Remove 2 unused number tags in Construction Mode GUI
These numbers are shown aside the power tag, but the numbers never change.
They don't serve any purpose and are just visual clutter and annoying, since
they partially overlap.
They are probably a leftover from copying code over from other scripts.
With this changeset, only the power and turn time are left visible, as it is
supposed to.
-------------------------------------------
-- FRENZY
-- a hedgewars mode inspired by Hysteria
-------------------------------------------
HedgewarsScriptLoad("/Scripts/Locale.lua")
local cTimer = 0
local cn = 0
local frenzyAmmos = {
amBazooka,
amGrenade,
amMolotov,
amShotgun,
amFirePunch,
amMine,
amJetpack,
amBlowTorch,
amTeleport,
amLowGravity
}
function showStartingInfo()
ruleSet = "" ..
loc("RULES:") .. " |" ..
loc("Each turn is only ONE SECOND!") .. "|" ..
loc("Use your ready time to think.") .. "|" ..
loc("Slot keys save time! (F1-F10 by default)") .. "| |"
for i=1, #frenzyAmmos do
ruleSet = ruleSet .. string.format(loc("Slot %d: %s"), i, GetAmmoName(frenzyAmmos[i])) .. "|"
end
ShowMission(loc("FRENZY"),
loc("A frenetic Hedgewars mini-game"),
ruleSet, 0, 4000)
end
function onGameInit()
if TurnTime > 10001 then
Ready = 8000
else
Ready = TurnTime
end
TurnTime = 1000
--These are the official settings, but I think I prefer allowing customization in this regard
--MinesNum = 8
--MinesTime = 3000
--MinesDudPercent = 30
--Explosives = 0
--Supposedly official settings
HealthCaseProb = 0
CrateFreq = 0
--Approximation of Official Settings
--SuddenDeathTurns = 10
--WaterRise = 47
--HealthDecrease = 0
end
function onGameStart()
showStartingInfo()
end
function onSlot(sln)
cTimer = 8
cn = sln
end
function onGameTick()
if cTimer ~= 0 then
cTimer = cTimer -1
if cTimer == 1 then
ChangeWep(cn)
cn = 0
cTimer = 0
end
end
end
-- Keyboard slot shortcuts
function ChangeWep(s)
if s >= 0 and s <= 9 then
SetWeapon(frenzyAmmos[s+1])
end
end
function onAmmoStoreInit()
-- Add frenzy ammos
for i=1, #frenzyAmmos do
SetAmmo(frenzyAmmos[i], 9, 0, 0, 0)
end
SetAmmo(amSkip, 9, 0, 0, 0)
end