REM ********************************************
REM
REM Script for Level 582
REM
REM Haut-Mont Baathos
REM
REM Copyright 21/06/2006 Y.B.
REM
REM ********************************************

REM ATTENTION ! Utilisez un editeur ASCII
REM par ex. l'editeur MS-DOS) pour modifier les textes.

REM ********  Historique des versions   ********
REM 21/06/06 - Version initiale

SET_GENERATE_SPEED(500)
START_MONEY(ALL_PLAYERS,10000)
MAX_CREATURES(ALL_PLAYERS,20)
REM COMPUTER_PLAYER(PLAYER1,10)
REM COMPUTER_PLAYER(PLAYER2,10)
REM COMPUTER_PLAYER(PLAYER3,10)

ADD_CREATURE_TO_POOL(FLY,10)
ADD_CREATURE_TO_POOL(BUG,10)
ADD_CREATURE_TO_POOL(SPIDER,10)
ADD_CREATURE_TO_POOL(DEMONSPAWN,30)
ADD_CREATURE_TO_POOL(SORCEROR,25)
ADD_CREATURE_TO_POOL(BILE_DEMON,25)
ADD_CREATURE_TO_POOL(DRAGON,15)
ADD_CREATURE_TO_POOL(TROLL,10)
ADD_CREATURE_TO_POOL(ORC,20)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,25)
ADD_CREATURE_TO_POOL(HELL_HOUND,5)

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,HELL_HOUND,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,GUARD_POST,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,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,0,0)
ROOM_AVAILABLE(ALL_PLAYERS,BRIDGE,1,0)

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(ALL_PLAYERS,POWER_OBEY,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CHICKEN,1,0)
REM MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DESTROY_WALLS,1,1)
REM MAGIC_AVAILABLE(ALL_PLAYERS,POWER_ARMAGEDDON,1,1)

REM DOOR_AVAILABLE(ALL_PLAYERS,WOOD,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,BRACED,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,STEEL,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,MAGIC,1,0)

TRAP_AVAILABLE(ALL_PLAYERS,ALARM,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,POISON_GAS,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LIGHTNING,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LAVA,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,WORD_OF_POWER,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,BOULDER,1,0)

CREATE_PARTY(ONE)
    ADD_TO_PARTY(ONE,SAMURAI,5,100,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,FAIRY,5,100,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,ARCHER,5,100,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,DRAGON,6,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,ARCHER,5,200,DEFEND_PARTY,0)
    ADD_TO_PARTY(ONE,SORCEROR,6,200,ATTACK_ENEMIES,0)


REM Point d'action du joueur rouge
IF_ACTION_POINT(1,ALL_PLAYERS)
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,-1,DUNGEON_HEART,0,6,500)
ENDIF

REM Point d'action du joueur bleu
IF_ACTION_POINT(2,ALL_PLAYERS)
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,-2,DUNGEON_HEART,0,6,500)
ENDIF

REM Point d'action du joueur vert
IF_ACTION_POINT(3,ALL_PLAYERS)
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,-3,DUNGEON_HEART,0,6,500)
ENDIF

REM Point d'action du joueur jaune
IF_ACTION_POINT(4,ALL_PLAYERS)
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,-4,DUNGEON_HEART,0,6,500)
ENDIF



REM ***** Fin de jeu *****
IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
    WIN_GAME
ENDIF

IF(PLAYER1,ALL_DUNGEONS_DESTROYED == 1)
    WIN_GAME
ENDIF

IF(PLAYER2,ALL_DUNGEONS_DESTROYED == 1)
    WIN_GAME
ENDIF

IF(PLAYER3,ALL_DUNGEONS_DESTROYED == 1)
    WIN_GAME
ENDIF
