REM ********************************************
REM
REM             Script for Level 228
REM               Tuppers Arena
REM ********************************************

REM 228,4,600,650,Tuppers Arena

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(700)

MAX_CREATURES(	ALL_PLAYERS,	20)

START_MONEY(	ALL_PLAYERS,	10000)

ADD_CREATURE_TO_POOL(	BILE_DEMON,	4)
ADD_CREATURE_TO_POOL(	DARK_MISTRESS,	8)
ADD_CREATURE_TO_POOL(   SORCEROR,	40)
ADD_CREATURE_TO_POOL(   SPIDER,       4)
ADD_CREATURE_TO_POOL(   WIZARD,       30)
ADD_CREATURE_TO_POOL(   ARCHER,       60)
ADD_CREATURE_TO_POOL(   MONK,         8)
ADD_CREATURE_TO_POOL(   SAMURAI,      8)
ADD_CREATURE_TO_POOL(   SKELETON,     8)
ADD_CREATURE_TO_POOL(   VAMPIRE,      10)

REM			Player		Creatures	Can be available	Is now available

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,	SORCEROR,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	SKELETON,       1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	VAMPIRE,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	WIZARD, 	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	ARCHER,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	MONK,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	SAMURAI,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	AVATAR,	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,			1)
ROOM_AVAILABLE(		ALL_PLAYERS,	GRAVEYARD,	1,			1)
ROOM_AVAILABLE(		ALL_PLAYERS,	TORTURE,	1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	TRAINING,	1,			1)
ROOM_AVAILABLE(		ALL_PLAYERS,	BARRACKS,	1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	TEMPLE,		1,			0)

REM			Player		Door type		Can be available	Is available
DOOR_AVAILABLE(		ALL_PLAYERS,	MAGIC,			1,			1)

REM			Player		Trap type		Can be available	Is available
TRAP_AVAILABLE(		ALL_PLAYERS,	LIGHTNING,		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_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,			1)



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
