mf2 sub campaign 1st level
mf campaign sub campaigns mf2 mf3 mf4 mf5
mf2 {Script,mf2,297}
mf3 {Script,mf3,298}
mf4 {Script,mf4,299}
mf5 {Script,mf5,300}
// push and defend
Entity gDwarven_Hall;
Entity gGrove;
Entity gFlux;
void reset()
{
gNextScript=298;
commonReset();
setMapSeed(29095);
setTerrain(createLocation(1, 0), 5, 2);
gDwarven_Hall = createEntity("Dwarven Hall", 0, 1, gHumanPlayer);
gGrove = createEntity("Grove", 5, 12, gAIPlayer);
gHumanPlayer.addToHand("Dwarven Hall");
gHumanPlayer.addToHand("Craig Scout");
gHumanPlayer.addToHand("Dwarven warrior");
gHumanPlayer.addToHand("Outpost");
gHumanPlayer.addToDeck("Disenchant");
gHumanPlayer.addToDeck("Uplifted Earth");
gHumanPlayer.addToDeck("Home Guard");
gHumanPlayer.addToDeck("Gully Slingers");
gHumanPlayer.addToDeck("Manipulation");
gAIPlayer.addToHand("Grove");
gAIPlayer.addToHand("Elven Scout");
gAIPlayer.addToHand("Tenderfoot Archer");
gAIPlayer.addToHand("Tenderfoot Archer");
gAIPlayer.addToDeck("Elven Scout");
gAIPlayer.addToDeck("Dellenary Beastmaster");
gAIPlayer.addToDeck("Dimwitted Manticore");
gAIPlayer.addToDeck("Entangle");
gFlux = createEntity("Flux Well", createLocation(1, 6));
createEntity("Flux Well", createLocation(1, 1));
createEntity("Flux Well", createLocation(6, 6));
for (int n = 0; n < NUM_BLERBS; n++) gShown[n] = false;
gAIPlayer.addFlux( -gAIPlayer.getFlux() + 3);
gHumanPlayer.addFlux( -gHumanPlayer.getFlux() + 3);
gAIPlayer.addGlory( -gAIPlayer.getGlory());
gHumanPlayer.addGlory( -gHumanPlayer.getGlory());
// fogMap();
// lightFog(gHumanPlayer, 0, 0, 1, 5);
// lightFog(gAIPlayer, 4, 0, 8, 7);
wipeEffect();
showInfo();
}
void onNewRound()
{
if (gHumanPlayer.getGlory() >= 4)
{
saveData(gHumanPlayer, 0, 1);
gFinished = true;
DlgBox box = createDialog("Victory!", "Congratulations Commander, you passed have the first mission. Keep it up.");
box.addOption("Play Again", "", 3);
box.addOption("Next Scenario", "", 2);
box.show(gHumanPlayer);
}
else if (gAIPlayer.getGlory() > 2 || !gDwarven_Hall.doesExist())
{
gFinished = true;
DlgBox box = createDialog("", "You failed your directive Commander! Your enemy got 6 glory. That's ok, heal your wounded and mourn your dead, then try again. Remember you must capture that right Flux Well.");
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] && gHumanPlayer.canSee(gFlux.getLoc()))
return(2);
if (!gShown[3] && gHumanPlayer.canSee(gElven Scout.getLoc()) && gSylvan Scout.isDim())
return(3);
if (!gShown[4] && gShown[3])
return(4);
return(NUM_BLERBS - 1); // nothing
}
void showInfo()
{
statusMsg(nullPlayer,"showInfo");
int index = getNextDialog();
gShown[index] = true;
switch (index)
{
case 0:
{
string msg = "Mountain Folk are slow compared to Sylvan and has limited vision compared to them as well, but what you lack in speed you make up for with creations of Bilgrim the dwarf and spells that bound the confines of time and soil, your Home.";
infoBox("Mission 1.", msg, true, nullEntity, nullCard, nullLocation, nullPlayer, false, 0);
}
break;
case 1:
{
string msg = "Commander Dwarf, try to explore the right part of the map, using {C,Craig Scout} it has mountain stride which allows it to traverse mountain spaces without the limits it imposes on other races, there will be a {C,Flux Well} in that area we have to controll";
infoBox("", msg , false, nullEntity, nullCard, nullLocation, nullPlayer, false, 0);
}
break;
case 2:
{
string msg = "This place looks good, build {C,Outpost} near with this {C,Flux Well}";
infoBox("", msg , false, nullEntity, nullCard, createLocation(1, 7), nullPlayer, false, 0);
}
break;
case 3:
{
string msg = " {C,Craig Scout} has more life points or hit points compared to an {C,Elven Scout} or {C,Tenderfoot Archer}, try to attack when its dimmed to prevent getting a retaliatory strike at this turn. Just be more defensive, let them come to you then let them feel the full might of the battle axe.";
infoBox("", msg , false, nullEntity, nullCard, gElven Scout.getLoc(), nullPlayer, false, 0);
}
break;
case 4:
{
string msg = " Try to opt for more impassable locations like mountains where your scouts are at home, when your units go, there the enemy will be harder to reach and attack you.";
infoBox("", msg , false, nullEntity, nullCard, nullLocation, nullPlayer, false, 0);
}
break;
}
}