LEVEL_VERSION(1)

START_MONEY(PLAYER0,15000)
START_MONEY(PLAYER1,100000)
START_MONEY(PLAYER2,100000)
START_MONEY(PLAYER3,100000)

SET_GENERATE_SPEED(400)

MAX_CREATURES(PLAYER0,8)
MAX_CREATURES(PLAYER1,7)
MAX_CREATURES(PLAYER2,12)
MAX_CREATURES(PLAYER3,20)

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

ALLY_PLAYERS(PLAYER1,PLAYER_GOOD,1)
ALLY_PLAYERS(PLAYER2,PLAYER_GOOD,1)
ALLY_PLAYERS(PLAYER3,PLAYER_GOOD,1)
ALLY_PLAYERS(PLAYER1,PLAYER2,1)
ALLY_PLAYERS(PLAYER1,PLAYER3,1)
ALLY_PLAYERS(PLAYER2,PLAYER3,1)

ADD_CREATURE_TO_POOL(DRAGON,2)
ADD_CREATURE_TO_POOL(BILE_DEMON,4)

CREATURE_AVAILABLE(PLAYER0,DRAGON,1,0)
CREATURE_AVAILABLE(PLAYER0,BILE_DEMON,1,0)

ROOM_AVAILABLE(ALL_PLAYERS,TREASURE,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,LAIR,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,GARDEN,1,1)
ROOM_AVAILABLE(PLAYER0,RESEARCH,1,1)
ROOM_AVAILABLE(PLAYER0,GUARD_POST,1,0)
ROOM_AVAILABLE(PLAYER0,TORTURE,1,0)

MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1)
MAGIC_AVAILABLE(PLAYER1,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_SPEED,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_OBEY,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_PROTECT,1,0)

TRAP_AVAILABLE(ALL_PLAYERS,LIGHTNING,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,WORD_OF_POWER,1,0)
DOOR_AVAILABLE(PLAYER0,STEEL,1,0)

CREATE_PARTY(A)
ADD_TO_PARTY(A,DWARFA,2,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(A,SAMURAI,1,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(A,DWARFA,2,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(A,ARCHER,1,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(A,ARCHER,1,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(A,ARCHER,2,0,ATTACK_ENEMIES,0)

CREATE_PARTY(B)
ADD_TO_PARTY(B,DWARFA,4,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(B,SAMURAI,2,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(B,DWARFA,4,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(B,ARCHER,3,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(B,ARCHER,3,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(B,ARCHER,3,0,ATTACK_ENEMIES,0)

CREATE_PARTY(C)
ADD_TO_PARTY(C,DWARFA,6,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(C,DWARFA,6,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(C,ARCHER,5,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(C,ARCHER,5,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(C,SAMURAI,4,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(C,SAMURAI,4,0,ATTACK_ENEMIES,0)

CREATE_PARTY(D)
ADD_TO_PARTY(D,DWARFA,7,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(D,DWARFA,7,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(D,HELL_HOUND,7,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(D,HELL_HOUND,7,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(D,SAMURAI,5,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(D,SAMURAI,5,0,ATTACK_DUNGEON_HEART,0)

CREATE_PARTY(E)
ADD_TO_PARTY(E,HELL_HOUND,9,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(E,HELL_HOUND,9,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(E,HELL_HOUND,9,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(E,DWARFA,9,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(E,DWARFA,9,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(E,SAMURAI,7,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(E,SAMURAI,7,0,ATTACK_DUNGEON_HEART,0)

CREATE_PARTY(F)
ADD_TO_PARTY(F,AVATAR,10,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(F,SAMURAI,10,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(F,SAMURAI,10,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(F,SAMURAI,10,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(F,SAMURAI,10,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(F,KNIGHT,10,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(F,KNIGHT,10,0,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(F,KNIGHT,10,0,ATTACK_DUNGEON_HEART,0)

QUICK_OBJECTIVE(1,"Your dungeon heart was seriously damaged in a previous battle, it even lost its auto healing power. Now rebuild your dungeon and kill enemy creatures and enemy hearts to drain their health for your heart. Your heart's health is displayed in the right corner of the screen. Your task is to restore your heart's health to 30000 points.",PLAYER0)

IF(PLAYER0,GAME_TURN>=400)
QUICK_INFORMATION(2,"In this realm you don't have training room, but creatures attracted by you will be in level 3. Their level and number will both increase while your heart's health increases.",ALL_PLAYERS)
ENDIF

SET_TIMER(PLAYER0,TIMER1)

ADD_HEART_HEALTH(PLAYER0,-29000,0)

SET_GAME_RULE(DungeonHeartHealHealth,0)

DISPLAY_VARIABLE(PLAYER0, HEART_HEALTH, 0, 0)

CREATURE_ENTRANCE_LEVEL(PLAYER0,3)

IF(PLAYER1,TOTAL_CREATURES==0)
	ADD_HEART_HEALTH(PLAYER1,-20000,1)
ENDIF

IF(PLAYER2,TOTAL_CREATURES==0)
	ADD_HEART_HEALTH(PLAYER2,-15000,1)
ENDIF

IF(PLAYER3,TOTAL_CREATURES==0)
	ADD_HEART_HEALTH(PLAYER3,-10000,1)
ENDIF

IF(PLAYER1, DUNGEON_DESTROYED==1)
	QUICK_INFORMATION(3,"Now you can steal blue's spells from his library, and warlocks will join you.",ALL_PLAYERS)
	CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,0)
	ADD_CREATURE_TO_POOL(SORCEROR,1)
	ADD_HEART_HEALTH(PLAYER0,1500,1)
ENDIF

IF(PLAYER2, DUNGEON_DESTROYED==1)
	QUICK_INFORMATION(4,"After looking at the plans stored in green workshop, you learned how to build bridge and workshop. Trolls will join you.",ALL_PLAYERS)
	ADD_HEART_HEALTH(PLAYER0,1500,1)
	ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,1)
	ROOM_AVAILABLE(PLAYER0,BRIDGE,1,1)
	CREATURE_AVAILABLE(PLAYER0,TROLL,1,0)
	TUTORIAL_FLASH_BUTTON(13,-1)
	TUTORIAL_FLASH_BUTTON(18,-1)
ENDIF

IF(PLAYER3, DUNGEON_DESTROYED==1)
	ADD_HEART_HEALTH(PLAYER0,1500,1)
ENDIF

IF(PLAYER0,REWARDED[HORNY] >= 3)
QUICK_INFORMATION(7,"You can only sacrifice for 3 horned reapers.", ALL_PLAYERS)
REMOVE_SACRIFICE_RECIPE(DARK_MISTRESS, TROLL, BILE_DEMON)
ENDIF

IF(PLAYER3,TEMPLE==0)
	CHANGE_CREATURES_ANNOYANCE(PLAYER3,HORNY,INCREASE,8000)
	QUICK_INFORMATION(5,"Without temple, the yellow reapers soon become mad. Interesting, isn't it?",PLAYER3)
ENDIF

IF(PLAYER0,BATTLES_WON>=10)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=20)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=30)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=40)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=50)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=60)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=70)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=80)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=90)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=100)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=110)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=120)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=130)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=140)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=150)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=160)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=170)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=180)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=190)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=200)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=210)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=220)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=230)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=240)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=250)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=260)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=270)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=280)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=290)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=300)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=310)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=320)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=330)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=340)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=350)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=360)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=370)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=380)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=390)
ADD_HEART_HEALTH(PLAYER0,1000,1)
ENDIF

IF(PLAYER0,BATTLES_WON>=400)
ADD_HEART_HEALTH(PLAYER0,1000,1)
SET_FLAG(PLAYER0,FLAG1,10)
QUICK_INFORMATION(9,"You have spent too much time for healing your heart. I have a bad feeling about something...",ALL_PLAYERS)
ENDIF

SET_FLAG(PLAYER0,FLAG1,1)

IF(PLAYER0,HEART_HEALTH >= 3000)
	QUICK_OBJECTIVE(11,"Your dungeon heart's health has recovered to 10 percent!",PLAYER0)
ENDIF

IF(PLAYER0,HEART_HEALTH >= 6000)
	QUICK_OBJECTIVE(12,"Your dungeon heart's health has recovered to 20 percent! Now it has enough power to attract maximum 12 creatures, and new creatures attracted by you will be in level 4! ",PLAYER0)
	SET_FLAG(PLAYER0, FLAG1,2)
	MAX_CREATURES(PLAYER0,12)
	ADD_CREATURE_TO_POOL(DRAGON,2)
	CREATURE_ENTRANCE_LEVEL(PLAYER0,4)
	USE_SPECIAL_INCREASE_LEVEL(PLAYER0,1)
ENDIF

IF(PLAYER0,HEART_HEALTH >= 9000)
	QUICK_OBJECTIVE(13,"Your dungeon heart's health has recovered to 30 percent!",PLAYER0)
	SET_FLAG(PLAYER0,FLAG1,3)
ENDIF

IF(PLAYER0,HEART_HEALTH >= 12000)
	QUICK_OBJECTIVE(14,"Your dungeon heart's health has recovered to 40 percent! Now it has enough power to attract maximum 16 creatures, and new creatures attracted will be in level 5! ",PLAYER0)
	SET_FLAG(PLAYER0,FLAG1,4)
	MAX_CREATURES(PLAYER0,16)
	CREATURE_ENTRANCE_LEVEL(PLAYER0,5)
	CREATURE_AVAILABLE(PLAYER0,DARK_MISTRESS,1,0)
	CREATURE_AVAILABLE(PLAYER0,TROLL,1,0)
	ADD_CREATURE_TO_POOL(DARK_MISTRESS,2)
	ADD_CREATURE_TO_POOL(TROLL,2)
	USE_SPECIAL_INCREASE_LEVEL(PLAYER0,1)
ENDIF


IF(PLAYER0,HEART_HEALTH >= 15000)
	QUICK_OBJECTIVE(15,"Your dungeon heart's health has recovered to 50 percent! ",PLAYER0)
	SET_FLAG(PLAYER0,FLAG1,5)
ENDIF

IF(PLAYER0,HEART_HEALTH >= 18000)
	QUICK_OBJECTIVE(16,"Your dungeon heart's health has recovered to 60 percent! Now it has enough power to attract maximum 20 creatures, and new creatures attracted will be in level 6! ",PLAYER0)
	MAX_CREATURES(PLAYER0,20)
	ADD_CREATURE_TO_POOL(BILE_DEMON,2)
	ADD_CREATURE_TO_POOL(DRAGON,2)
	CREATURE_ENTRANCE_LEVEL(PLAYER0,6)
	SET_FLAG(PLAYER0,FLAG1,6)
	USE_SPECIAL_INCREASE_LEVEL(PLAYER0,1)
ENDIF

IF(PLAYER0,HEART_HEALTH >= 21000)
	QUICK_OBJECTIVE(17,"Your dungeon heart's health has recovered to 70 percent! ",PLAYER0)
	SET_FLAG(PLAYER0,FLAG1,7)
ENDIF

IF(PLAYER0,HEART_HEALTH >= 24000)
	QUICK_OBJECTIVE(18,"Your dungeon heart's health has recovered to 80 percent! Now it has enough power to attract maximum 24 creatures, and new creatures attracted will be in level 7! ",PLAYER0)
	MAX_CREATURES(PLAYER0,24)
	CREATURE_ENTRANCE_LEVEL(PLAYER0,7)
	ADD_CREATURE_TO_POOL(DARK_MISTRESS,2)
	ADD_CREATURE_TO_POOL(ORC,2)
	SET_FLAG(PLAYER0,FLAG1,8)
	USE_SPECIAL_INCREASE_LEVEL(PLAYER0,1)
ENDIF

IF(PLAYER0,HEART_HEALTH >= 27000)
	QUICK_OBJECTIVE(19,"Your dungeon heart's health has recovered to 90 percent! Your task is almost done!",PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,E,-3,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,E,-4,1)
	SET_FLAG(PLAYER0,FLAG1,9)
	SET_TIMER(PLAYER0,TIMER1)
ENDIF

IF(PLAYER0,HEART_HEALTH >= 30000)
	QUICK_OBJECTIVE(20,"Finally, your dungeon heart is fully recovered!",PLAYER0)
	SET_FLAG(PLAYER0,FLAG1,10)
	SET_TIMER(PLAYER0,TIMER1)
ENDIF

IF(PLAYER0,FLAG1==10)
IF(PLAYER0, TIMER1>=200)
	QUICK_INFORMATION(21,"Oh wait, the lord of the land just arrived into your dungeon again and sweared to destroy your heart! Time to teach him a lesson!",PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,F,DRAWFROM(-2,-1),1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,E,-3,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,E,-4,1)
	SET_FLAG(PLAYER0,FLAG1,11)
ENDIF
ENDIF


IF(PLAYER0,FLAG1==1)
IF(PLAYER0,TIMER1>=5000)
QUICK_INFORMATION(22,"It seems the first wave of enemy attack is coming. Be careful do not let them attack your heart, or you will have to kill more enemies and spend longer time to heal it! ",ALL_PLAYERS)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,A,-1,1)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,A,-2,1)
NEXT_COMMAND_REUSABLE
SET_TIMER(PLAYER0,TIMER1)
ENDIF
ENDIF

IF(PLAYER0,FLAG1==2)
IF(PLAYER0,TIMER1>=5000)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,A,-3,1)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,B,-4,1)
NEXT_COMMAND_REUSABLE
SET_TIMER(PLAYER0,TIMER1)
ENDIF
ENDIF

IF(PLAYER0,FLAG1==3)
IF(PLAYER0,TIMER1>=4500)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,B,-1,1)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,B,-2,1)
NEXT_COMMAND_REUSABLE
SET_TIMER(PLAYER0,TIMER1)
ENDIF
ENDIF

IF(PLAYER0,FLAG1==4)
IF(PLAYER0,TIMER1>=3500)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,B,-3,1)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,B,-4,1)
NEXT_COMMAND_REUSABLE
SET_TIMER(PLAYER0,TIMER1)
ENDIF
ENDIF

IF(PLAYER0,FLAG1==5)
IF(PLAYER0,TIMER1>=4500)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,C,-1,1)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,C,-2,1)
NEXT_COMMAND_REUSABLE
SET_TIMER(PLAYER0,TIMER1)
ENDIF
ENDIF

IF(PLAYER0,FLAG1==6)
IF(PLAYER0,TIMER1>=3500)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,C,-3,1)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,C,-4,1)
NEXT_COMMAND_REUSABLE
SET_TIMER(PLAYER0,TIMER1)
ENDIF
ENDIF

IF(PLAYER0,FLAG1==7)
IF(PLAYER0,TIMER1>=5000)
QUICK_INFORMATION(8,"From now, the heroes start to unleash their hounds, they rush very quickly and can be dangerous to your heart! Watch out! ",ALL_PLAYERS)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,B,-3,1)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,D,-1,1)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,B,-4,1)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,D,-2,1)
NEXT_COMMAND_REUSABLE
SET_TIMER(PLAYER0,TIMER1)
ENDIF
ENDIF

IF(PLAYER0,FLAG1==8)
IF(PLAYER0,TIMER1>=4500)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,C,-3,1)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,C,-1,1)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,C,-4,1)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,C,-2,1)
NEXT_COMMAND_REUSABLE
SET_TIMER(PLAYER0,TIMER1)
ENDIF
ENDIF

IF(PLAYER0,FLAG1==9)
IF(PLAYER0,TIMER1>=4500)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,C,-3,1)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,E,-1,1)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,C,-4,1)
NEXT_COMMAND_REUSABLE
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,E,-2,1)
NEXT_COMMAND_REUSABLE
SET_TIMER(PLAYER0,TIMER1)
ENDIF
ENDIF

IF(PLAYER0,FLAG1==11)
IF(PLAYER_GOOD, AVATAR==0)
	WIN_GAME
ENDIF
ENDIF

IF_ACTION_POINT(1,PLAYER0)
	QUICK_INFORMATION(6,"Yellow keeper is so strong with so many horned reapers! It doesn't seem possible to beat him in battle, but is there another way to destroy him?",PLAYER3)
	REVEAL_MAP_RECT(​PLAYER0,201,​45,80,80)
ENDIF

IF_ACTION_POINT(2,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,C,2,1)
ENDIF


