REM ********************************************
REM
REM             Script for Level Goki
REM
REM ********************************************

START_MONEY(PLAYER0,10000)

ADD_CREATURE_TO_POOL(SORCEROR,5)
ADD_CREATURE_TO_POOL(ORC,5)
ADD_CREATURE_TO_POOL(TROLL,5)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,5)

IF (PLAYER0 , TOTAL_IMPS > 0)
  MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1)
ENDIF

IF_ACTION_POINT(1,PLAYER0)
  ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BUG,1,7,1,0)
  SET_FLAG(PLAYER0,FLAG0,1)
ENDIF

IF_ACTION_POINT(2,PLAYER0)
  ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BUG,2,7,2,0)
  SET_FLAG(PLAYER0,FLAG0,2)
ENDIF

IF_ACTION_POINT(3,PLAYER0)
  ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BUG,3,7,5,0)
  SET_FLAG(PLAYER0,FLAG0,3)
ENDIF

IF_ACTION_POINT(4,PLAYER0)
  ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BUG,4,7,7,0)
  SET_FLAG(PLAYER0,FLAG0,4)
ENDIF
IF_ACTION_POINT(5,PLAYER0)
  ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BUG,5,7,8,0)
  SET_FLAG(PLAYER0,FLAG0,5)
ENDIF

IF_ACTION_POINT(6,PLAYER0)
  ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BUG,6,7,10,0)
  SET_FLAG(PLAYER0,FLAG0,6)
ENDIF

IF(PLAYER_GOOD,TOTAL_CREATURES < 5)
  IF (PLAYER0,FLAG0 > 0)
    NEXT_COMMAND_REUSABLE
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BUG,1,2,2,0)
  ENDIF
  IF (PLAYER0,FLAG0 > 1)
    NEXT_COMMAND_REUSABLE
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BUG,2,2,4,0)
  ENDIF
  IF (PLAYER0,FLAG0 > 2)
    NEXT_COMMAND_REUSABLE
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BUG,3,2,6,0)
  ENDIF
  IF (PLAYER0,FLAG0 > 3)
    NEXT_COMMAND_REUSABLE
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BUG,4,2,8,0)
  ENDIF
  IF (PLAYER0,FLAG0 > 4)
    NEXT_COMMAND_REUSABLE
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BUG,5,2,10,0)
  ENDIF
  IF (PLAYER0,FLAG0 > 5)
    NEXT_COMMAND_REUSABLE
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BUG,6,5,4,0)
  ENDIF
  IF (PLAYER_GOOD,DUNGEON_DESTROYED == 1)
    NEXT_COMMAND_REUSABLE
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BUG,7,8,4,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BUG,1,8,4,0)
  ENDIF
ENDIF

IF (PLAYER_GOOD,BATTLES_LOST>20)
  MAGIC_AVAILABLE(PLAYER0,POWER_OBEY,1,0)
  DOOR_AVAILABLE(PLAYER0,STEEL,1,0)
ENDIF

IF (PLAYER_GOOD,BATTLES_LOST>50)
  TRAP_AVAILABLE(PLAYER0,LIGHTNING,1,0)
  MAGIC_AVAILABLE(PLAYER0,POWER_SPEED,1,0)
ENDIF

IF (PLAYER_GOOD,BATTLES_LOST>100)
  MAGIC_AVAILABLE(PLAYER0,POWER_HEAL_CREATURE,1,0)
  DOOR_AVAILABLE(PLAYER0,MAGIC,1,0)
ENDIF

IF (PLAYER_GOOD,BATTLES_LOST>200)
  ROOM_AVAILABLE(PLAYER0,GARDEN,1,0)
  ROOM_AVAILABLE(PLAYER0,LAIR,1,0)
ENDIF
IF (PLAYER_GOOD,BATTLES_LOST>500)
  MAGIC_AVAILABLE(PLAYER0,POWER_CAVE_IN,1,0)
  TRAP_AVAILABLE(PLAYER0,BOULDER,1,0)
ENDIF

IF (PLAYER_GOOD,BATTLES_LOST>1000)
  WIN_GAME
ENDIF
