REM ********************************************
REM Farl Thorga
REM Script for Level 206
REM Steve Tupper
REM ********************************************


REM ************************************
REM ********** SETUP COMMANDS **********
REM ************************************


REM ********** Set up player information **********

REM *** Number of turns wait for new creature (max 12 turns per second depending on computer speed) ***
SET_GENERATE_SPEED(360)

REM *** agressiveness = 0 everything on, 1 small aggressive, 3 small defensive, 4 large defensive, 5 large aggressive, 10 medium all rounder ***
COMPUTER_PLAYER(PLAYER1,5)

REM *** money sart with - duh ***
START_MONEY(PLAYER0,1000)
START_MONEY(PLAYER1,10000)

REM *** remember max of 255 in all dungeons on level at any time ***
MAX_CREATURES(PLAYER0,25)
MAX_CREATURES(PLAYER1,50)

REM ********** Set up rooms, traps, doors and magic **********

REM *** rooms available to players also ENTRANCE but don't need here ***
ROOM_AVAILABLE(ALL_PLAYERS,TREASURE,1,1)
ROOM_AVAILABLE(PLAYER0,RESEARCH,1,1)
ROOM_AVAILABLE(PLAYER0,PRISON,1,0)
ROOM_AVAILABLE(PLAYER0,TORTURE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TRAINING,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,1)
ROOM_AVAILABLE(PLAYER0,SCAVENGER,1,0)
ROOM_AVAILABLE(PLAYER0,TEMPLE,1,1)
ROOM_AVAILABLE(PLAYER0,GRAVEYARD,1,0)
REM *** having a problem with barracks dont know why! ***
ROOM_AVAILABLE(PLAYER0,BARRACKS,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,GARDEN,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,LAIR,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,BRIDGE,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,GUARD_POST,1,1)

REM *** spells available to players ***
MAGIC_AVAILABLE(PLAYER0,POWER_OBEY,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_SPEED,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_ARMAGEDDON,1,0)

REM *** doors available to players ***
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)

REM *** traps available to players ***
TRAP_AVAILABLE(ALL_PLAYERS,BOULDER,1,0)
TRAP_AVAILABLE(PLAYER1,ALARM,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,POISON_GAS,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LIGHTNING,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,WORD_OF_POWER,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LAVA,1,0)

REM ********** Set up creature information **********

REM *** remember to have enough to cover all players ***
ADD_CREATURE_TO_POOL(TROLL,25)
ADD_CREATURE_TO_POOL(DEMONSPAWN,2)
ADD_CREATURE_TO_POOL(FLY,5)
ADD_CREATURE_TO_POOL(BUG,10)
ADD_CREATURE_TO_POOL(SPIDER,5)
ADD_CREATURE_TO_POOL(HELL_HOUND,2)
ADD_CREATURE_TO_POOL(ORC,25)
ADD_CREATURE_TO_POOL(DWARFA,75)
ADD_CREATURE_TO_POOL(TUNNELLER,5)

REM *** the 1 field must be in here ***
CREATURE_AVAILABLE(PLAYER0,TROLL,1,1)
CREATURE_AVAILABLE(PLAYER0,DRAGON,1,0)
CREATURE_AVAILABLE(PLAYER0,DEMONSPAWN,1,1)
CREATURE_AVAILABLE(PLAYER0,FLY,1,1)
CREATURE_AVAILABLE(PLAYER0,DARK_MISTRESS,1,0)
CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,0)
CREATURE_AVAILABLE(PLAYER0,BILE_DEMON,1,0)
CREATURE_AVAILABLE(PLAYER0,BUG,1,1)
CREATURE_AVAILABLE(PLAYER0,SPIDER,1,1)
CREATURE_AVAILABLE(PLAYER0,HELL_HOUND,1,1)
CREATURE_AVAILABLE(PLAYER0,ORC,1,1)
CREATURE_AVAILABLE(PLAYER1,DWARFA,1,1)
CREATURE_AVAILABLE(PLAYER0,SKELETON,1,0)
CREATURE_AVAILABLE(PLAYER0,VAMPIRE,1,0)
CREATURE_AVAILABLE(PLAYER0,GHOST,1,0)
CREATURE_AVAILABLE(PLAYER0,HORNY,1,0)
CREATURE_AVAILABLE(PLAYER1,TUNNELLER,1,1)


REM ************************************************
REM ********** CONDITIONS & GAME COMMANDS **********
REM ************************************************

REM *** condition = variable followed by either == != > < <= >= followed by a whole number (integer) ***
IF(PLAYER0,GAME_TURN > 21600)
    ADD_CREATURE_TO_LEVEL(PLAYER1,DWARFA,2,3,5,100)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,3,4,4,400)
    ADD_CREATURE_TO_LEVEL(PLAYER0,THIEF,3,1,5,400)
    QUICK_INFORMATION(2,"A party of thieves attracted by your new wealth has entered your dungeon but one of their number has betrayed them to you. Demonstrate your power master!")
ENDIF
IF(PLAYER0,GAME_TURN > 40000)
    ADD_CREATURE_TO_LEVEL(PLAYER1,DWARFA,2,3,8,100)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,3,4,6,500)
    ADD_CREATURE_TO_LEVEL(PLAYER0,THIEF,3,1,10,10000)
QUICK_INFORMATION(3,"Word of your good pay has got around, a master thief wishes to join you - he has not been watching his back however as the constabulary seems to have followed him here.")
ENDIF
IF(PLAYER0,GAME_TURN > 60000)
    ADD_CREATURE_TO_LEVEL(PLAYER1,BARBARIAN,2,1,10,100)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,3,8,7,900)
    ADD_CREATURE_TO_LEVEL(PLAYER0,GIANT,3,1,10,2)
QUICK_INFORMATION(4,"Yet more refugees master! A slow witted giant, persecuted by religeous zealots has tricked his masters by bringing them here. While they are busy punishing him maybe you could ram their religeous artifacts up their ")
ENDIF

REM *** if PLAYER? creature sets foot near action pt ***
IF_ACTION_POINT(1,PLAYER0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,1,1,10,1000)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,1,5,9,400)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WIZARD,2,3,10,400)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,3,8,5,100)
QUICK_INFORMATION(5,"The Lord of the land has just heard about the plunder of the mines and has launched a full scale operation to rid the land of your presence master. I suggest we regroup for now")
ENDIF

REM *** Might require this to be in an IF statement, also needs to be less than certain number of characters to appear ? = 1 - 30. Cannot use ALL_PLAYERS ***
QUICK_OBJECTIVE(6,"The Dwarven gold mines of the Farl Thorga Mountains have for many centuries provided the land above with riches beyond belief. Those riches could be yours master, that is if you can exterminate the dwarven infestation",PLAYER0)


REM ************************************************
REM ********** WIN / LOSE GAME CONDITIONS **********
REM ************************************************

REM *** Win or lose condition ***
IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
    WIN_GAME
ENDIF
