REM Testemfil

REM ####### REALM #######

SET_GENERATE_SPEED(610)

MAX_CREATURES(PLAYER0,22)
MAX_CREATURES(PLAYER1,34)
MAX_CREATURES(PLAYER2,34)
MAX_CREATURES(PLAYER3,28)

START_MONEY(PLAYER0,2500)
START_MONEY(PLAYER1,90000)
START_MONEY(PLAYER2,90000)
START_MONEY(PLAYER3,90000)
START_MONEY(PLAYER_GOOD,9999999)

ALLY_PLAYERS(PLAYER_GOOD,PLAYER3)
ALLY_PLAYERS(PLAYER_GOOD,PLAYER1)
ALLY_PLAYERS(PLAYER2,PLAYER1)

COMPUTER_PLAYER(PLAYER1,0)
COMPUTER_PLAYER(PLAYER2,0)
COMPUTER_PLAYER(PLAYER3,1)
COMPUTER_PLAYER(PLAYER_GOOD,0)

SET_CREATURE_STRENGTH(KNIGHT,255)
SET_CREATURE_HEALTH(KNIGHT,7500)
SET_CREATURE_ARMOUR(KNIGHT,255)
SET_CREATURE_FEAR(KNIGHT,255)

SET_COMPUTER_PROCESS(PLAYER2,"DIG TO CLOSE GOLD",0,25000,500,3,47)

SET_COMPUTER_PROCESS(PLAYER3,"DIG TO CLOSE GOLD",0,25000,500,3,47)
SET_COMPUTER_CHECKS(PLAYER3,"CHECK FOR NEUTRAL PLACES",15000,0,0,0,65000)
SET_COMPUTER_CHECKS(PLAYER3,"CHECK FOR QUICK ATTACK",700,70,3000,8,12500)
SET_COMPUTER_PROCESS(PLAYER3,"ATTACK SAFE ATTACK",0,70,8,70,0)
SET_COMPUTER_PROCESS(PLAYER3,"ATTACK PLAN 1",0,70,8,70,0)


REM ####### POOL #######

ADD_CREATURE_TO_POOL(IMP,25)
ADD_CREATURE_TO_POOL(FLY,25)
ADD_CREATURE_TO_POOL(BUG,25)
ADD_CREATURE_TO_POOL(SPIDER,25)
ADD_CREATURE_TO_POOL(DEMONSPAWN,25)
ADD_CREATURE_TO_POOL(SORCEROR,25)
ADD_CREATURE_TO_POOL(BILE_DEMON,25)
ADD_CREATURE_TO_POOL(DRAGON,25)
ADD_CREATURE_TO_POOL(TROLL,25)
ADD_CREATURE_TO_POOL(ORC,25)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,25)
ADD_CREATURE_TO_POOL(HELL_HOUND,25)
ADD_CREATURE_TO_POOL(VAMPIRE,25)
ADD_CREATURE_TO_POOL(TENTACLE,25)
ADD_CREATURE_TO_POOL(HORNY,25)

REM ####### MONSTERS #######
REM PLAYER0

CREATURE_AVAILABLE(ALL_PLAYERS,IMP,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,FLY,1,1)
CREATURE_AVAILABLE(PLAYER2,FLY,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,BUG,1,1)
CREATURE_AVAILABLE(PLAYER2,BUG,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,1)
CREATURE_AVAILABLE(PLAYER2,SPIDER,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,1,1)
CREATURE_AVAILABLE(PLAYER2,DEMONSPAWN,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DRAGON,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,1,1)
CREATURE_AVAILABLE(PLAYER2,TROLL,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,ORC,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,HELL_HOUND,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,VAMPIRE,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,TENTACLE,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,HORNY,1,1)

REM ####### ROOMS #######
REM PLAYER0

ROOM_AVAILABLE(ALL_PLAYERS,TREASURE,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,LAIR,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,GARDEN,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,TRAINING,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,RESEARCH,1,1)
ROOM_AVAILABLE(PLAYER2,BRIDGE,1,0)
ROOM_AVAILABLE(PLAYER0,BRIDGE,1,0)
ROOM_AVAILABLE(PLAYER1,GUARD_POST,1,0)
ROOM_AVAILABLE(PLAYER2,WORKSHOP,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0)
ROOM_AVAILABLE(PLAYER2,PRISON,1,0)
ROOM_AVAILABLE(PLAYER1,PRISON,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,1,0)
ROOM_AVAILABLE(PLAYER1,TEMPLE,1,0)
ROOM_AVAILABLE(PLAYER2,TEMPLE,1,0)
ROOM_AVAILABLE(PLAYER3,TEMPLE,1,1)
ROOM_AVAILABLE(PLAYER2,GRAVEYARD,1,0)
ROOM_AVAILABLE(PLAYER1,GRAVEYARD,1,0)
ROOM_AVAILABLE(PLAYER1,SCAVENGER,1,0)

REM ####### SPELLS #######
REM PLAYER0

MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_OBEY,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_CALL_TO_ARMS,1,1)
MAGIC_AVAILABLE(PLAYER2,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_ARMAGEDDON,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DESTROY_WALLS,1,0)

MAGIC_AVAILABLE(PLAYER_GOOD,POWER_IMP,0,0)
MAGIC_AVAILABLE(PLAYER_GOOD,POWER_SPEED,1,1)
MAGIC_AVAILABLE(PLAYER_GOOD,POWER_DESTROY_WALLS,1,1)
MAGIC_AVAILABLE(PLAYER_GOOD,POWER_LIGHTNING,1,1)
MAGIC_AVAILABLE(PLAYER_GOOD,POWER_CONCEAL,1,1)
MAGIC_AVAILABLE(PLAYER_GOOD,POWER_HEAL_CREATURE,1,1)

REM ####### WORKSHOP #######

DOOR_AVAILABLE(ALL_PLAYERS,WOOD,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,BRACED,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,STEEL,1,0)
DOOR_AVAILABLE(PLAYER3,STEEL,1,8)
DOOR_AVAILABLE(PLAYER2,STEEL,1,8)
TRAP_AVAILABLE(ALL_PLAYERS,ALARM,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LIGHTNING,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LAVA,1,0)
TRAP_AVAILABLE(PLAYER2,BOULDER,1,0)



REM ####### PARTIES #######

CREATE_PARTY(SHOOT)
    ADD_TO_PARTY(SHOOT,ARCHER,8,400,DEFEND_PARTY,0)
    ADD_TO_PARTY(SHOOT,WIZARD,7,600,DEFEND_PARTY,0)
    ADD_TO_PARTY(SHOOT,SAMURAI,6,500,DEFEND_PARTY,0)
    ADD_TO_PARTY(SHOOT,MONK,8,200,DEFEND_PARTY,0)


CREATE_PARTY(DEFENS)
    ADD_TO_PARTY(DEFENS,BARBARIAN,8,800,DEFEND_PARTY,0)
    ADD_TO_PARTY(DEFENS,BARBARIAN,6,400,DEFEND_PARTY,0)
    ADD_TO_PARTY(DEFENS,SAMURAI,8,1000,DEFEND_PARTY,0)
    ADD_TO_PARTY(DEFENS,SAMURAI,7,800,DEFEND_PARTY,0)
    ADD_TO_PARTY(DEFENS,MONK,9,100,ATTACK_ENEMIES,0)

CREATE_PARTY(KNIGHTS)
    ADD_TO_PARTY(KNIGHTS,AVATAR,10,4000,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(KNIGHTS,KNIGHT,9,2400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(KNIGHTS,KNIGHT,8,2400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(KNIGHTS,SAMURAI,10,1200,DEFEND_PARTY,0)
    ADD_TO_PARTY(KNIGHTS,SAMURAI,10,1200,DEFEND_PARTY,0)
    ADD_TO_PARTY(KNIGHTS,SAMURAI,10,1200,DEFEND_PARTY,0)
    ADD_TO_PARTY(KNIGHTS,SAMURAI,10,1200,DEFEND_PARTY,0)

CREATE_PARTY(THIEF1)
    ADD_TO_PARTY(THIEF1,THIEF,10,0,STEAL_GOLD,0)

CREATE_PARTY(THIEF0)
    ADD_TO_PARTY(THIEF0,THIEF,10,400,STEAL_SPELLS,0)


CREATE_PARTY(MAGIC)
    ADD_TO_PARTY(MAGIC,WIZARD,9,400,DEFEND_PARTY,0)
    ADD_TO_PARTY(MAGIC,WITCH,8,200,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(MAGIC,GIANT,10,800,ATTACK_DUNGEON_HEART,0)

REM ####### OCCURENCES #######

IF(PLAYER0,TEMPLE > 0)
    ROOM_AVAILABLE(PLAYER0,TEMPLE,1,1)
ENDIF

IF(PLAYER0,WORKSHOP > 0)
    ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,1)
ENDIF

IF(PLAYER0,SCAVENGER > 0)
    ROOM_AVAILABLE(PLAYER0,SCAVENGER,1,1)
ENDIF

IF(PLAYER0,GRAVEYARD > 0)
    ROOM_AVAILABLE(PLAYER0,GRAVEYARD,1,1)
ENDIF

IF(PLAYER0,PRISON > 0)
    ROOM_AVAILABLE(PLAYER0,PRISON,1,1)
ENDIF

IF(PLAYER0,GUARD_POST > 0)
    ROOM_AVAILABLE(PLAYER0,GUARD_POST,1,1)
ENDIF

IF(PLAYER3,BRIDGE > 0)
    ROOM_AVAILABLE(PLAYER3,BRIDGE,1,1)
ENDIF

IF_ACTION_POINT(1,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THIEF1,-1,1)
    ADD_CREATURE_TO_LEVEL(PLAYER0,HELL_HOUND,1,1,1,0)
ENDIF

IF_ACTION_POINT(2,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THIEF0,-1,1)
    ADD_CREATURE_TO_LEVEL(PLAYER0,HELL_HOUND,1,1,1,0)
    ADD_CREATURE_TO_LEVEL(PLAYER3,ORC,2,8,10,200)
    ADD_CREATURE_TO_LEVEL(PLAYER3,IMP,2,3,4,500)
    ADD_CREATURE_TO_LEVEL(PLAYER3,IMP,1,3,4,500)
    SET_TIMER(PLAYER0,TIMER0)
ENDIF

IF(PLAYER0,TIMER0 >= 2000)
    ADD_CREATURE_TO_LEVEL(PLAYER3,IMP,2,3,4,500)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MAGIC,-1,1)
ENDIF

IF(PLAYER0,TIMER0 >= 7000)
    ADD_CREATURE_TO_LEVEL(PLAYER3,IMP,2,3,4,500)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THIEF0,-1,1)
    ADD_CREATURE_TO_LEVEL(PLAYER0,HELL_HOUND,1,1,1,0)
ENDIF

IF(PLAYER0,TIMER0 >= 9000)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THIEF1,-1,1)
    ADD_CREATURE_TO_LEVEL(PLAYER0,HELL_HOUND,1,1,1,0)
ENDIF


IF_ACTION_POINT(3,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THIEF0,-1,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THIEF1,1,1)
    SET_TIMER(PLAYER0,TIMER1)
ENDIF

IF(PLAYER0,TIMER1 >= 9000)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SHOOT,2,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MAGIC,2,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,DEFENS,2,1)
ENDIF

IF_ACTION_POINT(4,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THIEF1,-1,1)
    ADD_CREATURE_TO_LEVEL(PLAYER0,HELL_HOUND,1,1,1,0)
    ADD_CREATURE_TO_LEVEL(PLAYER2,BILE_DEMON,4,10,4,800)
    SET_TIMER(PLAYER0,TIMER2)
ENDIF

IF(PLAYER0,TIMER2 >= 5000)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THIEF0,-1,1)
    ADD_CREATURE_TO_LEVEL(PLAYER0,HELL_HOUND,1,1,1,0)
    IF(PLAYER0,GRAVEYARD == 0)
        ROOM_AVAILABLE(PLAYER0,GRAVEYARD,1,0)
    ENDIF
ENDIF

IF_ACTION_POINT(5,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SHOOT,6,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,DEFENS,5,1)
ENDIF

IF_ACTION_POINT(6,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THIEF0,1,1)
    ADD_CREATURE_TO_LEVEL(PLAYER0,HELL_HOUND,-1,1,1,0)
    MAGIC_AVAILABLE(PLAYER0,POWER_LIGHTNING,1,1)
    ROOM_AVAILABLE(PLAYER0,BRIDGE,1,1)
ENDIF

IF_ACTION_POINT(7,PLAYER0)
    ADD_CREATURE_TO_LEVEL(PLAYER1,VAMPIRE,7,6,8,800)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THIEF1,-1,1)
    ADD_CREATURE_TO_LEVEL(PLAYER0,HELL_HOUND,1,1,1,0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SHOOT,-2,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,DEFENS,-2,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MAGIC,-2,1)
    IF(PLAYER2,DUNGEON_DESTROYED == 0)
        ADD_CREATURE_TO_LEVEL(PLAYER2,VAMPIRE,4,3,8,800)
    ENDIF
ENDIF

IF_ACTION_POINT(8,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,KNIGHTS,9,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,KNIGHTS,-1,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SHOOT,-2,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,DEFENS,-2,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,DEFENS,9,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MAGIC,9,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MAGIC,-2,1)
    IF(PLAYER1,DUNGEON_DESTROYED == 0)
        ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,MAGIC,10,DUNGEON,0,5,50)
    ENDIF
ENDIF

IF_ACTION_POINT(9,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,DEFENS,9,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MAGIC,9,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THIEF0,-1,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THIEF1,1,1)
ENDIF

IF(PLAYER1,DUNGEON_DESTROYED == 0)
    IF_ACTION_POINT(10,PLAYER0)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,DEFENS,-2,2)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MAGIC,-2,2)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SHOOT,-2,1)
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,10,5,8,600)
    ENDIF
ENDIF

REM ####### CLIMAX #######

IF(PLAYER0,DUNGEON_DESTROYED == 1)
    LOSE_GAME
ENDIF

IF(PLAYER1,DUNGEON_DESTROYED == 1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MAGIC,-1,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,DEFENS,-1,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MAGIC,9,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SHOOT,-2,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,DEFENS,-2,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MAGIC,-2,1)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,10,5,8,600)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,TUNNELLER,10,1,8,80)
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,MAGIC,10,DUNGEON,0,5,50)
ENDIF

IF(PLAYER3,DUNGEON_DESTROYED == 1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THIEF1,1,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,DEFENS,-1,1)
    ADD_CREATURE_TO_LEVEL(PLAYER0,HELL_HOUND,-1,1,1,0)
ENDIF

IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
    IF(PLAYER_GOOD,TOTAL_CREATURES == 0)
        WIN_GAME
    ENDIF
ENDIF
