MF1
// MF begin
#include 159
Entity gGrove;
Entity gHall;
Entity gScout;
int gInfoIndex;
int NUM_BLERBS = 11;
bool[] gShown(NUM_BLERBS);
bool gotUnit;
void reset()
{
gNextScript = 419;
commonReset();
setMapSeed(22343);
setTerrain(createLocation(2, 2), 5, 2);
setTerrain(createLocation(2, 3), 5, 3);
setTerrain(createLocation(4, 0), 5, 1);
setTerrain(createLocation(4, 2), 3, 2);
setTerrain(createLocation(5, 1), 3, 2);
setTerrain(createLocation(7, 2), 5, 2);
gGrove = createEntity("Grove", 7, 1, gAIPlayer);
gHall = createEntity("Dwarven Hall", 0, 1, gHumanPlayer);
gHumanPlayer.addToHand("Dwarven Hall");
gHumanPlayer.addToHand("Dwarven Warrior");
gHumanPlayer.addToHand("Craig Scout");
gHumanPlayer.addToHand("Dwarven Warrior");
gHumanPlayer.addToHand("Craig Scout");
gHumanPlayer.addToDeck("Dwarven Warrior", 1);
gHumanPlayer.addToDeck("Dwarven Hall", 2);
gHumanPlayer.addToDeck("Craig Scout", 3);
gHumanPlayer.addToDeck("Craig Scout", 4);
gHumanPlayer.addToDeck("Dwarven Warrior", 5);
gAIPlayer.addToHand("Grove");
gAIPlayer.addToHand("Treeherd");
gAIPlayer.addToHand("Elven Scout");
gAIPlayer.addToHand("Sapling");
gAIPlayer.addToHand("Sapling");
gAIPlayer.addToDeck("Grove", 1);
gAIPlayer.addToDeck("Elven Scout", 2);
gAIPlayer.addToDeck("Treeherd", 3);
gAIPlayer.addToDeck("Elven Scout", 4);
createEntity("Flux Well", createLocation(1, 1));
createEntity("Flux Well", createLocation(1, 6));
createEntity("Flux Well", createLocation(7, 1));
createEntity("Flux Well", createLocation(7, 6));
for (int n = 0; n < NUM_BLERBS; n++) gShown[n] = false;
gAIPlayer.addFlux(-gAIPlayer.getFlux() + 1);
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 || !gGrove.doesExist())
{
if (loadData(gHumanPlayer, 0) < 1)
saveData(gHumanPlayer, 0, 1);
gFinished = true;
DlgBox box = createDialog("Victory!", "Congratulations, you passed the first 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. Remember you must capture that right Flux Well.");
box.addOption("Try Again", "", 3);
box.show(gHumanPlayer);
}
}
void onPlayersTurn(Player player)
{
if (!gotUnit)
{
gScout = createEntity("Craig Scout", 0, 3, gHumanPlayer);
gotUnit = true;
}
if (player == gHumanPlayer)
showInfo();
}
int getNextDialog()
{
if (!gShown[0]) return (0);
if (!gShown[1]) return (1);
if (!gShown[2]) return (2);
if (!gShown[3] && gHumanPlayer.canSee(createLocation(8, 1)))
return (3);
return (NUM_BLERBS - 1); // nothing
}
void showInfo()
{
//statusMsg(nullPlayer,"showInfo");
int index = getNextDialog();
gShown[index] = true;
switch (index)
{
case 0:
{
Card card = gHumanPlayer.getHandCard(1);
string msg = "{C,Dwarven Warrior} is Mountain Folk creature with 1 flux cost and 1 damage and health.";
infoBox("Mission 1.", msg, true, nullEntity, card, nullLocation, nullPlayer, false, 0);
}
break;
case 1:
{
string msg = "{C, Craig Scout} cost 2 flux, but he is faster, have 4 vision and {A,Mountainstride}. Advantage of vision and speed may help you to attack enemy dimmed creature, so your Craig Scout will not take any damage.";
infoBox("", msg , true, nullEntity, nullCard, gScout.getLoc(), nullPlayer, false, 0);
}
break;
case 2:
{
string msg = "Your main task is to find and destroy the enemy base, but you should destroy the enemy forces first.";
infoBox("", msg , false, nullEntity, nullCard, nullLocation, nullPlayer, false, 0);
}
break;
case 3:
{
string msg = "This is a enemy base, destroy it to win.";
infoBox("", msg , false, nullEntity, nullCard, createLocation(7, 1), nullPlayer, false, 0);
}
break;
}
}