Sylv6
//taking central flux
#include 159
int gInfoIndex;
int NUM_BLERBS = 11;
bool[] gShown(NUM_BLERBS);
void reset()
{
gNextScript = 292;
commonReset();
setMapSeed(16539);
gHumanPlayer.addToHand("Grove");
gHumanPlayer.addToHand("Bamboo Watch Tower");
gHumanPlayer.addToHand("Great Oak");
gHumanPlayer.addToHand("Elven Scout");
gHumanPlayer.addToHand("Valedune Arborist");
gHumanPlayer.addToHand("Ascent");
gHumanPlayer.addToHand("Entangle");
gHumanPlayer.addToDeck("Bindweed Poultice", 2);
gHumanPlayer.addToDeck("Valedune Arborist", 3);
gHumanPlayer.addToDeck("Treeherd", 1);
gHumanPlayer.addToDeck("Graft", 4);
gHumanPlayer.addToDeck("Bindweed Poultice", 5);
gAIPlayer.addToHand("Dwarven Hall");
gAIPlayer.addToHand("Dwarven Hall");
gAIPlayer.addToHand("Craig Scout");
gAIPlayer.addToHand("Home Guard");
gAIPlayer.addToHand("Apprentice Timesap");
gAIPlayer.addToHand("Clay Ram");
gAIPlayer.addToDeck("Craig Scout", 1);
gAIPlayer.addToDeck("Craig Scout", 2);
gAIPlayer.addToDeck("Shield Warrior", 3);
gAIPlayer.addToDeck("Axe Captain", 4);
gAIPlayer.addToDeck("Dwarven Warrior", 5);
createEntity("Flux Well", createLocation(2, 2));
createEntity("Flux Well", createLocation(2, 10));
createEntity("Flux Well", createLocation(6, 6));
createEntity("Flux Well", createLocation(10, 2));
createEntity("Flux Well", createLocation(10, 10));
for (int n = 0; n < NUM_BLERBS; n++) gShown[n] = false;
gAIPlayer.addFlux(-gAIPlayer.getFlux() + 10);
gHumanPlayer.addFlux(-gHumanPlayer.getFlux() + 10);
gAIPlayer.addGlory(-gAIPlayer.getGlory());
gHumanPlayer.addGlory(-gHumanPlayer.getGlory());
fogMap();
lightFog(gHumanPlayer, 0, 0, 2, 5);
lightFog(gAIPlayer, 7, 0, 12, 11);
wipeEffect();
showInfo();
}
void onNewRound()
{
if (gHumanPlayer.getGlory() >= 8)
{
if (loadData(gHumanPlayer, 0) < 6)
saveData(gHumanPlayer, 0, 6);
gFinished = true;
DlgBox box = createDialog("Victory!", "Congratulations, you passed the sixth mission. Keep it up.");
box.addOption("Play Again", "", 3);
box.addOption("Next Scenario", "", 2);
box.show(gHumanPlayer);
}
else if (gAIPlayer.getGlory() > 2)
{
gFinished = true;
DlgBox box = createDialog("", "You lost. Your enemy reached 4 Glory. That's ok you can just try again.");
box.addOption("Try Again", "", 3);
box.show(gHumanPlayer);
}
}
void onPlayersTurn(Player player)
{
if (player == gHumanPlayer)
showInfo();
}
int getNextDialog()
{
if (!gShown[0]) return (0);
if (!gShown[1]) return (1);
if (!gShown[2] && (createLocation(6, 6).getController()) == gHumanPlayer)
return (2);
return (NUM_BLERBS - 1); // nothing
}
void showInfo()
{
//statusMsg(nullPlayer,"showInfo");
int index = getNextDialog();
gShown[index] = true;
switch (index)
{
case 0:
{
string msg = "In this mission you have a {C,Bamboo Watch Tower} and a {C,Great Oak} - two buildings each with 2 vision.";
infoBox("Mission 6.", msg , true, nullEntity, nullCard, nullLocation, nullPlayer, false, 0);
}
break;
case 1:
{
string msg = "With proper placement of the buildings, you can capture the central Flux Well by building on your own territory.";
infoBox("", msg, false, nullEntity, nullCard, nullLocation, nullPlayer, false, 0);
}
break;
case 2:
{
string msg = "Now you only need to accumulate 10 Glory to win.";
infoBox("", msg , true, nullEntity, nullCard, nullLocation, nullPlayer, false, 0);
}
break;
}
}