REM ********************************************
REM
REM Script for Level 202
REM
REM ********************************************


REM **********     ZbgAbvR}h     **********


REM ***** Q[gN[`[҂  *****
REM ***** ̐ݒ                        *****

SET_GENERATE_SPEED(500)

REM ***** GvC[̐ݒ   *****

REM Player		Player Type

COMPUTER_PLAYER(PLAYER1,4)
COMPUTER_PLAYER(PLAYER2,10)
COMPUTER_PLAYER(PLAYER3,5)

REM ***** evC[̎Ă        *****
REM ***** N[`[̐̐ݒ   *****

REM Player		Number of creatures

MAX_CREATURES(PLAYER0,30)
MAX_CREATURES(PLAYER1,30)
MAX_CREATURES(PLAYER2,30)
MAX_CREATURES(PLAYER3,30)

REM ***** ev[[̏̐ݒ      *****

REM Player		Amount of gold

START_MONEY(PLAYER0,20000)
START_MONEY(PLAYER1,20000)
START_MONEY(PLAYER2,20000)
START_MONEY(PLAYER3,20000)

REM **********     @ƃN[`[̐ݒ        **********

REM ***** N[`[v[̐ݒiő吔j          *****

REM Creature Name	Number of creatures

ADD_CREATURE_TO_POOL(BUG,15)
ADD_CREATURE_TO_POOL(FLY,15)
ADD_CREATURE_TO_POOL(SPIDER,10)
ADD_CREATURE_TO_POOL(SORCEROR,40)
ADD_CREATURE_TO_POOL(DEMONSPAWN,30)
ADD_CREATURE_TO_POOL(DRAGON,30)
ADD_CREATURE_TO_POOL(TROLL,15)
ADD_CREATURE_TO_POOL(ORC,15)
ADD_CREATURE_TO_POOL(HELL_HOUND,15)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,15)
ADD_CREATURE_TO_POOL(BILE_DEMON,15)

REM ***** N[`[̃|[^ɂĂ邩ǂ̔    *****

REM Player		Creatures	Can be available	Is now available

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

REM ***** 쐬ł镔̐ݒ  *****

REM Player		Room type	Can be available	Is available

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(ALL_PLAYERS,GUARD_POST,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0)
ROOM_AVAILABLE(PLAYER0,PRISON,0,0)
ROOM_AVAILABLE(PLAYER1,PRISON,1,0)
ROOM_AVAILABLE(PLAYER2,PRISON,1,0)
ROOM_AVAILABLE(PLAYER3,PRISON,1,0)
ROOM_AVAILABLE(PLAYER0,TORTURE,0,0)
ROOM_AVAILABLE(PLAYER1,TORTURE,1,0)
ROOM_AVAILABLE(PLAYER2,TORTURE,1,0)
ROOM_AVAILABLE(PLAYER3,TORTURE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,1,0)
ROOM_AVAILABLE(PLAYER0,GRAVEYARD,0,0)
ROOM_AVAILABLE(PLAYER1,GRAVEYARD,1,0)
ROOM_AVAILABLE(PLAYER2,GRAVEYARD,1,0)
ROOM_AVAILABLE(PLAYER3,GRAVEYARD,1,0)
ROOM_AVAILABLE(PLAYER0,SCAVENGER,0,0)
ROOM_AVAILABLE(PLAYER1,SCAVENGER,1,0)
ROOM_AVAILABLE(PLAYER2,SCAVENGER,1,0)
ROOM_AVAILABLE(PLAYER3,SCAVENGER,1,0)

REM ***** ev[[̃hA̐ݒ  *****

REM Player		Door type		Can be available	Is available

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 ***** ev[[̃gbv̐ݒ  *****

REM Player		Trap type		Can be available	Is available

TRAP_AVAILABLE(ALL_PLAYERS,BOULDER,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,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 ***** ev[[̃Xy̐ݒ *****

REM Player		Spell type		Can be available	Is available

MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_OBEY,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_OBEY,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_OBEY,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_OBEY,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_SIGHT,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(PLAYER3,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_LIGHTNING,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(PLAYER0,POWER_DISEASE,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CHICKEN,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_DESTROY_WALLS,0,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_ARMAGEDDON,1,0)

REM ***** ^C}[̐ݒ                    *****

REM Player		Timer Name

SET_TIMER(PLAYER0,TIMER0)

REM ***** Set up FLAG0 and set it to 0     *****

REM Player		Flag Name	Flag's number

SET_FLAG(PLAYER0,FLAG0,0)



REM ***** p[eB[̍쐬               *****

REM Party Name

CREATE_PARTY(PARTY1)
CREATE_PARTY(PARTY2)
CREATE_PARTY(PARTY3)
CREATE_PARTY(PARTY4)
CREATE_PARTY(PARTY5)
CREATE_PARTY(PARTY6)

REM ***** N[`[p[eB[Ґ   *****

REM Party Name	Creature Name	Experience 	Amount of Gold	Objective		Countdown

    ADD_TO_PARTY(PARTY1,WIZARD,10,400,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY1,WIZARD,10,400,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY1,FAIRY,10,400,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY1,FAIRY,10,500,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY1,FAIRY,10,500,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY1,FAIRY,10,500,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY1,AVATAR,10,2000,ATTACK_ENEMIES,0)

    ADD_TO_PARTY(PARTY2,ARCHER,10,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(PARTY2,WIZARD,10,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(PARTY2,GIANT,10,400,DEFEND_PARTY,0)
    ADD_TO_PARTY(PARTY2,SAMURAI,10,600,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(PARTY2,SAMURAI,10,600,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(PARTY2,SAMURAI,10,600,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(PARTY2,AVATAR,10,2000,ATTACK_ENEMIES,0)

    ADD_TO_PARTY(PARTY3,GIANT,10,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(PARTY3,GIANT,10,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(PARTY3,WITCH,10,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(PARTY3,WIZARD,10,600,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(PARTY3,KNIGHT,10,1500,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(PARTY3,KNIGHT,10,1500,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(PARTY3,AVATAR,10,2000,ATTACK_ENEMIES,0)

    ADD_TO_PARTY(PARTY4,DWARFA,2,200,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY4,ARCHER,2,200,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY4,FAIRY,2,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY4,MONK,2,350,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY4,BARBARIAN,3,400,DEFEND_PARTY,0)

    ADD_TO_PARTY(PARTY5,DWARFA,2,200,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY5,ARCHER,2,200,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY5,FAIRY,2,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY5,THIEF,2,350,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY5,THIEF,2,350,ATTACK_DUNGEON_HEART,0)

    ADD_TO_PARTY(PARTY6,MONK,2,200,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY6,MONK,2,200,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY6,THIEF,2,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY6,BARBARIAN,2,400,DEFEND_PARTY,0)
    ADD_TO_PARTY(PARTY6,BARBARIAN,3,400,DEFEND_PARTY,0)

IF(PLAYER0,SCAVENGER > 0)
    ROOM_AVAILABLE(PLAYER0,SCAVENGER,1,1)
ENDIF

IF(PLAYER0,TORTURE > 0)
    ROOM_AVAILABLE(PLAYER0,TORTURE,1,1)
ENDIF

IF(PLAYER0,PRISON > 0)
    ROOM_AVAILABLE(PLAYER0,PRISON,1,1)
ENDIF

IF(PLAYER0,BRIDGE > 0)
    ROOM_AVAILABLE(PLAYER0,BRIDGE,1,1)
ENDIF

IF(PLAYER0,GRAVEYARD > 0)
    ROOM_AVAILABLE(PLAYER0,GRAVEYARD,1,1)
ENDIF


REM **********      }Eeh[tMƂp[eB[̕Ґ       ************

IF(PLAYER0,TIMER0 >= 5000)

    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY4,1,DUNGEON,0,2,600)

    IF(PLAYER0,TIMER0 >= 8000)

        ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY5,2,DUNGEON,0,2,600)

        IF(PLAYER0,TIMER0 >= 11000)

            ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY6,3,DUNGEON,0,2,600)

        ENDIF
    ENDIF
ENDIF

REM **********      E҂ǂ̓oݒ        **************

IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)

    SET_FLAG(PLAYER0,FLAG0,1)
ENDIF

IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)

    IF(PLAYER0,FLAG0 == 1)

        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,-2,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY2,-3,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY3,-1,1)

        IF(PLAYER_GOOD,TOTAL_CREATURES == 0)
            WIN_GAME
        ENDIF
    ENDIF
ENDIF


REM ***** Starting objective               *****

REM Objective Number	Objective Text (must be within quotes)																					Player

REM QUICK_OBJECTIVE(	0,			"In the caves of Savactor, an rival Keeper battles with the tireless forces of good. Vanquish the pathetic heroes and them proceed to conquer the rival Keeper to gain dominance over this land.",	PLAYER0)
