MF8
//8th MF
#include 159
int gInfoIndex;
int NUM_BLERBS = 11;
bool[] gShown(NUM_BLERBS);
void reset()
{
setMapSeed(8299);
commonReset();
gHumanPlayer.addToHand("Dwarven Hall");
gHumanPlayer.addToHand("Walled Outpost");
gHumanPlayer.addToHand("Craig Scout");
gHumanPlayer.addToHand("Iron Gate");
gHumanPlayer.addToHand("Dwarven Warrior");
gHumanPlayer.addToHand("Manipulation");
gHumanPlayer.addToHand("Volcano");
gHumanPlayer.addToDeck("Dwarven Hall", 1);
gHumanPlayer.addToDeck("Shield Warrior", 2);
gHumanPlayer.addToDeck("Ord Stone", 3);
gHumanPlayer.addToDeck("Rune of Shielding", 4);
gHumanPlayer.addToDeck("Horns to Hide", 5);
gHumanPlayer.addToDeck("Axe Captain", 6);
gHumanPlayer.addToDeck("Dwarven Hall", 7);
gHumanPlayer.addToDeck("Earthworks", 8);
gHumanPlayer.addToDeck("Dwarven Hall", 9);
gHumanPlayer.addToDeck("Stone Mauler", 10);
gHumanPlayer.addToDeck("Clay Ram", 11);
gHumanPlayer.addToDeck("Disenchant", 12);
gHumanPlayer.addToDeck("Craig Scout", 13);
gHumanPlayer.addToDeck("Avalanche", 14);
gAIPlayer.addToHand("Grove");
gAIPlayer.addToHand("Elven Scout");
gAIPlayer.addToHand("Tenderfoot Archer");
gAIPlayer.addToHand("Treeherd");
gAIPlayer.addToHand("Treeherd");
gAIPlayer.addToHand("Dellenari Beastmaster");
gAIPlayer.addToHand("Ascent");
gAIPlayer.addToDeck("Grove", 1);
gAIPlayer.addToDeck("Ascent", 2);
gAIPlayer.addToDeck("Dellenari Beastmaster", 3);
gAIPlayer.addToDeck("Bamboo Watch Tower", 4);
gAIPlayer.addToDeck("Tree Mother", 5);
gAIPlayer.addToDeck("Great Oak", 6);
gAIPlayer.addToDeck("Treeherd", 7);
gAIPlayer.addToDeck("Thistle Falcon", 8);
gAIPlayer.addToDeck("Bindweed Poultice", 9);
gAIPlayer.addToDeck("Tree Mother", 10);
gAIPlayer.addToDeck("Emerald Spring", 11);
gAIPlayer.addToDeck("The Coldstream Guard", 12);
gAIPlayer.addToDeck("Dellenari Beastmaster", 13);
gAIPlayer.addToDeck("Entangle", 14);
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) < 8)
saveData(gHumanPlayer, 0, 8);
gFinished = true;
endGame(gHumanPlayer);
DlgBox box = createDialog("Victory!", "Congratulations, you passed the last mission. Claim your prize!");
box.addOption("Play Again", "", 3);
box.addOption("Finish", "", 4);
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);
return (NUM_BLERBS - 1); // nothing
}
void showInfo()
{
//statusMsg(nullPlayer,"showInfo");
int index = getNextDialog();
gShown[index] = true;
switch (index)
{
case 0:
{
string msg = "This is the final Mountain Folk mission. Do your best to win.";
infoBox("Mission 8.", msg , true, nullEntity, nullCard, nullLocation, nullPlayer, false, 0);
}
break;
}
}