REM ********************************************
REM
REM Script for Level Syndika
REM French Version by Yohabro
REM
REM ********************************************



SET_GENERATE_SPEED(400)

MAX_CREATURES(PLAYER0,15)

START_MONEY(PLAYER0,2500)

ADD_CREATURE_TO_POOL(TROLL,15)
ADD_CREATURE_TO_POOL(TENTACLE,15)
ADD_CREATURE_TO_POOL(SORCEROR,15)
ADD_CREATURE_TO_POOL(HELL_HOUND,15)
ADD_CREATURE_TO_POOL(BILE_DEMON,15)
ADD_CREATURE_TO_POOL(ORC,15)
ADD_CREATURE_TO_POOL(SPIDER,12)
ADD_CREATURE_TO_POOL(BUG,10)

CREATURE_AVAILABLE(PLAYER0,FLY,1,1)
CREATURE_AVAILABLE(PLAYER0,BILE_DEMON,1,1)
CREATURE_AVAILABLE(PLAYER0,TROLL,1,1)
CREATURE_AVAILABLE(PLAYER0,TENTACLE,1,1)
CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,1)
CREATURE_AVAILABLE(PLAYER0,SPIDER,1,1)
CREATURE_AVAILABLE(PLAYER0,HELL_HOUND,1,1)
CREATURE_AVAILABLE(PLAYER0,BUG,1,1)
CREATURE_AVAILABLE(PLAYER0,ORC,1,1)


ROOM_AVAILABLE(PLAYER0,TREASURE,1,1)
ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,0)
ROOM_AVAILABLE(PLAYER0,GARDEN,1,1)
ROOM_AVAILABLE(PLAYER0,LAIR,1,1)
ROOM_AVAILABLE(PLAYER0,GUARD_POST,1,0)
ROOM_AVAILABLE(PLAYER0,TRAINING,1,1)
ROOM_AVAILABLE(PLAYER0,BARRACKS,1,0)
ROOM_AVAILABLE(PLAYER0,TEMPLE,1,0)
ROOM_AVAILABLE(PLAYER0,BRIDGE,1,0)

DOOR_AVAILABLE(PLAYER0,WOOD,1,0)
DOOR_AVAILABLE(PLAYER0,BRACED,1,0)
DOOR_AVAILABLE(PLAYER0,STEEL,1,0)


TRAP_AVAILABLE(PLAYER0,WORD_OF_POWER,1,0)
TRAP_AVAILABLE(PLAYER0,ALARM,1,0)
TRAP_AVAILABLE(PLAYER0,POISON_GAS,1,0)
TRAP_AVAILABLE(PLAYER0,LIGHTNING,1,0)

MAGIC_AVAILABLE(PLAYER0,POWER_OBEY,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_SLAP,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CHICKEN,1,0)

QUICK_OBJECTIVE(1,"Vous voici en terrain enemi, gardien. Les contrebandiers sont organises et disposent de nombreux postes de defense. Soyez tactique et rigoureux pour mettre toutes les chances de votre cote.",PLAYER0)

IF(PLAYER0,KNIGHT == 1)
    QUICK_OBJECTIVE(2,"Un baron dont les terres ont ete pille a rejoint vos rangs. Peut-etre votre chance de vaincre les agents du syndicat.",PLAYER0)
ENDIF


CREATE_PARTY(SYNDIK)
    ADD_TO_PARTY(SYNDIK,THIEF,3,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK,SAMURAI,2,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK,GIANT,2,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK,GIANT,2,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK,ARCHER,3,700,ATTACK_DUNGEON_HEART,0)


CREATE_PARTY(SYNDIK2)
    ADD_TO_PARTY(SYNDIK2,THIEF,4,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK2,THIEF,4,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK2,BARBARIAN,4,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK2,BARBARIAN,4,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK2,SAMURAI,3,700,ATTACK_DUNGEON_HEART,0)


CREATE_PARTY(SYNDIK3)
    ADD_TO_PARTY(SYNDIK3,DWARFA,5,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK3,DWARFA,5,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK3,DWARFA,5,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK3,MONK,6,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK3,MONK,6,700,ATTACK_DUNGEON_HEART,0)


CREATE_PARTY(SYNDIK4)
    ADD_TO_PARTY(SYNDIK4,THIEF,5,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK4,THIEF,5,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK4,BARBARIAN,4,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK4,BARBARIAN,4,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK4,SAMURAI,5,700,ATTACK_DUNGEON_HEART,0)


CREATE_PARTY(SYNDIK5)
    ADD_TO_PARTY(SYNDIK5,BARBARIAN,6,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK5,SAMURAI,6,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK5,ARCHER,6,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK5,WIZARD,6,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK5,THIEF,6,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK5,GIANT,6,700,ATTACK_DUNGEON_HEART,0)

CREATE_PARTY(SYNDIK6)
    ADD_TO_PARTY(SYNDIK6,MONK,7,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK6,MONK,7,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK6,MONK,7,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK6,SAMURAI,6,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK6,SAMURAI,6,700,ATTACK_DUNGEON_HEART,0)

CREATE_PARTY(SYNDIK7)
    ADD_TO_PARTY(SYNDIK7,GIANT,5,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK7,GIANT,5,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK7,GIANT,5,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK7,BARBARIAN,5,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK7,BARBARIAN,6,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK7,THIEF,7,700,ATTACK_DUNGEON_HEART,0)

CREATE_PARTY(SYNDIK8)
    ADD_TO_PARTY(SYNDIK8,SAMURAI,4,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK8,SAMURAI,4,300,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK8,SAMURAI,4,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK8,SAMURAI,4,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK8,SAMURAI,5,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK8,GIANT,7,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK8,GIANT,7,700,ATTACK_DUNGEON_HEART,0)


CREATE_PARTY(SYNDIK9)
    ADD_TO_PARTY(SYNDIK9,WIZARD,6,800,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK9,WIZARD,6,800,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK9,WIZARD,6,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK9,WITCH,7,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK9,WITCH,7,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK9,DWARFA,10,1700,ATTACK_DUNGEON_HEART,0)


CREATE_PARTY(SYNDIK10)
    ADD_TO_PARTY(SYNDIK10,SAMURAI,6,800,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK10,SAMURAI,6,800,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK10,SAMURAI,6,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK10,SAMURAI,6,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK10,ARCHER,7,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK10,ARCHER,7,700,ATTACK_DUNGEON_HEART,0)


CREATE_PARTY(SYNDIK11)
    ADD_TO_PARTY(SYNDIK11,WIZARD,7,800,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK11,WIZARD,6,800,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK11,BARBARIAN,7,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK11,BARBARIAN,6,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK11,GIANT,6,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK11,ARCHER,7,700,ATTACK_DUNGEON_HEART,0)

CREATE_PARTY(SYNDIK12)
    ADD_TO_PARTY(SYNDIK12,ARCHER,6,800,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK12,ARCHER,6,800,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK12,DWARFA,6,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK12,WIZARD,7,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK12,SAMURAI,6,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK12,KNIGHT,5,700,ATTACK_DUNGEON_HEART,0)

CREATE_PARTY(SYNDIK13)
    ADD_TO_PARTY(SYNDIK13,WITCH,10,2800,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK13,WIZARD,10,2800,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK13,MONK,10,2000,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK13,SAMURAI,9,1500,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK13,SAMURAI,9,1500,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK13,KNIGHT,10,7000,ATTACK_DUNGEON_HEART,0)

CREATE_PARTY(SYNDIK14)
    ADD_TO_PARTY(SYNDIK14,GIANT,6,800,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK14,GIANT,6,800,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK14,GIANT,6,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK14,THIEF,8,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK14,WIZARD,6,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK14,BARBARIAN,9,700,ATTACK_DUNGEON_HEART,0)


CREATE_PARTY(SYNDIK15)
    ADD_TO_PARTY(SYNDIK15,BARBARIAN,8,800,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK15,BARBARIAN,8,800,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK15,BARBARIAN,8,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK15,BARBARIAN,8,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK15,WIZARD,7,700,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SYNDIK15,SAMURAI,7,700,ATTACK_DUNGEON_HEART,0)


SET_TIMER(PLAYER_GOOD,TIMER0)

IF(PLAYER_GOOD,TIMER0 >= 6500)
    
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK,-4,ACTION_POINT,6,1,250)
ENDIF


IF(PLAYER_GOOD,TIMER0 >= 9500)
    
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK3,-1,ACTION_POINT,6,1,250)
ENDIF


IF(PLAYER_GOOD,TIMER0 >= 13500)
    
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK2,-4,1)
ENDIF


IF(PLAYER_GOOD,TIMER0 >= 19000)
    
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK4,-5,ACTION_POINT,6,2,250)
ENDIF

IF(PLAYER_GOOD,TIMER0 >= 21000)
    
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK,-1,1)
ENDIF

IF(PLAYER_GOOD,TIMER0 >= 23000)
    
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK5,-4,ACTION_POINT,6,4,250)
ENDIF

IF(PLAYER_GOOD,TIMER0 >= 24000)
    
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK7,-1,1)
ENDIF

IF(PLAYER_GOOD,TIMER0 >= 27000)
    
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK6,-5,1)
ENDIF

IF(PLAYER_GOOD,TIMER0 >= 30000)
    
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK8,-4,1)
ENDIF



IF(PLAYER_GOOD,TIMER0 >= 32000)
    
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK11,-1,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK8,-1,1)
ENDIF



IF(PLAYER_GOOD,TIMER0 >= 38000)
    
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK6,-5,1)
    
ENDIF



IF(PLAYER_GOOD,TIMER0 >= 40000)
    
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK10,-4,1)
    
ENDIF


IF(PLAYER_GOOD,TIMER0 >= 41000)
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK10,-5,ACTION_POINT,6,3,250)
ENDIF


IF(PLAYER_GOOD,TIMER0 >= 44000)
    
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK9,-5,1)
ENDIF

IF(PLAYER_GOOD,TIMER0 >= 48000)
    
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK15,-4,1)
ENDIF


IF_ACTION_POINT(5,PLAYER0)
    SET_TIMER(PLAYER_GOOD,TIMER1)
ENDIF


IF(PLAYER_GOOD,TIMER1 >= 9000)
    
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK2,-2,1)
ENDIF


IF(PLAYER_GOOD,TIMER1 >= 19000)
    
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK14,-6,ACTION_POINT,6,4,250)
ENDIF

IF(PLAYER_GOOD,TIMER1 >= 29000)
    
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK7,-3,ACTION_POINT,6,4,250)
ENDIF

IF(PLAYER_GOOD,TIMER1 >= 31000)
    
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK9,-3,1)
ENDIF

IF(PLAYER_GOOD,TIMER1 >= 32000)
    SET_TIMER(PLAYER_GOOD,TIMER2)
ENDIF

IF(PLAYER_GOOD,TIMER2 >= 4500)
    NEXT_COMMAND_REUSABLE
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK,-1,2)
    NEXT_COMMAND_REUSABLE
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK11,-1,1)
    NEXT_COMMAND_REUSABLE
    SET_TIMER(PLAYER_GOOD,TIMER2)
ENDIF

IF_ACTION_POINT(3,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK8,4,2)
ENDIF

IF_ACTION_POINT(1,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK5,2,2)
ENDIF

IF_ACTION_POINT(3,PLAYER0)
    SET_TIMER(PLAYER_GOOD,TIMER3)
ENDIF

IF(PLAYER_GOOD,TIMER3 >= 7000)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK10,-6,1)
ENDIF

IF(PLAYER_GOOD,TIMER3 >= 13000)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK14,-5,1)
ENDIF

IF(PLAYER_GOOD,TIMER3 >= 19000)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK11,-4,1)
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK9,-3,ACTION_POINT,6,4,250)
ENDIF


IF(PLAYER_GOOD,TIMER3 >= 26000)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK8,-6,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK3,-6,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK5,-6,1)
ENDIF

IF(PLAYER_GOOD,TIMER3 >= 37000)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK14,-5,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK8,-5,1)
ENDIF

IF(PLAYER_GOOD,TIMER3 >= 49000)
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK6,-4,ACTION_POINT,6,4,250)
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK6,-4,ACTION_POINT,6,4,250)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK11,-4,2)
ENDIF

IF(PLAYER_GOOD,TIMER3 >= 57000)
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK10,-1,ACTION_POINT,6,4,250)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK6,-1,1)
    
ENDIF




IF(PLAYER_GOOD,TIMER3 >= 61000)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK8,-1,3)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK5,-1,3)
ENDIF

IF(PLAYER_GOOD,TOTAL_CREATURES == 0)
QUICK_OBJECTIVE(3,"Vous vous etes enfin attire les foudres du directeur du syndicat aprs avoir massacr ses troupes, atrocement bien joue gardien. Il ne vous reste plus qu'a dcimer son armee, une condition aisee a remplir pour prendre le controle du territoire.",PLAYER0)
    SET_FLAG(PLAYER_GOOD,FLAG1,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK8,-7,2)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK10,-7,2)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK12,-7,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK13,-7,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK9,-4,2)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK7,-4,2)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK15,-5,2)
ENDIF

IF(PLAYER_GOOD,FLAG1 == 1)
    IF(PLAYER_GOOD,TOTAL_CREATURES == 0)
        IF(PLAYER_GOOD,DUNGEON_DESTROYED == 1)
            WIN_GAME
        ENDIF
    ENDIF
ENDIF

IF(PLAYER0,WORKSHOP >= 1)
    ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,1)
ENDIF

IF(PLAYER0,RESEARCH >= 1)
    ROOM_AVAILABLE(PLAYER0,RESEARCH,1,1)
ENDIF

IF(PLAYER0,DUNGEON_DESTROYED == 1)
    LOSE_GAME
ENDIF
