REM ********************************************
REM
REM             Script for Level 282
REM
REM original title:
REM ['̎R_E__"_n_"_o_[_OH
REM ********************************************

SET_GENERATE_SPEED(600)

COMPUTER_PLAYER(PLAYER1,10)
COMPUTER_PLAYER(PLAYER2,10)
COMPUTER_PLAYER(PLAYER3,10)
ALLY_PLAYERS(PLAYER1,PLAYER3)
ALLY_PLAYERS(PLAYER2,PLAYER3)
MAX_CREATURES(PLAYER0,20)
MAX_CREATURES(PLAYER0,20)
MAX_CREATURES(PLAYER0,15)
MAX_CREATURES(PLAYER0,20)

START_MONEY(PLAYER0,5000)
START_MONEY(PLAYER1,2500)
START_MONEY(PLAYER2,33500)
START_MONEY(PLAYER3,33500)

ADD_CREATURE_TO_POOL(TROLL,			20)
ADD_CREATURE_TO_POOL(ORC,			20)
ADD_CREATURE_TO_POOL(BILE_DEMON,	20)
ADD_CREATURE_TO_POOL(TENTACLE,		30)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,	30)
ADD_CREATURE_TO_POOL(SORCEROR,		21)
ADD_CREATURE_TO_POOL(DRAGON,		35)
ADD_CREATURE_TO_POOL(HELL_HOUND,	40)

	CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,		1,1)
	CREATURE_AVAILABLE(ALL_PLAYERS,ORC,			1,1)
	CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,	1,1)
	CREATURE_AVAILABLE(ALL_PLAYERS,TENTACLE,	1,1)
	CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,	1,1)
	CREATURE_AVAILABLE(PLAYER1,SORCEROR,	1,1)
	CREATURE_AVAILABLE(PLAYER2,DRAGON,		1,1)
	CREATURE_AVAILABLE(ALL_PLAYERS,HELL_HOUND,	1,1)


	ROOM_AVAILABLE(ALL_PLAYERS,TREASURE,		1,1)
	ROOM_AVAILABLE(ALL_PLAYERS,LAIR,			1,1)
	ROOM_AVAILABLE(ALL_PLAYERS,GARDEN,			1,1)
	ROOM_AVAILABLE(ALL_PLAYERS,TRAINING,		1,1)
	ROOM_AVAILABLE(ALL_PLAYERS,RESEARCH,		1,1)

	ROOM_AVAILABLE(PLAYER0,BRIDGE,1,0)
	ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,0)
	ROOM_AVAILABLE(ALL_PLAYERS,GUARD_POST,1,0)
	ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0)
	ROOM_AVAILABLE(ALL_PLAYERS,PRISON,1,0)
	ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,1,0)
	ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,1,0)
	ROOM_AVAILABLE(ALL_PLAYERS,GRAVEYARD,1,0)


DOOR_AVAILABLE(ALL_PLAYERS,STEEL,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,BOULDER,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,MAGIC,1,0)
DOOR_AVAILABLE(PLAYER0,MAGIC,1,2)


MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
MAGIC_AVAILABLE(PLAYER1,POWER_IMP,1,1)
MAGIC_AVAILABLE(PLAYER2,POWER_IMP,1,1)
MAGIC_AVAILABLE(PLAYER3,POWER_IMP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SIGHT,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CHICKEN,1,0)


CREATE_PARTY(L1)
	ADD_TO_PARTY(L1,WIZARD,9,200,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(L1,BARBARIAN,8,200,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(L1,MONK,7,200,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(L1,WITCH,7,200,ATTACK_ENEMIES,0)

CREATE_PARTY(L2)
	ADD_TO_PARTY(L2,SAMURAI,8,200,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(L2,THIEF,8,200,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(L2,WITCH,8,200,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(L2,ARCHER,8,200,ATTACK_ENEMIES,0)

CREATE_PARTY(L3)
	ADD_TO_PARTY(L3,GIANT,9,200,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(L3,WIZARD,8,200,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(L3,BARBARIAN,8,200,ATTACK_ENEMIES,0)


IF_ACTION_POINT(1,PLAYER0)
	SET_FLAG(PLAYER0,FLAG0,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L1,-1,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L2,-1,1)
	SET_TIMER(PLAYER0,TIMER0)
ENDIF

IF_ACTION_POINT(2,PLAYER0)
	SET_FLAG(PLAYER0,FLAG0,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L2,-2,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L3,-2,1)
	ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,-2,DUNGEON_HEART,0,10,1000)
ENDIF

IF(PLAYER1,DUNGEON_DESTROYED == 1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L2,-3,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L3,-3,2)
ENDIF

IF(PLAYER2,DUNGEON_DESTROYED == 1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L2,-4,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L3,-4,2)
ENDIF

IF(PLAYER3,DUNGEON_DESTROYED == 1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L2,-5,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L3,-5,2)
ENDIF

IF(PLAYER1,DUNGEON_DESTROYED == 1)
	IF(PLAYER2,DUNGEON_DESTROYED == 1)
		IF(PLAYER3,DUNGEON_DESTROYED == 1)
			SET_FLAG(PLAYER0,FLAG0,3)
			ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,-6,DUNGEON_HEART,0,10,1000)
			ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-6,1,10,10000)
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L2,-3,1)
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L3,-3,2)
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L2,-4,1)
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L3,-4,2)
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L2,-5,1)
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L3,-5,2)
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L1,-6,2)
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L2,-6,2)
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L3,-6,2)
		ENDIF
	ENDIF
ENDIF

IF(PLAYER0,TIMER0 >= 6000)
	NEXT_COMMAND_REUSABLE
	SET_TIMER(PLAYER0,TIMER0)

	IF(PLAYER0,FLAG0 > 0)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L1,-1,2)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L2,-1,1)
	ENDIF

	IF(PLAYER0,FLAG0 > 1)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L2,-2,2)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L3,-2,1)
	ENDIF

	IF(PLAYER0,FLAG0 > 2)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L1,-6,2)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L2,-6,2)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,L3,-6,2)
	ENDIF
ENDIF

IF(PLAYER0,DUNGEON_DESTROYED == 1)
   	LOSE_GAME
ENDIF

IF(PLAYER_GOOD,DUNGEON_DESTROYED == 1)
	WIN_GAME
ENDIF
