REM ********************************************
REM
REM             Script for Level 226
REM                   Goonville
REM ********************************************

REM 226,4,700,700,Goonville

REM	:   : :   :   :
REM	:   : :   :   Name of map
REM	:   : :   Y coordinate of flag on Levels Map
REM	:   : X coordinate of flag on Levels Map
REM	:   Number of players
REM	Level number (change this if you change the level number)
REM	This is a deeper dungeons level


SET_GENERATE_SPEED(600)

MAX_CREATURES(	ALL_PLAYERS,	25)

START_MONEY(	ALL_PLAYERS,	30000)

ADD_CREATURE_TO_POOL(	BILE_DEMON,	30)
ADD_CREATURE_TO_POOL(	DRAGON,		30)
ADD_CREATURE_TO_POOL(	DARK_MISTRESS,	30)
ADD_CREATURE_TO_POOL(	HELL_HOUND,	20)
ADD_CREATURE_TO_POOL(	TENTACLE,	20)
ADD_CREATURE_TO_POOL(	DEMONSPAWN,	20)
ADD_CREATURE_TO_POOL(	TROLL,		20)
ADD_CREATURE_TO_POOL(	SPIDER,		20)
ADD_CREATURE_TO_POOL(	ORC,		20)
ADD_CREATURE_TO_POOL(   FLY,            20)
ADD_CREATURE_TO_POOL(   SORCEROR,	60)
ADD_CREATURE_TO_POOL(   BUG,    	20)

REM			Player		Creatures	Can be available	Is now available

CREATURE_AVAILABLE(	ALL_PLAYERS,	TROLL,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	TENTACLE,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	DEMONSPAWN,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	DARK_MISTRESS,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	BILE_DEMON,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	SPIDER,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	HELL_HOUND,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	DRAGON,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	ORC,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	FLY,	        1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	SORCEROR,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	BUG,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	SKELETON,       1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	VAMPIRE,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	GHOST,		1,			1)

REM			Player		Room type	Can be available	Is available

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

REM			Player		Door type		Can be available	Is available

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

REM			Player		Trap type		Can be available	Is available

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

REM			Player		Spell type		Can be available	Is available

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_SIGHT,		1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_CALL_TO_ARMS,	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_HOLD_AUDIENCE,	1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_CHICKEN,		1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_SPEED,		1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_LIGHTNING,	1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_CONCEAL,		1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_PROTECT,		1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_DESTROY_WALLS,	1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_ARMAGEDDON,	1,			0)



REM **********  WIN / LOSE COMMANDS   **********

REM	Player		Variable		Comparison	Value

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
