MF3
//alternative flux
#include 159
Entity gFlux;
int gInfoIndex;
int NUM_BLERBS = 11;
bool[] gShown(NUM_BLERBS);
void reset()
{
gNextScript = 421;
commonReset();
setMapSeed(21524);
setTerrain(createLocation(3, 2), 1, 1);
setTerrain(createLocation(3, 3), 1, 1);
setTerrain(createLocation(4, 0), 1, 1);
setTerrain(createLocation(4, 1), 1, 1);
setTerrain(createLocation(5, 0), 4, 2);
setTerrain(createLocation(5, 1), 4, 2);
gHumanPlayer.addToHand("Dwarven Hall");
gHumanPlayer.addToHand("Manipulation");
gHumanPlayer.addToHand("Ord Stone");
gHumanPlayer.addToHand("Apprentice Timesap");
gHumanPlayer.addToHand("Rune of Shielding");
gHumanPlayer.addToHand("Iron Gate");
gHumanPlayer.addToDeck("Craig Scout", 1);
gHumanPlayer.addToDeck("Dwarven Hall", 2);
gHumanPlayer.addToDeck("Earthworks", 3);
gHumanPlayer.addToDeck("Apprentice Timesap", 4);
gHumanPlayer.addToDeck("Dwarven Warrior", 5);
gHumanPlayer.addToDeck("Dwarven Hall", 6);
gHumanPlayer.addToDeck("Apprentice Timesap", 7);
gAIPlayer.addToHand("Grove");
gAIPlayer.addToHand("Elven Scout");
gAIPlayer.addToHand("Tenderfoot Archer");
gAIPlayer.addToHand("Treeherd");
gAIPlayer.addToHand("Thistle Falcon");
gAIPlayer.addToHand("Elven Scout");
gAIPlayer.addToHand("Emerald Spring");
gAIPlayer.addToDeck("Elven Scout", 1);
gAIPlayer.addToDeck("Grove", 2);
gAIPlayer.addToDeck("Dellenari Beastmaster", 3);
gAIPlayer.addToDeck("Bindweed Poultice", 4);
gAIPlayer.addToDeck("Dellenari Beastmaster", 5);
gAIPlayer.addToDeck("Bindweed Poultice", 6);
gAIPlayer.addToDeck("Dellenari Beastmaster", 7);
createEntity("Flux Well", createLocation(1, 1));
gFlux = 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() + 10);
gHumanPlayer.addFlux(-gHumanPlayer.getFlux() + 10);
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)
{
if (loadData(gHumanPlayer, 0) < 3)
saveData(gHumanPlayer, 0, 3);
gFinished = true;
DlgBox box = createDialog("Victory!", "Congratulations, you passed the third 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]) return (2);
return (NUM_BLERBS - 1); // nothing
}
void showInfo()
{
//statusMsg(nullPlayer,"showInfo");
int index = getNextDialog();
gShown[index] = true;
switch (index)
{
case 0:
{
Card card = gHumanPlayer.getHandCard(2);
string msg = "This time you don't have any cheap creatures in your starting hand. But you can get advantage with {C,Ord Stone}";
infoBox("Mission 3.", msg , true, nullEntity, card, nullLocation, nullPlayer, false, 0);
}
break;
case 1:
{
Card card = gHumanPlayer.getHandCard(4);
string msg = "Also you have {C,Rune of Shielding} that can protect your creatures from weak sylvan forces.";
infoBox("", msg, true, nullEntity, card, nullLocation, nullPlayer, false, 0);
}
break;
case 2:
{
Card card = gHumanPlayer.getHandCard(3);
string msg = "Casting {C,Rune of Shielding} on {C,Apprentice Timesap} looks like good idea.";
infoBox("", msg, false, nullEntity, nullCard, nullLocation, nullPlayer, false, 0);
}
break;
}
}