnToConsole(" return(true)") WriteLnToConsole(" else") WriteLnToConsole(" return(false)") WriteLnToConsole(" end") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("function onGearAdd(gear)") --WriteLnToConsole(" if GetGearType(gear) == gtJetpack then") --WriteLnToConsole(" ufoGear = gear") --WriteLnToConsole(" if (ufoFuel ~= 0) then") --WriteLnToConsole(" SetHealth(ufoGear, ufoFuel)") --WriteLnToConsole(" end") --WriteLnToConsole(" end") WriteLnToConsole(" if isATrackedGear(gear) then") WriteLnToConsole(" trackGear(gear)") --WriteLnToConsole(" if GetGearType(gear) == gtPortal then") --WriteLnToConsole(" setGearValue(gear,\"life\",portalDistance)") --WriteLnToConsole(" end") WriteLnToConsole(" end") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("function EndGameIn(c)") WriteLnToConsole("") WriteLnToConsole(" teamCounter = 0") WriteLnToConsole(" lastRecordedTeam = \"\" ") WriteLnToConsole(" for i = 1, #hhs do") WriteLnToConsole("") WriteLnToConsole(" if GetHogTeamName(hhs[i]) ~= lastRecordedTeam then --er, is this okay without nill checks?") WriteLnToConsole("") WriteLnToConsole(" lastRecordedTeam = GetHogTeamName(hhs[i])") WriteLnToConsole(" teamCounter = teamCounter + 1") WriteLnToConsole(" if teamCounter == 9 then") WriteLnToConsole(" teamCounter = 1") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" if (c == \"victory\") and (GetHogLevel(hhs[i]) ~= 0) then") WriteLnToConsole(" DismissTeam(GetHogTeamName(hhs[i]))") WriteLnToConsole(" ShowMission(loc(\"User Challenge\"), loc(\"MISSION SUCCESSFUL\"), loc(\"Congratulations!\"), 0, 0)") WriteLnToConsole(" elseif (c == \"failure\") and (GetHogLevel(hhs[i]) == 0) then") WriteLnToConsole(" DismissTeam(GetHogTeamName(hhs[i]))") WriteLnToConsole(" ShowMission(loc(\"User Challenge\"), loc(\"MISSION FAILED\"), loc(\"Oh no! Just try again!\"), -amSkip, 0)") WriteLnToConsole(" elseif (c == \"victory\") and (GetHogLevel(hhs[i]) == 0) then") WriteLnToConsole(" PlaySound(sndVictory,hhs[i]) -- check if we actually need this") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("function onGearDelete(gear)") WriteLnToConsole("") WriteLnToConsole(" --insert code according to taste") --WriteLnToConsole(" if GetGearType(gear) == gtJetpack then") --WriteLnToConsole(" ufoGear = nil") --WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" if isATrackedGear(gear) then") WriteLnToConsole("") WriteLnToConsole(" if getGearValue(gear,\"tag\") ~= nil then") WriteLnToConsole(" CheckForConclusion(gear)") WriteLnToConsole(" end") --WriteLnToConsole(" if getGearValue(gear,\"tag\") == \"failure\" then") --WriteLnToConsole(" EndGameIn(\"failure\")") --WriteLnToConsole(" elseif getGearValue(gear,\"tag\") == \"victory\" then") --WriteLnToConsole(" EndGameIn(\"victory\")") --WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" if getGearValue(gear, \"tCirc\") ~= nil then") WriteLnToConsole(" DeleteVisualGear(getGearValue(gear, \"tCirc\"))") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" trackDeletion(gear)") WriteLnToConsole("") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("--enable and/or alter code according to taste") WriteLnToConsole("function onAmmoStoreInit()") WriteLnToConsole("") WriteLnToConsole(" for i = 1, #wepArray do") WriteLnToConsole(" SetAmmo(wepArray[i], 0, 0, 0, 1)") WriteLnToConsole(" end") WriteLnToConsole("") --WriteLnToConsole(" SetAmmo(amBazooka, 2, 0, 0, 0)") --WriteLnToConsole(" SetAmmo(amGrenade, 1, 0, 0, 0)") --WriteLnToConsole(" SetAmmo(amRope, 9, 0, 0, 0)") WriteLnToConsole(" SetAmmo(amSkip, 9, 0, 0, 0)") WriteLnToConsole("") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("------ END GENERATED MISSION ------") -- at this point, generation for the missions/training output is intended to stop WriteLnToConsole("") WriteLnToConsole("function GeneratePreviewData()") WriteLnToConsole("") for i = 1, #previewDataList do WriteLnToConsole(previewDataList[i]) end WriteLnToConsole("") WriteLnToConsole("end") WriteLnToConsole("") ConvertGearDataToHWPText() WriteLnToConsole("------ END GENERATED SCRIPT ------") AddCaption(loc("Level Data Saved!")) end ---------------------------------- -- some special effects handling ---------------------------------- function SmokePuff(x,y,c) tempE = AddVisualGear(x, y, vgtSmoke, 0, false) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE) SetVisualGearValues(tempE, g1, g2, g3, g4, g5, g6, g7, 1, g9, c ) end function HandleGearBasedRankingEffects(gear) if getGearValue(gear, "ranking") ~= nil then SmokePuff(GetX(gear), GetY(gear),GetRankedColour(getGearValue(gear, "ranking"))) end end function HandleRankingEffects() for i = 1, #shoppaPX do SmokePuff(shoppaPX[i], shoppaPY[i], GetRankedColour(shoppaPR[i])) end runOnHogs(HandleGearBasedRankingEffects) end function UpdateTagCircles(gear) if getGearValue(gear,"tag") ~= nil then if cat[cIndex] == loc("Tagging Mode") then -- generate circs for tagged gears that don't have a circ yet (new) if getGearValue(gear,"tCirc") == nil then setGearValue(gear, "tCirc",AddVisualGear(0,0,vgtCircle,0,true)) end if getGearValue(gear,"tag") == "victory" then SetVisualGearValues(getGearValue(gear,"tCirc"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0xff0000ff) elseif getGearValue(gear,"tag") == "failure" then SetVisualGearValues(getGearValue(gear,"tCirc"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0x00ff00ff) elseif getGearValue(gear,"tag") == "collection" then SetVisualGearValues(getGearValue(gear,"tCirc"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0x0000ffff) end else SetVisualGearValues(getGearValue(gear,"tCirc"), GetX(gear), GetY(gear), 0, 1, 1, 10, 0, 1, 1, 0x00000000) end end end -- handle short range portal gun function PortalEffects(gear) if GetGearType(gear) == gtPortal then tag = GetTag(gear) if tag == 0 then col = 0xfab02aFF -- orange ball elseif tag == 1 then col = 0x00FF00FF -- orange portal elseif tag == 2 then col = 0x364df7FF -- blue ball elseif tag == 3 then col = 0xFFFF00FF -- blue portal end if (tag == 0) or (tag == 2) then -- i.e ball form tempE = AddVisualGear(GetX(gear), GetY(gear), vgtDust, 0, true) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE) SetVisualGearValues(tempE, g1, g2, g3, g4, g5, g6, g7, 1, g9, col ) remLife = getGearValue(gear,"life") remLife = remLife - 1 setGearValue(gear, "life", remLife) if remLife == 0 then tempE = AddVisualGear(GetX(gear)+15, GetY(gear), vgtSmoke, 0, true) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE) SetVisualGearValues(tempE, g1, g2, g3, g4, g5, g6, g7, g8, g9, col ) tempE = AddVisualGear(GetX(gear)-15, GetY(gear), vgtSmoke, 0, true) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE) SetVisualGearValues(tempE, g1, g2, g3, g4, g5, g6, g7, g8, g9, col ) tempE = AddVisualGear(GetX(gear), GetY(gear)+15, vgtSmoke, 0, true) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE) SetVisualGearValues(tempE, g1, g2, g3, g4, g5, g6, g7, g8, g9, col ) tempE = AddVisualGear(GetX(gear), GetY(gear)-15, vgtSmoke, 0, true) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE) SetVisualGearValues(tempE, g1, g2, g3, g4, g5, g6, g7, g8, g9, col ) PlaySound(sndVaporize) DeleteGear(gear) end end end end function updateHelp() if (GetCurAmmoType() ~= amGirder) and (GetCurAmmoType() ~= amRubber) and (GetCurAmmoType() ~= amAirAttack) then ShowMission ( loc("HEDGE EDITOR"), loc("(well... kind of...)"), loc("Place Girder: Girder") .. "|" .. loc("Place Rubber: Rubber") .. "|" .. loc("Place Gear: Air Attack") .. "|" .. loc("Change Selection: [Up], [Down], [Left], [Right]") .. "|" .. loc("Toggle Help: Precise+1 (While a tool is selected)") .. "|" .. " " .. "|" .. loc("COMMANDS: (Use while no weapon is selected)") .. "|" .. loc("Save Level: Precise+4") .. "|" .. loc("Toggle Editing Weapons and Tools: Precise+2") .. "|" .. " " .. "|" .. --" " .. "|" .. "", 4, 5000 ) --4 elseif cat[cIndex] == loc("Girder Placement Mode") then ShowMission ( loc("GIRDER PLACEMENT MODE"), loc("Use this mode to place girders"), loc("Place Girder: [Left Click]") .. "|" .. loc("Change Rotation: [Left], [Right]") .. "|" .. loc("Change LandFlag: [1], [2], [3], [4]") .. "|" .. " " .. "|" .. loc("1 - Normal Girder") .. "|" .. loc("2 - Indestructible Girder") .. "|" .. loc("3 - Icy Girder") .. "|" .. loc("4 - Bouncy Girder") .. "|" .. " " .. "|" .. loc("Deletion Mode: [5]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", -amGirder, 60000 ) elseif cat[cIndex] == loc("Rubber Placement Mode") then ShowMission ( loc("RUBBER PLACEMENT MODE"), loc("Use this mode to place rubberbands"), loc("Place Object: [Left Click]") .. "|" .. loc("Change Rotation: [Left], [Right]") .. "|" .. --"Change LandFlag: [1], [2], [3]" .. "|" .. --" " .. "|" .. loc("1 - Normal Rubber") .. "|" .. --"2 - Indestructible Rubber" .. "|" .. --"3 - Icy Rubber" .. "|" .. " " .. "|" .. loc("Deletion Mode: [5]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", -amRubber, 60000 ) elseif cat[cIndex] == loc("Barrel Placement Mode") then ShowMission ( loc("BARREL PLACEMENT MODE"), loc("Use this mode to place barrels"), loc("Place Object: [Left Click]") .. "|" .. loc("Change Health: [Left], [Right]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", 8, 60000 ) elseif cat[cIndex] == loc("Cleaver Placement Mode") then ShowMission ( loc("CLEAVER MINE PLACEMENT MODE"), loc("Use this mode to place cleavers"), loc("Place Object: [Left Click]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", -amKnife, 60000 ) elseif cat[cIndex] == loc("Target Placement Mode") then ShowMission ( loc("TARGET MINE PLACEMENT MODE"), loc("Use this mode to place targets"), loc("Place Object: [Left Click]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", 1, 60000 ) elseif cat[cIndex] == loc("Waypoint Placement Mode") then ShowMission ( loc("WAYPOINT PLACEMENT MODE"), loc("Use this mode to waypoints"), loc("Place Waypoint: [Left Click]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", -amAirAttack, 60000 ) elseif cat[cIndex] == loc("Mine Placement Mode") then ShowMission ( loc("MINE PLACEMENT MODE"), loc("Use this mode to place mines"), loc("Place Object: [Left Click]") .. "|" .. loc("Change Timer (in milliseconds): [Left], [Right]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", -amMine, 60000 ) elseif cat[cIndex] == loc("Sticky Mine Placement Mode") then ShowMission ( loc("STiCKY MINE PLACEMENT MODE"), loc("Use this mode to place sticky mines"), loc("Place Object: [Left Click]") .. "|" .. loc("Change Timer (in milliseconds): [Left], [Right]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", -amSMine, 60000 ) elseif cat[cIndex] == loc("Air Mine Placement Mode") then ShowMission ( loc("AIR MINE PLACEMENT MODE"), loc("Use this mode to place air mines"), loc("Place Object: [Left Click]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", -amAirMine, 60000 ) elseif cat[cIndex] == loc("Weapon Crate Placement Mode") then ShowMission ( "WEAPON CRATE PLACEMENT MODE", loc("Use this mode to place weapon crates"), loc("Place Object: [Left Click]") .. "|" .. loc("Change Content: [Left], [Right]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", 7, 60000 ) elseif cat[cIndex] == loc("Utility Crate Placement Mode") then ShowMission ( loc("UTILITY CRATE PLACEMENT MODE"), loc("Use this mode to place utility crates"), loc("Place Object: [Left Click]") .. "|" .. loc("Change Content: [Left], [Right]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", 5, 60000 ) elseif cat[cIndex] == loc("Health Crate Placement Mode") then ShowMission ( loc("HEALTH CRATE PLACEMENT MODE"), loc("Use this mode to place utility crates"), loc("Place Object: [Left Click]") .. "|" .. loc("Change Health Boost: [Left], [Right]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", 6, 60000 ) elseif cat[cIndex] == loc("Advanced Repositioning Mode") then ShowMission ( loc("ADVANCED REPOSITIONING MODE"), loc("Use this mode to select and reposition gears"), loc("[Left], [Right]: Change between selection and placement mode.") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", -amAirAttack, 60000 ) elseif cat[cIndex] == loc("Sprite Modification Mode") then ShowMission ( loc("SPRITE MODIFICATION MODE"), "", "Use this mode to select, modify, or delete existing girders," .. "|" .. "rubbers, or sprites." .. "|" .. "[Left], [Right]: Change between land-flag" .. "|" .. --"[Left], [Right]: Change between selection, land-flag" .. "|" .. "modification, and deletion modes." .. "|" .. "While in modification mode, you can " .. "|" .. "change land-flag by clicking on an object." .. "|" .. loc("Set LandFlag: [1], [2], [3], [4]") .. "|" .. " " .. "|" .. loc("1 - Normal Land") .. "|" .. loc("2 - Indestructible Land") .. "|" .. loc("3 - Icy Land") .. "|" .. loc("4 - Bouncy Land") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", -amAirAttack, 60000 ) elseif cat[cIndex] == loc("Sprite Placement Mode") then ShowMission ( loc("SPRITE PLACEMENT MODE"), loc("Use this mode to place custom sprites."), loc("[Left], [Right]: Change sprite selection") .. "|" .. loc("Set LandFlag: [1], [2], [3], [4]") .. "|" .. " " .. "|" .. loc("1 - Normal Land") .. "|" .. loc("2 - Indestructible Land") .. "|" .. loc("3 - Icy Land") .. "|" .. loc("4 - Bouncy Land") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", 2, 60000 ) --elseif cat[cIndex] == loc("Sprite Testing Mode") then -- ShowMission ( -- "SPRITE TESTING MODE", -- "Use this mode to test sprites before you place them.", -- "Place Temporary Visual Test: [Left Click]" .. "|" .. -- "[Left], [Right]: Change between sprites." .. "|" .. -- " " .. "|" .. -- loc("Change Placement Mode: [Up], [Down]") .. "|" .. -- loc("Toggle Help: Precise+1") .. "|" .. -- "", 3, 60000 -- ) elseif cat[cIndex] == loc("Tagging Mode") then ShowMission ( loc("TAGGING MODE"), loc("Use this mode to tag gears for win/lose conditions."), loc("Tag Gear: [Left Click]") .. "|" .. loc("[Left], [Right]: Change between tagging modes.") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", 3, 60000 ) elseif cat[cIndex] == loc("Hog Identity Mode") then ShowMission ( loc("HOG IDENTITY MODE"), loc("Use this mode to give a hog a preset identity and weapons."), loc("Set Identity: [Left Click]") .. "|" .. loc("[Left], [Right]: Change between identities.") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", 3, 60000 ) elseif cat[cIndex] == loc("Team Identity Mode") then ShowMission ( loc("TEAM IDENTITY MODE"), loc("Use this mode to give an entire team themed hats and names."), loc("Set Identity: [Left Click]") .. "|" .. loc("[Left], [Right]: Change between identities.") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", 3, 60000 ) elseif cat[cIndex] == loc("Health Modification Mode") then ShowMission ( loc("HEALTH MODIFICATION MODE"), loc("Use this mode to set the health of hogs, health crates and barrels."), loc("Set Health: [Left Click]") .. "|" .. loc("[Left], [Right]: Change health value.") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: Precise+1") .. "|" .. "", 3, 60000 ) end if helpDisabled == true then HideMission() end end -- called in onGameTick() function HandleHedgeEditor() if CurrentHedgehog ~= nil then genTimer = genTimer + 1 tSprCol = 0x00000000 tempFrame = 0 xDisplacement = 42 yDisplacement = 42 if (curWep == amAirAttack) then --wowaweewa, holyeeeee shite this is badly hacked (please rewrite when less lazy/morefeatures) dCol = 0xFFFFFFFF dFrame = 0 dAngle = 0 if (cat[cIndex] == loc("Mine Placement Mode")) then dSprite = sprBotlevels--sprMineOff dFrame = 1 elseif (cat[cIndex] == loc("Sticky Mine Placement Mode")) then dSprite = sprBotlevels--sprSMineOff dFrame = 2 elseif (cat[cIndex] == loc("Air Mine Placement Mode")) then dSprite = sprAirMine elseif (cat[cIndex] == loc("Barrel Placement Mode")) then dSprite = sprExplosives elseif (cat[cIndex] == loc("Health Crate Placement Mode")) then dSprite = sprFAid elseif (cat[cIndex] == loc("Weapon Crate Placement Mode")) then dSprite = sprCase elseif (cat[cIndex] == loc("Utility Crate Placement Mode")) then dSprite = sprUtility elseif (cat[cIndex] == loc("Target Placement Mode")) then dSprite = sprTarget elseif (cat[cIndex] == loc("Cleaver Placement Mode")) then dAngle = 270 dSprite = sprKnife elseif (cat[cIndex] == loc("Sprite Placement Mode")) then dSprite = reducedSpriteIDArray[pIndex] dFrame = 1 else dCol = 0xFFFFFF00 dSprite = sprArrow end if CG == nil then CG = AddVisualGear(CursorX, CursorY, vgtStraightShot,0,true,3) end g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(CG) SetVisualGearValues(CG, CursorX, CursorY, 0, 0, dAngle, dFrame, 1000, dSprite, 1000, dCol) if crateSprite == nil then crateSprite = AddVisualGear(CursorX, CursorY-35, vgtStraightShot,0,true,3) for i = 1, 4 do tSpr[i] = AddVisualGear(CursorX, CursorY-35, vgtStraightShot,0,true,3) end end if (cat[cIndex] == loc("Weapon Crate Placement Mode")) or (cat[cIndex] == loc("Utility Crate Placement Mode")) then if (cat[cIndex] == loc("Weapon Crate Placement Mode")) then tArr = atkArray else tArr = utilArray end tSprCol = 0xFFFFFFFF tempFrame = tArr[pIndex][3] end else if CG ~= nil then SetVisualGearValues(CG, 0, 0, 0, 0, 0, 0, 1000, sprArrow, 1000, 0xFFFFFF00) end end SetVisualGearValues(crateSprite, CursorX+xDisplacement, CursorY+yDisplacement, 0, 0, dAngle, tempFrame, 1000, sprAMAmmos, 1000, tSprCol) SetVisualGearValues(tSpr[1], CursorX+xDisplacement-2, CursorY+yDisplacement-2, 0, 0, dAngle, 10, 1000, sprTarget, 1000, tSprCol) SetVisualGearValues(tSpr[2], CursorX+xDisplacement-2, CursorY+yDisplacement+2, 0, 0, dAngle, 10, 1000, sprTarget, 1000, tSprCol) SetVisualGearValues(tSpr[3], CursorX+xDisplacement+2, CursorY+yDisplacement-2, 0, 0, dAngle, 10, 1000, sprTarget, 1000, tSprCol) SetVisualGearValues(tSpr[4], CursorX+xDisplacement+2, CursorY+yDisplacement+2, 0, 0, dAngle, 10, 1000, sprTarget, 1000, tSprCol) if genTimer >= 100 then genTimer = 0 --if destroyMap == true then -- BlowShitUpPartTwo() --end curWep = GetCurAmmoType() HandleRankingEffects() runOnGears(PortalEffects) -- change to girder mode on weapon swap if (cIndex ~= 1) and (curWep == amGirder) then cIndex = 1 RedefineSubset() updateHelp() elseif (cIndex ~=2) and (curWep == amRubber) then cIndex = 2 RedefineSubset() updateHelp() -- change to generic mode if girder no longer selected elseif (cIndex == 1) and (curWep ~= amGirder) then cIndex = 3 -- was 2 RedefineSubset() --updateHelp() elseif (cIndex == 2) and (curWep ~= amRubber) then cIndex = 3 --new RedefineSubset() --updateHelp() end -- update display selection criteria if (curWep == amGirder) or (curWep == amRubber) or (curWep == amAirAttack) then AddCaption(cat[cIndex],0xffba00ff,capgrpMessage) local caption2 if type(pMode[pIndex]) == "table" then caption2 = tostring(pMode[pIndex][1]) else caption2 = tostring(pMode[pIndex]) end AddCaption(caption2,0xffba00ff,capgrpMessage2) if superDelete == true then AddCaption(loc("Warning: Deletition Mode Active"),0xffba00ff,capgrpAmmoinfo) end end if sSprite ~= nil then g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(sSprite) SetVisualGearValues(sSprite, g1, g2, 0, 0, g5, g6, 10000, g8, 10000, g10 ) --AddCaption(g7) end end end if (ufoFuel ~= 0) then if ufoFuel == 2000 then SetHealth(ufoGear, 2000) end end -- kinda lazy, but at least we don't have to do elaborate tacking elsewhere SetVisualGearValues(sCirc, 0, 0, 0, 1, 1, 10, 0, 1, 1, 0x00000000) --update selected gear display if (cat[cIndex] == loc("Advanced Repositioning Mode")) and (sGear ~= nil) then SetVisualGearValues(sCirc, GetX(sGear), GetY(sGear), 100, 255, 1, 10, 0, 300, 3, 0xff00ffff) elseif (cat[cIndex] == loc("Sprite Modification Mode")) and (sSprite ~= nil) then g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(sSprite) SetVisualGearValues(sSprite, g1, g2, 0, 0, g5, g6, 10000, g8, 10000, g10 ) elseif (cat[cIndex] == loc("Tagging Mode")) then if (sGear ~= nil) or (closestGear ~= nil) then --recently disabled --SetVisualGearValues(sCirc, GetX(sGear), GetY(sGear), 0, 1, 1, 10, 0, 1, 1, 0x00000000) closestGear = nil sGear = nil end end runOnGears(UpdateTagCircles) -- some kind of target detected, tell me your story if cGear ~= nil then x,y = GetGearTarget(cGear) if GetGearType(cGear) == gtAirAttack then DeleteGear(cGear) PlaceObject(x, y) elseif GetGearType(cGear) == gtGirder then CGR = GetState(cGear) -- improve rectangle test based on CGR when you can be bothered --if TestRectForObstacle(x-20, y-20, x+20, y+20, true) then -- AddCaption(loc("Invalid Girder Placement"),0xffba00ff,capgrpVolume) --else PlaceObject(x, y) --end -- this allows the girder tool to be used like a mining laser --[[ if CGR < 4 then AddGear(x, y, gtGrenade, 0, 0, 0, 1) elseif CGR == 4 then g = AddGear(x-30, y, gtGrenade, 0, 0, 0, 1) g = AddGear(x+30, y, gtGrenade, 0, 0, 0, 1) elseif CGR == 5 then ------- g = AddGear(x+30, y+30, gtGrenade, 0, 0, 0, 1) g = AddGear(x-30, y-30, gtGrenade, 0, 0, 0, 1) elseif CGR == 6 then g = AddGear(x, y+30, gtGrenade, 0, 0, 0, 1) g = AddGear(x, y-30, gtGrenade, 0, 0, 0, 1) elseif CGR == 7 then ------- g = AddGear(x+30, y-30, gtGrenade, 0, 0, 0, 1) g = AddGear(x-30, y+30, gtGrenade, 0, 0, 0, 1) end ]] end end end -------------------------------------------------- -- EVENT HANDLERS -------------------------------------------------- function commandMode() if (preciseOn == true) and ((GetCurAmmoType() == amNothing) or (GetCurAmmoType() == amSkip)) then return(true) else return(false) end end function onTimer(s) superDelete = false if (commandMode() == true) and (s == 4) then SaveLevelData() -- positions of crates, etc elseif (commandMode() == true) and (s == 2) then if GetAmmoCount(CurrentHedgehog, amAirAttack) == 100 then SetEditingWeps(0) AddCaption(loc("The editor weapons and tools have been removed!")) else SetEditingWeps(100) AddCaption(loc("The editor weapons and tools have been added!")) end elseif (preciseOn == true) and (s == 1) then if (GetCurAmmoType() == amGirder) or (GetCurAmmoType() == amRubber) or (GetCurAmmoType() == amAirAttack) then helpDisabled = not(helpDisabled) AddCaption("Help Disabled: " .. BoolToString(helpDisabled),0xffba00ff,capgrpVolume) updateHelp() end elseif (cat[cIndex] == loc("Sprite Placement Mode")) or (cat[cIndex] == loc("Girder Placement Mode")) or (cat[cIndex] == loc("Rubber Placement Mode")) or (cat[cIndex] == loc("Sprite Modification Mode")) then if (cat[cIndex] == loc("Rubber Placement Mode")) and (s ~= 5) then landType = lfBouncy AddCaption(loc("Bouncy Land"),0xffba00ff,capgrpAmmoinfo) elseif s == 1 then landType = 0 AddCaption(loc("Normal Land"),0xffba00ff,capgrpAmmoinfo) elseif s == 2 then landType = lfIndestructible AddCaption(loc("Indestructible Land"),0xffba00ff,capgrpAmmoinfo) elseif s == 3 then landType = lfIce AddCaption(loc("Icy Land"),0xffba00ff,capgrpAmmoinfo) elseif (s == 4) then --and (cat[cIndex] == "Sprite Placement Mode") then landType = lfBouncy AddCaption(loc("Bouncy Land"),0xffba00ff,capgrpAmmoinfo) elseif (s == 5) and (cat[cIndex] ~= loc("Sprite Modification Mode")) then superDelete = true -- this and the above should probably be shown in another place where the other -- two add captions are displayed for this kinda thing --AddCaption(loc("Warning: Deletition Mode Active"),0xffba00ff,capgrpAmmoinfo) end elseif pMode[pIndex] == loc("Selection Mode") then setGearValue(sGear, "ranking", s) end end function onPrecise() preciseOn = true --ParseCommand("voicepack " .. "Surfer") --AddCaption(GetHogGrave(CurrentHedgehog)) --if (pMode[pIndex] == "Selection Mode") and (closestGear ~= nil) then -- menuEnabled = not(menuEnabled) --showmenu --end --BlowShitUp() --[[ frameID = 1 visualSprite = sprAmGirder--reducedSpriteIDArray[pIndex] --visualSprite = spriteIDArray[pIndex] tempE = AddVisualGear(1, 1, vgtStraightShot, 0, true,1) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE) SetVisualGearValues(tempE, g1, g2, 0, 0, g5, frameID, g7, visualSprite, g9, g10 ) ]] end function onPreciseUp() preciseOn = false end --[[function onLJump() end function onHJump() end]] --[[function UpdateMenu() preMenuCfg = loc("Use the arrow keys to navigate this menu") .. "|" postMenuCfg = loc("Press [Fire] to accept this configuration.") menu = { loc("Walls Required") .. ": " .. #wTouched .. "|", loc("Surf Before Crate") .. ": " .. BoolToCfgTxt(requireSurfer) .. "|", loc("Attack From Rope") .. ": " .. BoolToCfgTxt(AFR) .. "|", loc("Super Weapons") .. ": " .. BoolToCfgTxt(allowCrazyWeps) .. "|" } end function HandleStartingStage() temp = menu[menuIndex] menu[menuIndex] = "--> " .. menu[menuIndex] missionComment = "" for i = 1, #menu do missionComment = missionComment .. menu[i] end ShowMission ( loc("HEDGE EDITOR") .. " 0.4", loc("Edit gear properties"), preMenuCfg.. missionComment .. postMenuCfg .. --" " .. "|" .. "", 4, 300000 ) menu[menuIndex] = temp end function UpdateMenuCategoryOrSomething() temp = menu[1] menu = {} if temp == "Initialisation Menu" then for i = 1, #initMenuArray do menu[i] = initMenuArray[i] .. ": " .. initMenuArray[2] end elseif temp == "GameFlag Menu" then for i = 1, #gameFlagList do menu[i] = gameFlagList[1] .. ": " .. BoolToStr(gameFlagList[2]) end elseif temp == "Ammo Menu" then for i = 1, #atkArray do --except, this should be per hog, not overall :( --menu[i] = atkArray[i][2] .. ": " .. atkArray[i][3] menu[i] = atkArray[i][2] .. ": " .. getGearValue(sGear,atkArray[i][1]) end -- you should run through all the hogs and assign them ammo values based on the -- ammo set, yea, let's write that function in 5th for i = #menu, #utilArray do end end end function doMenuShit(d) if d == "up" then menuIndex = menuIndex -1 if menuIndex == 0 then menuIndex = #menu end elseif d == "down" then menuIndex = menuIndex +1 if menuIndex > #menu then menuIndex = 1 end elseif d == "left" then elseif d == "right" then end end]] --------------------------------------------------------------- -- Cycle through selection subsets (by changing pIndex, pMode) -- i.e health of barrels, medikits, -- timer of mines -- contents of crates etc. --------------------------------------------------------------- function onLeft() leftHeld = true rightHeld = false --if menuEnabled == true then --doMenuShit("left") --else -- normal case pIndex = pIndex - 1 if pIndex == 0 then pIndex = #pMode end if (curWep == amGirder) or (curWep == amRubber) or (curWep == amAirAttack) then AddCaption(pMode[pIndex],0xffba00ff,capgrpMessage2) end --end end function onRight() leftHeld = false rightHeld = true --if menuEnabled == true then --doMenuShit("right") --else -- normal case pIndex = pIndex + 1 if pIndex > #pMode then pIndex = 1 end if (curWep == amGirder) or (curWep == amRubber) or (curWep == amAirAttack) then AddCaption(pMode[pIndex],0xffba00ff,capgrpMessage2) end --end end --------------------------------------------------------- -- Cycle through primary categories (by changing cIndex) -- i.e mine, sticky mine, barrels -- health/weapon/utility crate, placement of gears --------------------------------------------------------- function onUp() --if menuEnabled == true then --doMenuShit("up") --elseif (curWep ~= amGirder) then if (curWep ~= amGirder) then --AddCaption(cIndex) cIndex = cIndex - 1 if (cIndex == 1) or (cIndex == 2) then --1 --we no longer hit girder by normal means cIndex = #cat end RedefineSubset() updateHelp() end end function onDown() --if menuEnabled == true then --doMenuShit("down") --elseif (curWep ~= amGirder) then if (curWep ~= amGirder) then cIndex = cIndex + 1 if cIndex > #cat then cIndex = 3 -- 2 ----we no longer hit girder by normal means end RedefineSubset() updateHelp() end end function onParameters() parseParams() ufoFuel = tonumber(params["ufoFuel"]) if ufoFuel == nil then ufoFuel = 0 end mapID = tonumber(params["m"]) --15 is a good short range portal, for what it's worth if tonumber(params["portalDistance"]) ~= nil then portalDistance = div(tonumber(params["portalDistance"]),5) end if portalDistance == nil then portalDistance = 5000 end if params["helpDisabled"] == "true" then helpDisabled = true end if mapID == nil then mapID = 1 end end function onGameInit() -- perhaps we can get some of this better info in parsecommandoverride --Map = "Islands" --Theme = "Deepspace" --Seed = "{bacb2f87-f316-4691-a333-3bcfc4fb3d88}" --MapGen = 0 -- 0:generated map, 1:generated maze, 2:hand drawn map --TemplateFilter = 5 -- small=1,med=2,large=3,cavern=4,wacky=5 if mapID == nil then mapID = 1 end -- read gameflags and assign their values to the gameflaglist array for i = 1, #gameFlagList do if band(GameFlags, gameFlagList[i][3]) ~= 0 then gameFlagList[i][2] = true else gameFlagList[i][2] = false end end Explosives = 0 MinesNum = 0 --GameFlags = GameFlags + gfInfAttack EnableGameFlags(gfInfAttack, gfDisableWind) RedefineSubset() end function onGameStart() trackTeams() InterpretPoints() LoadLevelData() ShowMission ( loc("HEDGE EDITOR"), loc("(well... kind of...)"), loc("Place Girder: Girder") .. "|" .. loc("Place Rubber: Rubber") .. "|" .. loc("Place Gear: Air Attack") .. "|" .. loc("Change Selection: [Up], [Down], [Left], [Right]") .. "|" .. loc("Toggle Help: Precise+1 (While a tool is selected)") .. "|" .. " " .. "|" .. loc("COMMANDS: (Use while no weapon is selected)") .. "|" .. loc("Save Level: Precise+4") .. "|" .. loc("Toggle Editing Weapons and Tools: Precise+2") .. "|" .. " " .. "|" .. --" " .. "|" .. "", 4, 5000 ) sCirc = AddVisualGear(0,0,vgtCircle,0,true) SetVisualGearValues(sCirc, 0, 0, 100, 255, 1, 10, 0, 40, 3, 0xffba00ff) frameID = 1 visualSprite = sprAmGirder sSprite = AddVisualGear(0, 0, vgtStraightShot, 0, true,1) g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(sSprite) SetVisualGearValues(sSprite, 1, 1, 0, 0, g5, frameID, 20000, visualSprite, 20000, g10 ) SetAmmoDelay(amAirAttack,0) SetAmmoDelay(amGirder,0) SetAmmoDelay(amRubber,0) --SetAmmoDelay(amNapalm,0) --SetAmmoDelay(amDrillStrike,0) --SetAmmoDelay(amMineStrike,0) end function SetEditingWeps(ammoCount) AddAmmo(CurrentHedgehog, amAirAttack, ammoCount) AddAmmo(CurrentHedgehog, amGirder, ammoCount) AddAmmo(CurrentHedgehog, amRubber, ammoCount) --AddAmmo(CurrentHedgehog, amPortalGun, ammoCount) AddAmmo(CurrentHedgehog, amTeleport, ammoCount) AddAmmo(CurrentHedgehog, amRope, ammoCount) --AddAmmo(CurrentHedgehog, amJetpack, ammoCount) --AddAmmo(CurrentHedgehog, amParachute, ammoCount) AddAmmo(CurrentHedgehog, amSwitch, 100) --ammoCount AddAmmo(CurrentHedgehog, amSkip, 100) end function clearAmmo(gear) for i = 1, #atkArray do AddAmmo(gear,atkArray[i][1],0) end for i = 1, #utilArray do AddAmmo(gear,utilArray[i][1],0) end end -- the below two functions allow you to set up a themed team. -- one day, it'd be nice to be able to set their voice/flag/grave -- ingame at this point, too, but for now, this is impossible function SetTeamIdentity(gear) tName = pMode[pIndex] hIndex = 1 hArr = {} for i = 1,#preMadeTeam[pIndex][2] do table.insert(hArr,preMadeTeam[pIndex][2][i]) end nArr = {} for i = 1,#preMadeTeam[pIndex][3] do table.insert(nArr,preMadeTeam[pIndex][3][i]) end SetHogTeamName(gear, tName) --runOnHogsInTeam(AssignTeam(gear),tName) runOnHogs(AssignTeam) end function AssignTeam(gear) if GetHogTeamName(gear) == tName then setGearValue(gear,"flag",preMadeTeam[pIndex][5]) setGearValue(gear,"voice",preMadeTeam[pIndex][6]) setGearValue(gear,"grave",preMadeTeam[pIndex][7]) setGearValue(gear,"fort",preMadeTeam[pIndex][8]) if preMadeTeam[pIndex][4] == "R" then -- random team if #hArr > 0 then --if there are unchosen hats left, choose one --then remove it from the available list of hats i = 1+GetRandom(#hArr) SetHogHat(gear,hArr[i]) table.remove(hArr,i) else -- choose any hat randomly SetHogHat(gear,preMadeTeam[pIndex][2][1+GetRandom(#preMadeTeam[pIndex][2])]) end if #nArr > 0 then i = 1+GetRandom(#nArr) SetHogName(gear,nArr[i]) table.remove(nArr,i) else SetHogName(gear,preMadeTeam[pIndex][3][1+GetRandom(#preMadeTeam[pIndex][3])]) end elseif preMadeTeam[pIndex][4] == "F" then -- fixed team w/ exactly 8 guys SetHogName(gear,preMadeTeam[pIndex][3][hIndex]) SetHogHat(gear,preMadeTeam[pIndex][2][hIndex]) hIndex = hIndex +1 else -- FR fixed random team with more or less than 8 guys if #hArr > 0 then i = 1+GetRandom(#hArr) SetHogHat(gear,hArr[i]) SetHogName(gear,nArr[i]) table.remove(hArr,i) table.remove(nArr,i) else SetHogHat(gear,"NoHat") SetHogName(gear,"Uninspiring hog") end end end end -- allows you to set a sort of identity and weapon profile for a given hog -- this should only really be used when perHogAmmo is enabled function SetHogProfile(gear, pro) clearAmmo(gear) if pro == loc("Sniper") then SetHogName(gear,"Sniper") SetHogHat(gear, "Sniper") SetHealth(gear, 50) AddAmmo(gear, amSniperRifle, 100) AddAmmo(gear, amDEagle, 100) elseif pro == loc("Pyro") then SetHogName(gear,loc("Pyro")) SetHogHat(gear, "Gasmask") SetHealth(gear, 80) AddAmmo(gear, amFlamethrower, 100) AddAmmo(gear, amMolotov, 100) AddAmmo(gear, amNapalm, 1) elseif pro == loc("Soldier") then SetHogName(gear,loc("Soldier")) --SetHogHat(gear, "war_americanww2helmet") SetHogHat(gear, "TeamSoldier") SetHealth(gear, 100) AddAmmo(gear, amBazooka, 100) AddAmmo(gear, amShotgun, 100) AddAmmo(gear, amMortar, 100) elseif pro == loc("Grenadier") then SetHogName(gear,loc("Grenadier")) SetHogHat(gear, "war_desertgrenadier1") SetHealth(gear, 100) AddAmmo(gear, amGrenade, 100) AddAmmo(gear, amClusterBomb, 100) AddAmmo(gear, amGasBomb, 100) elseif pro == loc("Chef") then SetHogName(gear,loc("Chef")) SetHogHat(gear, "chef") SetHealth(gear, 65) AddAmmo(gear, amGasBomb, 100) AddAmmo(gear, amKnife, 100) AddAmmo(gear, amCake, 1) --AddAmmo(gear, amWatermelon, 1) elseif pro == loc("Ninja") then SetHogName(gear,loc("Ninja")) SetHogHat(gear, "NinjaFull") SetHealth(gear, 80) AddAmmo(gear, amRope, 100) AddAmmo(gear, amFirePunch, 100) AddAmmo(gear, amParachute, 1) elseif pro == loc("Commander") then SetHogName(gear,loc("Commander")) SetHogHat(gear, "sf_vega") SetHealth(gear, 120) AddAmmo(gear, amDEagle, 100) AddAmmo(gear, amAirAttack, 2) AddAmmo(gear, amNapalm, 1) AddAmmo(gear, amDrillStrike, 1) AddAmmo(gear, amMineStrike, 1) elseif pro == loc("Engineer") then SetHogName(gear,loc("Engineer")) SetHogHat(gear, "Glasses") SetHealth(gear, 45) AddAmmo(gear, amGirder, 4) AddAmmo(gear, amRubber, 2) AddAmmo(gear, amLandGun, 2) AddAmmo(gear, amBlowTorch, 100) AddAmmo(gear, amPickHammer, 100) elseif pro == loc("Physicist") then SetHogName(gear,loc("Physicist")) SetHogHat(gear, "lambda") SetHealth(gear, 80) AddAmmo(gear, amIceGun, 2) AddAmmo(gear, amSineGun, 100) AddAmmo(gear, amBee, 2) AddAmmo(gear, amLowGravity, 100) elseif pro == loc("Trapper") then SetHogName(gear,loc("Trapper")) SetHogHat(gear, "Skull") SetHealth(gear, 100) AddAmmo(gear, amMine, 100) AddAmmo(gear, amSMine, 4) AddAmmo(gear, amAirMine, 2) AddAmmo(gear, amMolotov, 100) elseif pro == loc("Saint") then SetHogName(gear,loc("Saint")) SetHogHat(gear, "angel") SetHealth(gear, 200) AddAmmo(gear, amSeduction, 100) AddAmmo(gear, amInvulnerable, 100) AddAmmo(gear, amIceGun, 2) AddAmmo(gear, amHammer, 100) AddAmmo(gear, amResurrector, 100) elseif pro == loc("Clown") then SetHogName(gear,loc("Clown")) SetHogHat(gear, "clown-copper") SetHealth(gear, 70) AddAmmo(gear, amBaseballBat, 100) AddAmmo(gear, amGasBomb, 100) AddAmmo(gear, amBallgun, 1) AddAmmo(gear, amKamikaze, 1) --AddAmmo(gear, amPiano, 1) -- some other ideas/roles -- relocator: portal, teleport, tardis, extra time, lasersite -- vampire: vampire, whip, birdy, extra damage, seduction -- flyboy: rc plane, deagle, whip, parachute, kamikaze -- demo: drill, dynamite, mine, smine, blowtorch -- alien: ufo, sine-gun, drill rocket -- terminator: tardis, shotgun, cake, girder -- yeti: ice-gun, firepunch, blowtorch end AddAmmo(gear, amSwitch, 100) AddAmmo(gear, amSkip, 100) end function onNewTurn() -- regardless of our other ammo, give stuff that is useful for editing SetEditingWeps(100) if GetHogLevel(CurrentHedgehog) == 0 then TurnTimeLeft = -1 -- is that turntime in your pocket? :D else TurnTimeLeft = 1 -- skip the computer's turn end end function onGameTick() HandleHedgeEditor() end function isATrackedGear(gear) if (GetGearType(gear) == gtHedgehog) or (GetGearType(gear) == gtGrenade) or (GetGearType(gear) == gtExplosives) or (GetGearType(gear) == gtTarget) or (GetGearType(gear) == gtKnife) or (GetGearType(gear) == gtMine) or (GetGearType(gear) == gtSMine) or (GetGearType(gear) == gtPortal) or (GetGearType(gear) == gtAirMine) or (GetGearType(gear) == gtCase) then return(true) else return(false) end end -- track hedgehogs and placement gears function onGearAdd(gear) if GetGearType(gear) == gtJetpack then ufoGear = gear if (ufoFuel ~= 0) then SetHealth(ufoGear, ufoFuel) end end if GetGearType(gear) == gtHedgehog then --table.insert(hhs, gear) elseif (GetGearType(gear) == gtAirAttack) or (GetGearType(gear) == gtGirder) then cGear = gear end if isATrackedGear(gear) then trackGear(gear) if GetGearType(gear) == gtPortal then setGearValue(gear,"life",portalDistance) end end end function onGearDelete(gear) if GetGearType(gear) == gtJetpack then ufoGear = nil end if (GetGearType(gear) == gtAirAttack) or (GetGearType(gear) == gtGirder) then cGear = nil end if isATrackedGear(gear) then if getGearValue(gear, "tCirc") ~= nil then DeleteVisualGear(getGearValue(gear, "tCirc")) end trackDeletion(gear) end end