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.
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-- THE SPECIALISTS MODE 0.7
-- by mikade
----------------------------------
-- version history
-----------------
-- version 0.1
-----------------
-- concept test
----------------
-- version 0.2
----------------
-- added gfRandomOrder to gameflags
-- removed some deprecated variables/methods
-- fixed lack of portal reset
----------------
-- version 0.3
----------------
-- added switching on start
-- removed switch from engineer weaponset
----------------
-- version 0.4
----------------
-- Attempted to:
-- fix potential switch explit
-- improve user feedback on start
----------------
-- version 0.5
----------------
-- provision for variable minetimer / demo mines set to 5000ms
-- don't autoswitch if player only has 1 hog on his team
----------------
-- version 0.6
----------------
-- for the meanwhile, don't drop any crates except health crates
----------------
-- version 0.7
----------------
-- perhogadmsdf :D :D :D :D
--------------------
--TO DO
--------------------
-- balance hog health, maybe
-- add proper gameflag checking, maybe (so that we can throw in a .cfg and let the users break everything)
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Tracker.lua")
local numhhs = 0
local hhs = {}
local currName
local lastName
local started = false
local switchStage = 0
local hogCounter
function CountHog(gear)
hogCounter = hogCounter +1
end
function onNewAmmoStore(groupIndex, hogIndex)
SetAmmo(amSkip, 9, 0, 0, 0)
if hogIndex == 0 then
SetAmmo(amBazooka, 1, 0, 0, 0)
SetAmmo(amGrenade, 1, 0, 0, 0)
SetAmmo(amShotgun, 1, 0, 0, 0)
elseif hogIndex == 1 then
SetAmmo(amGirder, 2, 0, 0, 0)
SetAmmo(amBlowTorch, 1, 0, 0, 0)
SetAmmo(amPickHammer, 1, 0, 0, 0)
elseif hogIndex == 2 then
SetAmmo(amRope, 9, 0, 0, 0)
SetAmmo(amParachute, 9, 0, 0, 0)
SetAmmo(amFirePunch, 1, 0, 0, 0)
elseif hogIndex == 3 then
SetAmmo(amDynamite, 1, 0, 0, 0)
SetAmmo(amMine, 1, 0, 0, 0)
SetAmmo(amDrill, 1, 0, 0, 0)
elseif hogIndex == 4 then
SetAmmo(amSniperRifle, 1, 0, 0, 0)
SetAmmo(amDEagle, 1, 0, 0, 0)
SetAmmo(amPortalGun, 2, 0, 0, 0)
elseif hogIndex == 5 then
SetAmmo(amSeduction, 9, 0, 0, 0)
SetAmmo(amResurrector, 1, 0, 0, 0)
SetAmmo(amInvulnerable, 1, 0, 0, 0)
SetAmmo(amLowGravity, 1, 0, 0, 0)
elseif hogIndex == 6 then
SetAmmo(amFlamethrower, 1, 0, 0, 0)
SetAmmo(amMolotov, 1, 0, 0, 0)
SetAmmo(amNapalm, 1, 0, 0, 0)
elseif hogIndex == 7 then
SetAmmo(amBaseballBat, 1, 0, 0, 0)
SetAmmo(amGasBomb, 1, 0, 0, 0)
SetAmmo(amKamikaze, 1, 0, 0, 0)
end
end
function CreateTeam()
currTeam = ""
lastTeam = ""
z = 0
for i = 0, (numhhs-1) do
currTeam = GetHogTeamName(hhs[i])
if currTeam == lastTeam then
z = z + 1
else
z = 1
end
if z == 1 then
SetHogName(hhs[i],loc("Soldier"))
SetHogHat(hhs[i], "sf_vega")
SetHealth(hhs[i],200)
elseif z == 2 then
SetHogHat(hhs[i], "Glasses")
SetHogName(hhs[i],loc("Engineer"))
elseif z == 3 then
SetHogName(hhs[i],loc("Ninja"))
SetHogHat(hhs[i], "NinjaFull")
SetHealth(hhs[i],80)
elseif z == 4 then
SetHogName(hhs[i],loc("Demo"))
SetHogHat(hhs[i], "Skull")
SetHealth(hhs[i],200)
elseif z == 5 then
SetHogName(hhs[i],loc("Sniper"))
SetHogHat(hhs[i], "Sniper")
SetHealth(hhs[i],120)
elseif z == 6 then
SetHogName(hhs[i],loc("Saint"))
SetHogHat(hhs[i], "angel")
SetHealth(hhs[i],300)
elseif z == 7 then
SetHogName(hhs[i],loc("Pyro"))
SetHogHat(hhs[i], "Gasmask")
SetHealth(hhs[i],150)
elseif z == 8 then
SetHogName(hhs[i],loc("Loon"))
SetHogHat(hhs[i], "clown")
SetHealth(hhs[i],100)
end
lastTeam = GetHogTeamName(hhs[i])
end
end
function onGameInit()
ClearGameFlags()
EnableGameFlags(gfRandomOrder, gfResetWeps, gfInfAttack, gfPlaceHog, gfPerHogAmmo)
Delay = 10
HealthCaseProb = 100
end
function onGameStart()
CreateTeam()
ShowMission (
loc("THE SPECIALISTS"),
loc("a Hedgewars mini-game"),
loc("Eliminate the enemy specialists.") .. "|" ..
" " .. "|" ..
loc("Game Modifiers: ") .. "|" ..
loc("Per-Hog Ammo") .. "|" ..
loc("Weapons Reset") .. "|" ..
loc("Unlimited Attacks") .. "|" ..
"", 4, 4000
)
trackTeams()
end
function onNewTurn()
currName = GetHogName(CurrentHedgehog)
lastName = GetHogName(CurrentHedgehog)
started = true
switchStage = 0
end
function onGameTick20()
if (CurrentHedgehog ~= nil) then
currName = GetHogName(CurrentHedgehog)
if (currName ~= lastName) and (switchStage > 5) then
AddCaption(loc("Switched to ") .. currName .. "!")
end
if (TurnTimeLeft > 0) and (TurnTimeLeft ~= TurnTime) and (switchStage < 5) then
AddCaption(loc("Prepare yourself") .. ", " .. currName .. "!")
hogCounter = 0
runOnHogsInTeam(CountHog, GetHogTeamName(CurrentHedgehog) )
if hogCounter > 1 then
switchStage = switchStage + 1
if switchStage == 1 then
AddAmmo(CurrentHedgehog, amSwitch, 1)
elseif switchStage == 2 then
SetWeapon(amSwitch)
elseif switchStage == 3 then
SetGearMessage(CurrentHedgehog,gmAttack)
elseif switchStage == 4 then
switchStage = 6
AddAmmo(CurrentHedgehog, amSwitch, 0)
end
else
switchStage = 6
end
end
lastName = currName
end
end
function onGearAdd(gear)
if GetGearType(gear) == gtHedgehog then
hhs[numhhs] = gear
numhhs = numhhs + 1
elseif (GetGearType(gear) == gtMine) and (started == true) then
SetTimer(gear,5000)
end
if (GetGearType(gear) == gtHedgehog) or (GetGearType(gear) == gtResurrector) then
trackGear(gear)
end
end
function onGearDelete(gear)
if (GetGearType(gear) == gtHedgehog) or (GetGearType(gear) == gtResurrector) then
trackDeletion(gear)
end
end
function onAmmoStoreInit()
--
end