Final checkpoint w/ campaign.
loadfile(GetDataPath() .. "Scripts/Locale.lua")()
loadfile(GetDataPath() .. "Scripts/Animate.lua")()
--///////////////////////////////CONSTANTS///////////////////////////
choiceAccepted = 1
choiceRefused = 2
choiceAttacked = 3
endStage = 1
cannibalNum = 8
cannibalNames = {loc("John"), loc("Flesh for Brainz"), loc("Eye Chewer"), loc("Torn Muscle"),
loc("Nom-Nom"), loc("Vedgies"), loc("Brain Blower"), loc("Gorkij")}
cannibalPos = {{2471, 1174}, {939, 1019}, {1953, 902}, {3055, 1041},
{1121, 729}, {1150, 718}, {1149, 680}, {1161, 773}}
startLeaksPosDuo = {3572, 1426}
startEventXDuo = 3300
startDensePosDuo = {3454, 1471}
startCyborgPosDuo = {3202, 1307}
midDensePosDuo = {1464, 1410}
midCyborgPosDuo = {1264, 1390}
--///////////////////////////////VARIABLES///////////////////////////
m2Choice = 0
m2DenseDead = 0
m2RamonDead = 0
m2SpikyDead = 0
TurnsLeft = 0
stage = 0
--cyborgHidden = false
--princessHidden = false
blowTaken = false
fireTaken = false
gravityTaken = false
sniperTaken = false
girderTaken = false
girder1Taken = false
girder2Taken = false
leaksDead = false
denseDead = false
princessDead = false
cyborgDead = false
cannibalDead = {}
hedgeHidden = {}
startAnim = {}
startAnimAD = {}
startAnimAL = {}
startAnimRL = {}
pastFlowerAnimAL = {}
pastFlowerAnimRL = {}
pastFlowerAnim = {}
outPitAnimAL = {}
outPitAnimRL = {}
outPitAnim = {}
midAnim = {}
midAnimAD = {}
failAnim = {}
failAnimAD = {}
endAnim = {}
endAnimAD = {}
endAnimAL = {}
endAnimRL = {}
endFailAnim = {}
endFailAnimAD = {}
winAnim = {}
winAnimAD = {}
--/////////////////////////Animation Functions///////////////////////
function AfterMidFailAnim()
ParseCommand("teamgone " .. loc("Natives"))
TurnTimeLeft = 0
end
function AfterMidAnimAlone()
SetupCourse()
for i = 5, 8 do
RestoreHedge(cannibals[i])
AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i]))
end
AddAmmo(cannibals[5], amDEagle, 0)
AddEvent(CheckGirderTaken, {}, DoGirderTaken, {}, 0)
AddEvent(CheckOnFirstGirder, {}, DoOnFirstGirder, {}, 0)
AddEvent(CheckTookSniper, {}, DoTookSniper, {}, 0)
AddEvent(CheckFailedCourse, {}, DoFailedCourse, {}, 0)
SetGearMessage(leaks, 0)
TurnsLeft = 12
TurnTimeLeft = TurnTime
ShowMission(loc("The Journey Back"), loc("Collateral Damage"), loc("Save the princess by collecting the crate in under 12 turns!"), 0, 6000)
-----------------------///////////////------------
--AnimSetGearPosition(leaks, 417, 1800)
end
function SkipEndAnimAlone()
RestoreHedge(cyborg)
RestoreHedge(princess)
AnimSetGearPosition(cyborg, 437, 1700)
AnimSetGearPosition(princess, 519, 1722)
end
function SkipEndAnimDuo()
RestoreHedge(cyborg)
RestoreHedge(princess)
if princessHidden then
RestoreHog(princess)
princessHidden = false
end
AnimSetGearPosition(cyborg, 437, 1700)
AnimSetGearPosition(princess, 519, 1722)
AnimSetGearPosition(leaks, 763, 1760)
AnimSetGearPosition(dense, 835, 1519)
HogTurnLeft(leaks, true)
HogTurnLeft(dense, true)
end
function AfterEndAnimAlone()
stage = endStage
SwitchHog(leaks)
SetGearMessage(leaks, 0)
TurnTimeLeft = -1
ShowMission(loc("The Journey Back"), loc("Collateral Damage II"), loc("Save Fell From Heaven!"), 1, 4000)
AddEvent(CheckLost, {}, DoLost, {}, 0)
AddEvent(CheckWon, {}, DoWon, {}, 0)
RemoveEventFunc(CheckFailedCourse)
end
function AfterEndAnimDuo()
stage = endStage
SwitchHog(leaks)
SetGearMessage(leaks, 0)
SetGearMessage(dense, 0)
TurnTimeLeft = -1
ShowMission(loc("The Journey Back"), loc("Collateral Damage II"), loc("Save Fell From Heaven!"), 1, 4000)
AddEvent(CheckLost, {}, DoLost, {}, 0)
AddEvent(CheckWon, {}, DoWon, {}, 0)
end
function SkipMidAnimAlone()
AnimSetGearPosition(leaks, 2656, 1842)
AnimSwitchHog(leaks)
SetInputMask(0xFFFFFFFF)
AnimWait(dense, 1)
AddFunction({func = HideHedge, args = {princess}})
AddFunction({func = HideHedge, args = {cyborg}})
end
function AfterStartAnim()
SetGearMessage(leaks, 0)
TurnTimeLeft = TurnTime
local goal = loc("Get the crate on the other side of the island!|")
local hint = loc("Hint: you might want to stay out of sight and take all the crates...|")
local stuck = loc("If you get stuck, use your Desert Eagle or restart the mission!|")
local conds = loc("Leaks A Lot must survive!")
if m2DenseDead == 0 then
conds = loc("Your hogs must survive!")
end
ShowMission(loc("The Journey Back"), loc("Adventurous"), goal .. hint .. stuck .. conds, 0, 7000)
end
function SkipStartAnim()
AnimSwitchHog(leaks)
end
function PlaceCratesDuo()
SpawnAmmoCrate(3090, 827, amBaseballBat)
girderCrate1 = SpawnUtilityCrate(2466, 1814, amGirder)
girderCrate2 = SpawnUtilityCrate(2630, 1278, amGirder)
SpawnUtilityCrate(2422, 1810, amParachute)
SpawnUtilityCrate(3157, 1009, amLowGravity)
sniperCrate = SpawnAmmoCrate(784, 1715, amSniperRifle)
end
function PlaceMinesDuo()
SetTimer(AddGear(2920, 1448, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2985, 1338, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(3005, 1302, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(3030, 1270, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(3046, 1257, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2954, 1400, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2967, 1385, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2849, 1449, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2811, 1436, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2773, 1411, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2732, 1390, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2700, 1362, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2642, 1321, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2172, 1417, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2190, 1363, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2219, 1332, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1201, 1207, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1247, 1205, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1295, 1212, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1356, 1209, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1416, 1201, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1466, 1201, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1678, 1198, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1738, 1198, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1796, 1198, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1637, 1217, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1519, 1213, gtMine, 0, 0, 0, 0), 5000)
end
function AfterPastFlowerAnim()
PlaceMinesDuo()
AddEvent(CheckDensePit, {}, DoDensePit, {}, 0)
AddEvent(CheckTookGirder1, {}, DoTookGirder1, {}, 0)
AddEvent(CheckTookGirder2, {}, DoTookGirder2, {}, 0)
SetGearMessage(leaks, 0)
SetGearMessage(dense, 0)
TurnTimeLeft = 0
ShowMission(loc("The Journey Back"), loc("The Savior"), loc("Get Dense Cloud out of the pit!"), 1, 5000)
end
function SkipPastFlowerAnim()
AnimSetGearPosition(dense, 2656, 1842)
AnimSwitchHog(dense)
AnimWait(dense, 1)
AddFunction({func = HideHedge, args = {cyborg}})
end
function AfterOutPitAnim()
SetupCourseDuo()
RestoreHedge(cannibals[5])
AddAmmo(cannibals[5], amDEagle, 0)
HideHedge(cannibals[5])
AddEvent(CheckTookFire, {}, DoTookFire, {}, 0)
SetGearMessage(leaks, 0)
SetGearMessage(dense, 0)
TurnTimeLeft = 0
ShowMission(loc("The Journey Back"), loc("They never learn"), loc("Free Dense Cloud and continue the mission!"), 1, 5000)
end
function SkipOutPitAnim()
AnimSetGearPosition(dense, unpack(midDensePosDuo))
AnimSwitchHog(dense)
AnimWait(dense, 1)
AddFunction({func = HideHedge, args = {cyborg}})
end
function RestoreCyborg(x, y, xx, yy)
RestoreHedge(cyborg)
RestoreHedge(princess)
AnimOutOfNowhere(cyborg, x, y)
AnimOutOfNowhere(princess, xx, yy)
HogTurnLeft(princess, false)
return true
end
function RestoreCyborgOnly(x, y)
RestoreHedge(cyborg)
SetState(cyborg, 0)
AnimOutOfNowhere(cyborg, x, y)
return true
end
function TargetPrincess()
ParseCommand("setweap " .. string.char(amDEagle))
SetGearMessage(cyborg, gmUp)
return true
end
function HideCyborg()
HideHedge(cyborg)
HideHedge(princess)
end
function HideCyborgOnly()
HideHedge(cyborg)
end
function SetupKillRoom()
PlaceGirder(2342, 1814, 2)
PlaceGirder(2294, 1783, 0)
PlaceGirder(2245, 1814, 2)
end
function SetupCourseDuo()
PlaceGirder(1083, 1152, 6)
PlaceGirder(1087, 1150, 6)
PlaceGirder(1133, 1155, 0)
PlaceGirder(1135, 1152, 0)
PlaceGirder(1135, 1078, 0)
PlaceGirder(1087, 1016, 2)
PlaceGirder(1018, 921, 5)
PlaceGirder(1016, 921, 5)
PlaceGirder(962, 782, 6)
PlaceGirder(962, 662, 2)
PlaceGirder(962, 661, 2)
PlaceGirder(962, 650, 2)
PlaceGirder(962, 630, 2)
PlaceGirder(1033, 649, 0)
PlaceGirder(952, 650, 0)
fireCrate = SpawnAmmoCrate(1846, 1100, amFirePunch)
SpawnUtilityCrate(1900, 1100, amPickHammer)
SpawnAmmoCrate(950, 674, amDynamite)
SpawnUtilityCrate(994, 825, amRope)
SpawnUtilityCrate(570, 1357, amLowGravity)
end
function DumpMines()
SetTimer(AddGear(2261, 1835, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2280, 1831, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2272, 1809, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2290, 1815, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2278, 1815, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2307, 1811, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2286, 1820, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2309, 1813, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2303, 1822, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2317, 1827, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2312, 1816, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2316, 1812, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2307, 1802, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2276, 1818, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2284, 1816, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2292, 1811, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2295, 1814, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2306, 1811, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2292, 1815, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2314, 1815, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2286, 1813, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2275, 1813, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2269, 1814, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2273, 1812, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2300, 1808, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2322, 1812, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2323, 1813, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2311, 1811, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2303, 1809, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2287, 1808, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2282, 1808, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2277, 1809, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2296, 1809, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(2314, 1818, gtMine, 0, 0, 0, 0), 5000)
end
function SetupAnimRefusedDied()
SetupAnimAcceptedDied()
table.insert(startAnim, {func = AnimSay, args = {leaks, loc("I just wonder where Ramon and Spiky disappeared..."), SAY_THINK, 6000}})
end
function SetupAnimAttacked()
SetupAnimAcceptedDied()
startAnim = {}
table.insert(startAnim, {func = AnimWait, args = {leaks, 3000}})
table.insert(startAnim, {func = AnimTurn, args = {leaks, "Left"}})
table.insert(startAnim, {func = AnimSay, args = {leaks, loc("I wonder where Dense Cloud is..."), SAY_THINK, 4000}})
table.insert(startAnim, {func = AnimSay, args = {leaks, loc("He must be in the village already."), SAY_THINK, 4000}})
table.insert(startAnim, {func = AnimSay, args = {leaks, loc("I'd better get going myself."), SAY_THINK, 4000}})
midAnim = {}
table.insert(midAnim, {func = AnimWait, args = {leaks, 500}})
table.insert(midAnim, {func = AnimCustomFunction, swh = false, args = {leaks, RestoreCyborg, {1300, 1200, 1390, 1200}}})
table.insert(midAnim, {func = AnimSwitchHog, args = {cyborg}})
table.insert(midAnim, {func = AnimCustomFunction, args = {cyborg, TargetPrincess, {}}})
table.insert(midAnim, {func = AnimSay, args = {cyborg, loc("Welcome, Leaks A Lot!"), SAY_SAY, 3000}})
table.insert(midAnim, {func = AnimSay, args = {cyborg, loc("I want to play a game..."), SAY_SAY, 3000}})
table.insert(midAnim, {func = AnimSay, args = {princess, loc("Help me, please!!!"), SAY_SHOUT, 3000}})
table.insert(midAnim, {func = AnimSay, args = {cyborg, loc("If you can get that crate fast enough, your beloved \"princess\" may go free."), SAY_SAY, 7000}})
table.insert(midAnim, {func = AnimSay, args = {cyborg, loc("However, if you fail to do so, she dies a most violent death! Muahahaha!"), SAY_SAY, 8000}})
table.insert(midAnim, {func = AnimSay, args = {cyborg, loc("Good luck...or else!"), SAY_SAY, 4000}})
table.insert(midAnim, {func = AnimTeleportGear, args = {leaks, 2656, 1842}})
table.insert(midAnim, {func = AnimCustomFunction, args = {cyborg, HideCyborg, {}}, swh = false})
table.insert(midAnim, {func = AnimSay, args = {leaks, loc("Hey! This is cheating!"), SAY_SHOUT, 4000}})
AddSkipFunction(midAnim, SkipMidAnimAlone, {})
end
function SetupAnimAcceptedDied()
table.insert(startAnimAD, {func = AnimWait, args = {leaks, 3000}})
table.insert(startAnimAD, {func = AnimTurn, args = {leaks, "Left"}})
table.insert(startAnimAD, {func = AnimSay, args = {leaks, loc("I need to get to the other side of this island, fast!"), SAY_THINK, 5000}})
table.insert(startAnimAD, {func = AnimSay, args = {leaks, loc("With Dense Cloud on the land of shadows, I'm the village's only hope..."), SAY_THINK, 7000}})
table.insert(midAnimAD, {func = AnimWait, args = {leaks, 500}})
table.insert(midAnimAD, {func = AnimCustomFunction, swh = false, args = {leaks, RestoreCyborg, {1300, 1200, 1390, 1200}}})
table.insert(midAnimAD, {func = AnimSwitchHog, args = {cyborg}})
table.insert(midAnimAD, {func = AnimCustomFunction, args = {cyborg, TargetPrincess, {}}})
table.insert(midAnimAD, {func = AnimSay, args = {cyborg, loc("Welcome, Leaks A Lot!"), SAY_SAY, 3000}})
table.insert(midAnimAD, {func = AnimSay, args = {cyborg, loc("I want to play a game..."), SAY_SAY, 3000}})
table.insert(midAnimAD, {func = AnimSay, args = {princess, loc("Help me, please!!!"), SAY_SHOUT, 3000}})
table.insert(midAnimAD, {func = AnimSay, args = {cyborg, loc("If you can get that crate fast enough, your beloved \"princess\" may go free."), SAY_SAY, 7000}})
table.insert(midAnimAD, {func = AnimSay, args = {cyborg, loc("However, if you fail to do so, she dies a most violent death, just like your friend! Muahahaha!"), SAY_SAY, 8000}})
table.insert(midAnimAD, {func = AnimSay, args = {cyborg, loc("Good luck...or else!"), SAY_SAY, 4000}})
table.insert(midAnimAD, {func = AnimTeleportGear, args = {leaks, 2656, 1842}})
table.insert(midAnimAD, {func = AnimCustomFunction, args = {cyborg, HideCyborg, {}}, swh = false})
table.insert(midAnimAD, {func = AnimSay, args = {leaks, loc("Hey! This is cheating!"), SAY_SHOUT, 4000}})
AddSkipFunction(midAnimAD, SkipMidAnimAlone, {})
table.insert(failAnimAD, {func = AnimCustomFunction, swh = false, args = {leaks, RestoreCyborg, {2299, 1687, 2294, 1841}}})
table.insert(failAnimAD, {func = AnimTeleportGear, args = {leaks, 2090, 1841}})
table.insert(failAnimAD, {func = AnimCustomFunction, swh = false, args = {cyborg, SetupKillRoom, {}}})
table.insert(failAnimAD, {func = AnimTurn, swh = false, args = {cyborg, "Left"}})
table.insert(failAnimAD, {func = AnimTurn, swh = false, args = {princess, "Left"}})
table.insert(failAnimAD, {func = AnimTurn, swh = false, args = {leaks, "Right"}})
table.insert(failAnimAD, {func = AnimWait, args = {cyborg, 1000}})
table.insert(failAnimAD, {func = AnimSay, args = {cyborg, loc("You have failed to complete your task, young one!"), SAY_SAY, 6000}})
table.insert(failAnimAD, {func = AnimSay, args = {cyborg, loc("It's time you learned that your actions have consequences!"), SAY_SAY, 7000}})
table.insert(failAnimAD, {func = AnimSay, args = {princess, loc("No! Please, help me!"), SAY_SAY, 4000}})
table.insert(failAnimAD, {func = AnimSwitchHog, args = {cyborg}})
table.insert(failAnimAD, {func = AnimCustomFunction, args = {cyborg, DumpMines, {}}})
table.insert(failAnimAD, {func = AnimCustomFunction, args = {cyborg, KillPrincess, {}}})
table.insert(failAnimAD, {func = AnimWait, args = {cyborg, 12000}})
table.insert(failAnimAD, {func = AnimSay, args = {leaks, loc("No! What have I done?! What have YOU done?!"), SAY_SHOUT, 6000}})
table.insert(endAnimAD, {func = AnimCustomFunction, swh = false, args = {leaks, RestoreCyborg, {437, 1700, 519, 1722}}})
table.insert(endAnimAD, {func = AnimTurn, swh = false, args = {cyborg, "Right"}})
table.insert(endAnimAD, {func = AnimTurn, swh = false, args = {princess, "Right"}})
table.insert(endAnimAD, {func = AnimSay, args = {princess, loc("Help me, Leaks!"), SAY_SHOUT, 3000}})
table.insert(endAnimAD, {func = AnimSay, args = {leaks, loc("But you said you'd let her go!"), SAY_SHOUT, 5000}})
table.insert(endAnimAD, {func = AnimSay, args = {cyborg, loc("And you believed me? Oh, god, that's cute!"), SAY_SHOUT, 7000}})
table.insert(endAnimAD, {func = AnimSay, args = {leaks, loc("I won't let you kill her!"), SAY_SHOUT, 4000}})
AddSkipFunction(endAnimAD, SkipEndAnimAlone, {})
table.insert(endFailAnim, {func = AnimCaption, args = {leaks, loc("Leaks A Lot, depressed for killing his loved one, failed to save the village..."), 3000}})
table.insert(winAnimAD, {func = AnimCustomFunction, args = {princess, CondNeedToTurn, {leaks, princess}}})
table.insert(winAnimAD, {func = AnimSay, args = {princess, loc("Thank you, oh, thank you, Leaks A Lot!"), SAY_SAY, 5000}})
table.insert(winAnimAD, {func = AnimSay, args = {princess, loc("How can I ever repay you for saving my life?"), SAY_SAY, 6000}})
table.insert(winAnimAD, {func = AnimSay, args = {leaks, loc("There's nothing more satisfying for me than seeing you share your beauty with the world every morning, my princess!"), SAY_SAY, 10000}})
table.insert(winAnimAD, {func = AnimSay, args = {leaks, loc("Let's go home!"), SAY_SAY, 3000}})
table.insert(winAnimAD, {func = AnimCaption, args = {leaks, loc("And so they discovered that cyborgs weren't invulnerable..."), 2000}})
startAnim = startAnimAD
midAnim = midAnimAD
failAnim = failAnimAD
endAnim = endAnimAD
endFailAnim = endFailAnimAD
winAnim = winAnimAD
end
function SetupAnimAcceptedLived()
table.insert(startAnimAL, {func = AnimWait, args = {leaks, 3000}})
table.insert(startAnimAL, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {leaks, dense}}})
table.insert(startAnimAL, {func = AnimSay, args = {leaks, loc("All right, we just need to get to the other side of the island!"), SAY_SAY, 8000}})
table.insert(startAnimAL, {func = AnimSay, args = {dense, loc("We have no time to waste..."), SAY_SAY, 4000}})
table.insert(startAnimAL, {func = AnimSwitchHog, args = {leaks}})
AddSkipFunction(startAnimAL, SkipStartAnim, {})
table.insert(pastFlowerAnimAL, {func = AnimCustomFunction, args = {dense, RestoreCyborgOnly, {unpack(startCyborgPosDuo)}}, swh = false})
table.insert(pastFlowerAnimAL, {func = AnimTurn, args = {cyborg, "Right"}})
table.insert(pastFlowerAnimAL, {func = AnimSay, args = {cyborg, loc("Well, well! Isn't that the cutest thing you've ever seen?"), SAY_SAY, 7000}})
table.insert(pastFlowerAnimAL, {func = AnimSay, args = {cyborg, loc("Two little hogs cooperating, getting past obstacles..."), SAY_SAY, 7000}})
table.insert(pastFlowerAnimAL, {func = AnimSay, args = {cyborg, loc("Let me test your skills a little, will you?"), SAY_SAY, 6000}})
table.insert(pastFlowerAnimAL, {func = AnimTeleportGear, args = {cyborg, 2456, 1842}})
table.insert(pastFlowerAnimAL, {func = AnimTeleportGear, args = {dense, 2656, 1842}})
table.insert(pastFlowerAnimAL, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {cyborg, dense}}})
table.insert(pastFlowerAnimAL, {func = AnimSay, args = {dense, loc("Why are you doing this?"), SAY_SAY, 4000}})
table.insert(pastFlowerAnimAL, {func = AnimSay, args = {cyborg, loc("To help you, of course!"), SAY_SAY, 4000}})
table.insert(pastFlowerAnimAL, {func = AnimSwitchHog, args = {dense}})
table.insert(pastFlowerAnimAL, {func = AnimDisappear, swh = false, args = {cyborg, 3781, 1583}})
table.insert(pastFlowerAnimAL, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborgOnly, {}}})
AddSkipFunction(pastFlowerAnimAL, SkipPastFlowerAnim, {})
table.insert(outPitAnimAL, {func = AnimCustomFunction, args = {dense, RestoreCyborgOnly, {unpack(midCyborgPosDuo)}}, swh = false})
table.insert(outPitAnimAL, {func = AnimTurn, args = {cyborg, "Right"}})
table.insert(outPitAnimAL, {func = AnimTeleportGear, args = {dense, unpack(midDensePosDuo)}})
table.insert(outPitAnimAL, {func = AnimTurn, args = {dense, "Left"}})
table.insert(outPitAnimAL, {func = AnimSay, args = {dense, loc("OH, COME ON!"), SAY_SHOUT, 3000}})
table.insert(outPitAnimAL, {func = AnimSay, args = {cyborg, loc("Let's see what your comrade does now!"), SAY_SAY, 5000}})
table.insert(outPitAnimAL, {func = AnimSwitchHog, args = {dense}})
table.insert(outPitAnimAL, {func = AnimDisappear, swh = false, args = {cyborg, 3781, 1583}})
table.insert(outPitAnimAL, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborgOnly, {}}})
AddSkipFunction(outPitAnimAL, SkipOutPitAnim, {})
table.insert(endAnim, {func = AnimCustomFunction, swh = false, args = {leaks, RestoreCyborg, {437, 1700, 519, 1722}}})
table.insert(endAnim, {func = AnimTeleportGear, args = {leaks, 763, 1760}})
table.insert(endAnim, {func = AnimTeleportGear, args = {dense, 835, 1519}})
table.insert(endAnim, {func = AnimTurn, swh = false, args = {leaks, "Left"}})
table.insert(endAnim, {func = AnimTurn, swh = false, args = {dense, "Left"}})
table.insert(endAnim, {func = AnimTurn, swh = false, args = {cyborg, "Right"}})
table.insert(endAnim, {func = AnimTurn, swh = false, args = {princess, "Right"}})
table.insert(endAnim, {func = AnimSay, args = {princess, loc("Help me, please!"), SAY_SHOUT, 3000}})
table.insert(endAnim, {func = AnimSay, args = {leaks, loc("What are you doing? Let her go!"), SAY_SHOUT, 5000}})
table.insert(endAnim, {func = AnimSay, args = {cyborg, loc("Yeah? Watcha gonna do? Cry?"), SAY_SHOUT, 5000}})
table.insert(endAnim, {func = AnimSay, args = {leaks, loc("We won't let you hurt her!"), SAY_SHOUT, 4000}})
AddSkipFunction(endAnim, SkipEndAnimDuo, {})
table.insert(endFailAnim, {func = AnimCaption, args = {leaks, loc("Leaks A Lot, depressed for killing his loved one, failed to save the village..."), 3000}})
table.insert(winAnim, {func = AnimCustomFunction, args = {princess, CondNeedToTurn, {leaks, princess}}})
table.insert(winAnim, {func = AnimSay, args = {princess, loc("Thank you, oh, thank you, my heroes!"), SAY_SAY, 5000}})
table.insert(winAnim, {func = AnimSay, args = {princess, loc("How can I ever repay you for saving my life?"), SAY_SAY, 6000}})
table.insert(winAnim, {func = AnimSay, args = {leaks, loc("There's nothing more satisfying to us than seeing you share your beauty..."), SAY_SAY, 7000}})
table.insert(winAnim, {func = AnimSay, args = {leaks, loc("... share your beauty with the world every morning, my princess!"), SAY_SAY, 7000}})
table.insert(winAnim, {func = AnimSay, args = {leaks, loc("Let's go home!"), SAY_SAY, 3000}})
table.insert(winAnim, {func = AnimCaption, args = {leaks, loc("And so they discovered that cyborgs weren't invulnerable..."), 2000}})
startAnim = startAnimAL
pastFlowerAnim = pastFlowerAnimAL
outPitAnim = outPitAnimAL
end
function SetupAnimRefusedLived()
table.insert(startAnimRL, {func = AnimWait, args = {leaks, 3000}})
table.insert(startAnimRL, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {leaks, dense}}})
table.insert(startAnimRL, {func = AnimSay, args = {leaks, loc("All right, we just need to get to the other side of the island!"), SAY_SAY, 7000}})
table.insert(startAnimRL, {func = AnimSay, args = {dense, loc("Dude, can you see Ramon and Spiky?"), SAY_SAY, 5000}})
table.insert(startAnimRL, {func = AnimSay, args = {leaks, loc("No...I wonder where they disappeared?!"), SAY_SAY, 5000}})
AddSkipFunction(startAnimRL, SkipStartAnim, {})
table.insert(pastFlowerAnimRL, {func = AnimCustomFunction, args = {dense, RestoreCyborgOnly, {unpack(startCyborgPosDuo)}}, swh = false})
table.insert(pastFlowerAnimRL, {func = AnimTurn, args = {cyborg, "Right"}})
table.insert(pastFlowerAnimRL, {func = AnimSay, args = {cyborg, loc("Well, well! Isn't that the cutest thing you've ever seen?"), SAY_SAY, 7000}})
table.insert(pastFlowerAnimRL, {func = AnimSay, args = {cyborg, loc("Two little hogs cooperating, getting past obstacles..."), SAY_SAY, 7000}})
table.insert(pastFlowerAnimRL, {func = AnimSay, args = {cyborg, loc("Let me test your skills a little, will you?"), SAY_SAY, 6000}})
table.insert(pastFlowerAnimRL, {func = AnimTeleportGear, args = {cyborg, 2456, 1842}})
table.insert(pastFlowerAnimRL, {func = AnimTeleportGear, args = {dense, 2656, 1842}})
table.insert(pastFlowerAnimRL, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {cyborg, dense}}})
table.insert(pastFlowerAnimRL, {func = AnimSay, args = {dense, loc("Why are you doing this?"), SAY_SAY, 4000}})
table.insert(pastFlowerAnimRL, {func = AnimSay, args = {cyborg, loc("You couldn't possibly believe that after refusing my offer I'd just let you go!"), SAY_SAY, 9000}})
table.insert(pastFlowerAnimRL, {func = AnimSay, args = {cyborg, loc("You're funny!"), SAY_SAY, 4000}})
table.insert(pastFlowerAnimRL, {func = AnimSwitchHog, args = {dense}})
table.insert(pastFlowerAnimRL, {func = AnimDisappear, swh = false, args = {cyborg, 3781, 1583}})
table.insert(pastFlowerAnimRL, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborgOnly, {}}})
AddSkipFunction(pastFlowerAnimRL, SkipPastFlowerAnim, {})
table.insert(outPitAnimRL, {func = AnimCustomFunction, args = {dense, RestoreCyborgOnly, {unpack(midCyborgPosDuo)}}, swh = false})
table.insert(outPitAnimRL, {func = AnimTurn, args = {cyborg, "Right"}})
table.insert(outPitAnimRL, {func = AnimTeleportGear, args = {dense, unpack(midDensePosDuo)}})
table.insert(outPitAnimRL, {func = AnimTurn, args = {dense, "Left"}})
table.insert(outPitAnimRL, {func = AnimSay, args = {dense, loc("OH, COME ON!"), SAY_SHOUT, 3000}})
table.insert(outPitAnimRL, {func = AnimSay, args = {cyborg, loc("Let's see what your comrade does now!"), SAY_SAY, 5000}})
table.insert(outPitAnimRL, {func = AnimSwitchHog, args = {dense}})
table.insert(outPitAnimRL, {func = AnimDisappear, swh = false, args = {cyborg, 3781, 1583}})
table.insert(outPitAnimRL, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborgOnly, {}}})
AddSkipFunction(outPitAnimRL, SkipOutPitAnim, {})
table.insert(endAnim, {func = AnimCustomFunction, args = {leaks, RestoreCyborg, {437, 1700, 519, 1722}}})
table.insert(endAnim, {func = AnimTeleportGear, args = {leaks, 763, 1760}})
table.insert(endAnim, {func = AnimTeleportGear, args = {dense, 835, 1519}})
table.insert(endAnim, {func = AnimTurn, swh = false, args = {leaks, "Left"}})
table.insert(endAnim, {func = AnimTurn, swh = false, args = {dense, "Left"}})
table.insert(endAnim, {func = AnimTurn, swh = false, args = {cyborg, "Right"}})
table.insert(endAnim, {func = AnimTurn, swh = false, args = {princess, "Right"}})
table.insert(endAnim, {func = AnimSay, args = {princess, loc("Help me, please!"), SAY_SHOUT, 3000}})
table.insert(endAnim, {func = AnimSay, args = {leaks, loc("What are you doing? Let her go!"), SAY_SHOUT, 5000}})
table.insert(endAnim, {func = AnimSay, args = {cyborg, loc("Yeah? Watcha gonna do? Cry?"), SAY_SHOUT, 5000}})
table.insert(endAnim, {func = AnimSay, args = {leaks, loc("We won't let you hurt her!"), SAY_SHOUT, 4000}})
AddSkipFunction(endAnim, SkipEndAnimDuo, {})
table.insert(endFailAnim, {func = AnimCaption, args = {leaks, loc("Leaks A Lot, depressed for killing his loved one, failed to save the village..."), 3000}})
table.insert(winAnim, {func = AnimCustomFunction, args = {princess, CondNeedToTurn, {leaks, princess}}})
table.insert(winAnim, {func = AnimSay, args = {princess, loc("Thank you, oh, thank you, my heroes!"), SAY_SAY, 5000}})
table.insert(winAnim, {func = AnimSay, args = {princess, loc("How can I ever repay you for saving my life?"), SAY_SAY, 6000}})
table.insert(winAnim, {func = AnimSay, args = {leaks, loc("There's nothing more satisfying to us than seeing you share your beauty with the world every morning, my princess!"), SAY_SAY, 10000}})
table.insert(winAnim, {func = AnimSay, args = {leaks, loc("Let's go home!"), SAY_SAY, 3000}})
table.insert(winAnim, {func = AnimCaption, args = {leaks, loc("And so they discovered that cyborgs weren't invulnerable..."), 2000}})
startAnim = startAnimRL
pastFlowerAnim = pastFlowerAnimRL
outPitAnim = outPitAnimRL
end
function KillPrincess()
ParseCommand("teamgone " .. loc("Cannibal Sentry"))
TurnTimeLeft = 0
end
--/////////////////////////////Misc Functions////////////////////////
function HideHedge(hedge)
if hedgeHidden[hedge] ~= true then
HideHog(hedge)
hedgeHidden[hedge] = true
end
end
function RestoreHedge(hedge)
if hedgeHidden[hedge] == true then
RestoreHog(hedge)
hedgeHidden[hedge] = false
end
end
function CondNeedToTurn(hog1, hog2)
xl, xd = GetX(hog1), GetX(hog2)
if xl > xd then
AnimInsertStepNext({func = AnimTurn, args = {hog1, "Left"}})
AnimInsertStepNext({func = AnimTurn, args = {hog2, "Right"}})
elseif xl < xd then
AnimInsertStepNext({func = AnimTurn, args = {hog2, "Left"}})
AnimInsertStepNext({func = AnimTurn, args = {hog1, "Right"}})
end
end
function SetupPlaceAlone()
------ AMMO CRATE LIST ------
--SpawnAmmoCrate(3122, 994, amShotgun)
SpawnAmmoCrate(3124, 952, amBaseballBat)
SpawnAmmoCrate(2508, 1110, amFirePunch)
------ UTILITY CRATE LIST ------
blowCrate = SpawnUtilityCrate(3675, 1480, amBlowTorch)
gravityCrate = SpawnUtilityCrate(3448, 1349, amLowGravity)
SpawnUtilityCrate(3212, 1256, amGirder)
SpawnUtilityCrate(3113, 911, amParachute)
sniperCrate = SpawnAmmoCrate(784, 1715, amSniperRifle)
------ MINE LIST ------
SetTimer(AddGear(3328, 1399, gtMine, 0, 0, 0, 0), 3000)
SetTimer(AddGear(3028, 1262, gtMine, 0, 0, 0, 0), 3000)
SetTimer(AddGear(2994, 1274, gtMine, 0, 0, 0, 0), 3000)
SetTimer(AddGear(2956, 1277, gtMine, 0, 0, 0, 0), 3000)
SetTimer(AddGear(2925, 1282, gtMine, 0, 0, 0, 0), 3000)
SetTimer(AddGear(2838, 1276, gtMine, 0, 0, 0, 0), 3000)
SetTimer(AddGear(2822, 1278, gtMine, 0, 0, 0, 0), 3000)
SetTimer(AddGear(2786, 1283, gtMine, 0, 0, 0, 0), 3000)
SetTimer(AddGear(2766, 1270, gtMine, 0, 0, 0, 0), 3000)
SetTimer(AddGear(2749, 1231, gtMine, 0, 0, 0, 0), 3000)
SetTimer(AddGear(2717, 1354, gtMine, 0, 0, 0, 0), 3000)
SetTimer(AddGear(2167, 1330, gtMine, 0, 0, 0, 0), 3000)
SetTimer(AddGear(2201, 1321, gtMine, 0, 0, 0, 0), 3000)
SetTimer(AddGear(2239, 1295, gtMine, 0, 0, 0, 0), 3000)
AnimSetGearPosition(leaks, 3781, 1583)
--AnimSetGearPosition(leaks, 1650, 1583)
AddAmmo(cannibals[1], amShotgun, 100)
AddAmmo(leaks, amSwitch, 0)
end
function SetupPlaceDuo()
PlaceCratesDuo()
AnimSetGearPosition(leaks, unpack(startLeaksPosDuo))
AnimSetGearPosition(dense, unpack(startDensePosDuo))
end
function SetupEventsDuo()
AddEvent(CheckPastFlower, {}, DoPastFlower, {}, 0)
AddEvent(CheckLeaksDead, {}, DoLeaksDead, {}, 0)
AddEvent(CheckDenseDead, {}, DoDenseDead, {}, 0)
AddEvent(CheckTookSniper2, {}, DoTookSniper2, {}, 0)
end
function SetupEventsAlone()
AddEvent(CheckLeaksDead, {}, DoLeaksDead, {}, 0)
AddEvent(CheckTookBlowTorch, {}, DoTookBlowTorch, {}, 0)
AddEvent(CheckTookLowGravity, {}, DoTookLowGravity, {}, 0)
AddEvent(CheckOnBridge, {}, DoOnBridge, {}, 0)
end
function StartMission()
if m2DenseDead == 1 then
DeleteGear(dense)
if m2Choice == choiceAccepted then
SetupAnimAcceptedDied()
elseif m2Choice == choiceRefused then
SetupAnimRefusedDied()
else
SetupAnimAttacked()
end
SetupPlaceAlone()
SetupEventsAlone()
AddAnim(startAnim)
AddFunction({func = AfterStartAnim, args = {}})
else
if m2Choice == choiceAccepted then
SetupAnimAcceptedLived()
else
SetupAnimRefusedLived()
end
SetupPlaceDuo()
SetupEventsDuo()
AddAnim(startAnim)
AddFunction({func = AfterStartAnim, args = {}})
end
HideHedge(cyborg)
HideHedge(princess)
for i = 5, 8 do
HideHedge(cannibals[i])
end
end
function SetupCourse()
------ GIRDER LIST ------
PlaceGirder(1091, 1150, 6)
PlaceGirder(1091, 989, 6)
PlaceGirder(1091, 829, 6)
PlaceGirder(1091, 669, 6)
PlaceGirder(1091, 668, 6)
PlaceGirder(1091, 669, 6)
PlaceGirder(1088, 667, 6)
PlaceGirder(1091, 658, 6)
PlaceGirder(1091, 646, 6)
PlaceGirder(1091, 607, 6)
PlaceGirder(1091, 571, 6)
PlaceGirder(1376, 821, 6)
PlaceGirder(1145, 1192, 1)
PlaceGirder(1169, 1076, 3)
PlaceGirder(1351, 1082, 4)
PlaceGirder(1469, 987, 3)
PlaceGirder(1386, 951, 0)
PlaceGirder(1465, 852, 3)
PlaceGirder(1630, 913, 0)
PlaceGirder(1733, 856, 7)
PlaceGirder(1688, 713, 5)
PlaceGirder(1556, 696, 2)
PlaceGirder(1525, 696, 2)
PlaceGirder(1457, 697, 2)
PlaceGirder(1413, 700, 3)
PlaceGirder(1270, 783, 2)
PlaceGirder(1207, 825, 2)
PlaceGirder(1135, 775, 1)
------ UTILITY CRATE LIST ------
SpawnUtilityCrate(1590, 628, amParachute)
SpawnAmmoCrate(1540, 100, amDynamite)
SpawnUtilityCrate(2175, 1815, amLowGravity)
SpawnUtilityCrate(2210, 1499, amFirePunch)
girderCrate = SpawnUtilityCrate(2300, 1663, amGirder)
SpawnUtilityCrate(610, 1394, amPickHammer)
------ BARREL LIST ------
SetHealth(AddGear(1148, 736, gtExplosives, 0, 0, 0, 0), 20)
end
function PlaceCourseMines()
SetTimer(AddGear(1215, 1193, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1259, 1199, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1310, 1198, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1346, 1196, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1383, 1192, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1436, 1196, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1487, 1199, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1651, 1209, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1708, 1209, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1759, 1190, gtMine, 0, 0, 0, 0), 5000)
SetTimer(AddGear(1815, 1184, gtMine, 0, 0, 0, 0), 5000)
end
--////////////////////////////Event Functions////////////////////////
function CheckTookFire()
return fireTaken
end
function DoTookFire()
AddAmmo(leaks, amFirePunch, 100)
end
function CheckTookGirder1()
return girder1Taken
end
function CheckTookGirder2()
return girder2Taken
end
function DoTookGirder1()
AddAmmo(dense, amGirder, 2)
end
function DoTookGirder2()
AddAmmo(dense, amGirder, 3)
end
function CheckDensePit()
return GetY(dense) < 1250 and StoppedGear(dense)
end
function DoDensePit()
TurnTimeLeft = 0
RestoreHedge(cyborg)
AnimWait(cyborg, 1)
AddFunction({func = AddAnim, args = {outPitAnim}})
AddFunction({func = AddFunction, args = {{func = AfterOutPitAnim, args = {}}}})
end
function CheckPastFlower()
if denseDead == true or leaksDead == true then
return false
end
return (GetX(dense) < startEventXDuo and StoppedGear(dense))
or (GetX(leaks) < startEventXDuo and StoppedGear(leaks))
end
function DoPastFlower()
TurnTimeLeft = 0
RestoreHedge(cyborg)
AnimWait(cyborg, 1)
AddFunction({func = AddAnim, args = {pastFlowerAnim}})
AddFunction({func = AddFunction, args = {{func = AfterPastFlowerAnim, args = {}}}})
end
function CheckLeaksDead()
return leaksDead
end
function DoLeaksDead()
AddCaption(loc("The village, unprepared, was destroyed by the cyborgs..."))
ParseCommand("teamgone " .. loc("Natives"))
end
function CheckDenseDead()
return denseDead
end
function DoDenseDead()
AddCaption(loc("The village, unprepared, was destroyed by the cyborgs..."))
ParseCommand("teamgone " .. loc("Natives"))
end
function CheckTookBlowTorch()
return blowTaken
end
function DoTookBlowTorch()
ShowMission(loc("The Journey Back"), loc("The Tunnel Maker"), loc("Hint: Select the BlowTorch, aim and press [Fire]. Press [Fire] again to stop.|Don't blow up the crate."), 0, 6000)
end
function CheckTookLowGravity()
return gravityTaken
end
function DoTookLowGravity()
ShowMission(loc("The Journey Back"), loc("The Moonwalk"), loc("Hint: Select the LowGravity and press [Fire]."), 0, 6000)
end
function CheckOnBridge()
return leaksDead == false and GetX(leaks) < 1651 and StoppedGear(leaks)
end
function DoOnBridge()
TurnTimeLeft = 0
RestoreHedge(cyborg)
RestoreHedge(princess)
AnimWait(cyborg, 1)
AddFunction({func = AddAnim, args = {midAnim}})
AddFunction({func = AddFunction, args = {{func = AfterMidAnimAlone, args = {}}}})
end
function CheckGirderTaken()
return girderTaken
end
function DoGirderTaken()
AddAmmo(leaks, amGirder, 2)
-- AddAmmo(leaks, amGirder, 3)
end
function CheckOnFirstGirder()
return leaksDead == false and GetX(leaks) < 1160 and StoppedGear(leaks)
end
function DoOnFirstGirder()
PlaceCourseMines()
ShowMission(loc("The Journey Back"), loc("Slippery"), loc("You'd better watch your steps..."), 0, 4000)
end
function CheckTookSniper()
return sniperTaken and StoppedGear(leaks)
end
function DoTookSniper()
TurnTimeLeft = 0
RestoreHedge(cyborg)
RestoreHedge(princess)
AnimWait(cyborg, 1)
AddFunction({func = AddAnim, args = {endAnim}})
AddFunction({func = AddFunction, args = {{func = AfterEndAnimAlone, args = {}}}})
end
function CheckTookSniper2()
return sniperTaken and StoppedGear(leaks) and StoppedGear(dense)
end
function DoTookSniper2()
TurnTimeLeft = 0
RestoreHedge(cyborg)
RestoreHedge(princess)
AnimWait(cyborg, 1)
AddFunction({func = AddAnim, args = {endAnim}})
AddFunction({func = AddFunction, args = {{func = AfterEndAnimDuo, args = {}}}})
end
function CheckLost()
return princessDead
end
function DoLost()
AddAnim(endFailAnim)
AddFunction({func = ParseCommand, args = {'teamgone ' .. loc('Natives')}})
end
function CheckWon()
return cyborgDead and not princessDead
end
function DoWon()
SaveCampaignVar("Progress", "3")
AddAnim(winAnim)
AddFunction({func = FinishWon, args = {}})
end
function FinishWon()
SwitchHog(leaks)
ParseCommand("teamgone " .. loc("Cannibal Sentry"))
ParseCommand("teamgone " .. loc("011101001"))
TurnTimeLeft = 0
end
function CheckFailedCourse()
return TurnsLeft == 0
end
function DoFailedCourse()
TurnTimeLeft = 0
RestoreHedge(cyborg)
RestoreHedge(princess)
AnimWait(cyborg, 1)
AddFunction({func = AddAnim, args = {failAnim}})
AddFunction({func = AddFunction, args = {{func = AfterMidFailAnim, args = {}}}})
end
--////////////////////////////Main Functions/////////////////////////
function onGameInit()
Seed = 0
GameFlags = gfSolidLand + gfDisableWind
TurnTime = 40000
CaseFreq = 0
MinesNum = 0
MinesTime = 3000
Explosives = 0
Delay = 5
MapGen = 0
TemplateFilter = 6
TemplateNumber = 27
Theme = "Nature"
SuddenDeathTurns = 3000
AddTeam(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
leaks = AddHog(loc("Leaks A Lot"), 0, 100, "Rambo")
dense = AddHog(loc("Dense Cloud"), 0, 100, "RobinHood")
AddTeam(loc("Cannibal Sentry"), 14483456, "Skull", "Island", "Pirate","cm_vampire")
cannibals = {}
for i = 1, 4 do
cannibals[i] = AddHog(cannibalNames[i], 3, 40, "Zombi")
AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i]))
end
for i = 5, 8 do
cannibals[i] = AddHog(cannibalNames[i], 3, 40, "Zombi")
AnimSetGearPosition(cannibals[i], 0, 0)
end
AddTeam(loc("011101001"), 14483456, "ring", "UFO", "Robot", "cm_star")
cyborg = AddHog(loc("Y3K1337"), 0, 200, "cyborg1")
princess = AddHog(loc("Fell From Heaven"), 0, 200, "tiara")
AnimSetGearPosition(dense, 0, 0)
AnimSetGearPosition(leaks, 0, 0)
AnimSetGearPosition(cyborg, 0, 0)
AnimSetGearPosition(princess, 0, 0)
AnimInit()
end
function onGameStart()
m2Choice = tonumber(GetCampaignVar("M2Choice"))
m2DenseDead = tonumber(GetCampaignVar("M2DenseDead"))
m2RamonDead = tonumber(GetCampaignVar("M2RamonDead"))
m2SpikyDead = tonumber(GetCampaignVar("M2SpikyDead"))
StartMission()
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onGearDelete(gear)
if gear == blowCrate then
blowTaken = true
elseif gear == fireCrate then
fireTaken = true
elseif gear == gravityCrate then
gravityTaken = true
elseif gear == leaks then
leaksDead = true
elseif gear == dense then
denseDead = true
elseif gear == cyborg then
cyborgDead = true
elseif gear == princess then
princessDead = true
elseif gear == girderCrate then
girderTaken = true
elseif gear == girderCrate1 then
girder1Taken = true
elseif gear == girderCrate2 then
girder2Taken = true
elseif gear == sniperCrate then
sniperTaken = true
else
for i = 1, 4 do
if gear == cannibals[i] then
cannibalDead[i] = true
end
end
end
end
function onAmmoStoreInit()
SetAmmo(amBlowTorch, 0, 0, 0, 1)
SetAmmo(amParachute, 0, 0, 0, 1)
SetAmmo(amGirder, 0, 0, 0, 3)
SetAmmo(amLowGravity, 0, 0, 0, 1)
SetAmmo(amBaseballBat, 0, 0, 0, 1)
SetAmmo(amFirePunch, 1, 0, 0, 1)
SetAmmo(amSkip, 9, 0, 0, 0)
SetAmmo(amSwitch, 9, 0, 0, 0)
SetAmmo(amDEagle, 9, 0, 0, 0)
SetAmmo(amRope, 0, 0, 0, 1)
SetAmmo(amSniperRifle, 0, 0, 0, 1)
SetAmmo(amDynamite, 0, 0, 0, 1)
SetAmmo(amPickHammer, 0, 0, 0, 1)
end
function onNewTurn()
if AnimInProgress() then
TurnTimeLeft = -1
elseif stage == endStage and CurrentHedgehog ~= leaks then
AnimSwitchHog(leaks)
SetGearMessage(leaks, 0)
TurnTimeLeft = -1
elseif GetHogTeamName(CurrentHedgehog) ~= loc("Natives") then
for i = 1, 4 do
if cannibalDead[i] ~= true then
if GetX(cannibals[i]) < GetX(leaks) then
HogTurnLeft(cannibals[i], false)
else
HogTurnLeft(cannibals[i], true)
end
end
end
SetInputMask(band(0xFFFFFFFF, bnot(gmLeft + gmRight + gmLJump + gmHJump)))
TurnTimeLeft = 20000
else
SetInputMask(0xFFFFFFFF)
TurnsLeft = TurnsLeft - 1
end
end
function onPrecise()
if GameTime > 2500 and AnimInProgress() then
SetAnimSkip(true)
return
end
-- AddAmmo(leaks, amRope, 100)
-- RemoveEventFunc(CheckPastFlower)
-- DeleteGear(sniperCrate)
end