REM PLAY Level Dordas
REM Level by Tom

REM ******* Basic settings *******

SET_GENERATE_SPEED(500)

MAX_CREATURES(PLAYER0,45)

START_MONEY(PLAYER0,10000)

ADD_CREATURE_TO_POOL(FLY,10)
ADD_CREATURE_TO_POOL(BUG,10)
ADD_CREATURE_TO_POOL(SPIDER,12)
ADD_CREATURE_TO_POOL(DEMONSPAWN,15)
ADD_CREATURE_TO_POOL(SORCEROR,20)
ADD_CREATURE_TO_POOL(BILE_DEMON,35)
ADD_CREATURE_TO_POOL(DRAGON,35)
ADD_CREATURE_TO_POOL(TROLL,15)
ADD_CREATURE_TO_POOL(ORC,15)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,30)
ADD_CREATURE_TO_POOL(TENTACLE,20)


CREATURE_AVAILABLE(ALL_PLAYERS,FLY,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,BUG,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,1,1)
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(ALL_PLAYERS,ORC,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,TENTACLE,1,1)




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(ALL_PLAYERS,WORKSHOP,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,GUARD_POST,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,BRIDGE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,PRISON,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,GRAVEYARD,1,0)




MAGIC_AVAILABLE(ALL_PLAYERS,POWER_OBEY,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HOLD_AUDIENCE,1,0)




DOOR_AVAILABLE(ALL_PLAYERS,WOOD,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,ALARM,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,BRACED,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,POISON_GAS,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,STEEL,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,BOULDER,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LIGHTNING,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,WORD_OF_POWER,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,MAGIC,1,0)


REM ********** Party's **********

CREATE_PARTY(ONE)
    ADD_TO_PARTY(ONE,KNIGHT,10,30000,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,AVATAR,10,30000,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,WIZARD,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,WITCH,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,SAMURAI,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,ARCHER,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,ARCHER,10,0,ATTACK_ENEMIES,0)

CREATE_PARTY(TWO)
    ADD_TO_PARTY(TWO,WIZARD,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TWO,FAIRY,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TWO,WITCH,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TWO,MONK,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TWO,ARCHER,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TWO,AVATAR,5,350,ATTACK_ENEMIES,0)


CREATE_PARTY(THREE)
    ADD_TO_PARTY(THREE,AVATAR,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,AVATAR,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,SAMURAI,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,SAMURAI,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,SAMURAI,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,SAMURAI,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,SAMURAI,10,0,ATTACK_ENEMIES,0)

REM ********** settings **********

IF(PLAYER0,DUNGEON_DESTROYED == 1)
    LOSE_GAME
ENDIF

IF(PLAYER_GOOD,DUNGEON_DESTROYED == 1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,-1,2)
    IF(PLAYER_GOOD,TOTAL_CREATURES == 0)
        WIN_GAME
    ENDIF
ENDIF

REM ********** Action points **********

IF_ACTION_POINT(1,PLAYER0)
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,2,DUNGEON_HEART,0,10,3000)
ENDIF

IF_ACTION_POINT(3,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,4,1)
ENDIF
