MF5
//fear cat
#include 159
int gInfoIndex;
Entity gHellCat;
int NUM_BLERBS = 11;
bool[] gShown(NUM_BLERBS);
void reset()
{
gNextScript = 424;
commonReset();
setMapSeed(25820);
gHellCat = createEntity("Hell Cat", 8, 2, gAIPlayer);
enchantEntity(gHellCat , "Fear", gAIPlayer);
gHumanPlayer.addToHand("Dwarven Hall");
gHumanPlayer.addToHand("Rune of Shielding");
gHumanPlayer.addToHand("Dwarven Warrior");
gHumanPlayer.addToHand("Craig Scout");
gHumanPlayer.addToHand("Disenchant");
gHumanPlayer.addToHand("Shield Warrior");
gHumanPlayer.addToDeck("Dwarven Hall", 1);
gHumanPlayer.addToDeck("Clay Ram", 2);
gHumanPlayer.addToDeck("Horns to Hide", 3);
gHumanPlayer.addToDeck("Shield Warrior", 4);
gHumanPlayer.addToDeck("Disenchant", 5);
gHumanPlayer.addToDeck("Dwarven Hall", 6);
gHumanPlayer.addToDeck("Axe Captain", 7);
gHumanPlayer.addToDeck("Horns to Hide", 8);
gHumanPlayer.addToDeck("Shield Warrior", 9);
gHumanPlayer.addToDeck("Craig Scout", 10);
gAIPlayer.addToHand("Graveyard");
gAIPlayer.addToHand("Red Imp");
gAIPlayer.addToHand("Black Plague");
gAIPlayer.addToHand("Demonic Surge");
gAIPlayer.addToHand("Dank Pit");
gAIPlayer.addToHand("Soul Broker");
gAIPlayer.addToDeck("Graveyard", 1);
gAIPlayer.addToDeck("Soul Broker", 2);
gAIPlayer.addToDeck("Demonic Surge", 3);
gAIPlayer.addToDeck("Medium of the 3rd Circle", 4);
gAIPlayer.addToDeck("Medium of the 3rd Circle", 5);
gAIPlayer.addToDeck("Graveyard", 6);
gAIPlayer.addToDeck("Hell Cat", 7);
gAIPlayer.addToDeck("Demonic Surge", 8);
gAIPlayer.addToDeck("Possession", 9);
gAIPlayer.addToDeck("Medium of the 3rd Circle", 10);
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() + 7);
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) < 5)
saveData(gHumanPlayer, 0, 5);
gFinished = true;
DlgBox box = createDialog("Victory!", "Congratulations, you passed the fifth 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] && gHumanPlayer.canSee(gHellCat.getLoc())) return (1);
return (NUM_BLERBS - 1); // nothing
}
void showInfo()
{
//statusMsg(nullPlayer,"showInfo");
int index = getNextDialog();
gShown[index] = true;
switch (index)
{
case 0:
{
Card card = gHumanPlayer.getHandCard(5);
string msg = "{C,Shield Warrior} will help you to withstand against Dark Legion forces.";
infoBox("Mission 5.", msg , true, nullEntity, card, nullLocation, nullPlayer, false, 0);
}
break;
case 1:
{
string msg = "This {C,Hell Cat} is enchanted with {C,Fear} so you can't move close to it to attack, but you can use {C,Disenchant} to remove Fear.";
infoBox("", msg, false, nullEntity, nullCard, gHellCat.getLoc(), nullPlayer, false, 0);
}
break;
}
}