REM *********************************************************
REM             Script for Level 2000.ĸ
REM *********************************************************             
REM             ͼߣ ʼٸ
REM                  QQ331672578
REM  ӭ1128460424³ػ - Dungeon KeeperȺ
REM *********************************************************
REM ͼĴο飺

REM 1ƾҵħ飬С
REM     
REM 2ʾһȫͼ
REM
REM 3չػߺӢ
REM
REM 4һػ߱20ٽ5£ҷؾͻˢӢ
REM
REM ***********************************************************************
SET_GENERATE_SPEED(400)

MAX_CREATURES(PLAYER0,15)
MAX_CREATURES(PLAYER1,25)
MAX_CREATURES(PLAYER2,25)
MAX_CREATURES(PLAYER3,30)

COMPUTER_PLAYER(PLAYER1,1)
COMPUTER_PLAYER(PLAYER2,1)
COMPUTER_PLAYER(PLAYER3,2)

ALLY_PLAYERS(PLAYER1,PLAYER2)
ALLY_PLAYERS(PLAYER1,PLAYER3)
ALLY_PLAYERS(PLAYER2,PLAYER3)

START_MONEY(PLAYER0,5000)
START_MONEY(PLAYER1,1000000)
START_MONEY(PLAYER2,1000000)
START_MONEY(PLAYER3,5000000)

REM *******************************ӹﵽ *********************************
REM   (ӵڵ,)

ADD_CREATURE_TO_POOL(FLY,5)
ADD_CREATURE_TO_POOL(BUG,40)
ADD_CREATURE_TO_POOL(SPIDER,40)
ADD_CREATURE_TO_POOL(DEMONSPAWN,50)
ADD_CREATURE_TO_POOL(SORCEROR,50)
ADD_CREATURE_TO_POOL(BILE_DEMON,50)
ADD_CREATURE_TO_POOL(DRAGON,50)
ADD_CREATURE_TO_POOL(ORC,50)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,35)

REM *******************************ָӪң/ֹڣأָ*********************************
REM  (,,1ֻ1,[1ļ/0ֹļ])

CREATURE_AVAILABLE(ALL_PLAYERS,FLY,1,1)
CREATURE_AVAILABLE(PLAYER3,VAMPIRE,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,BUG,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DRAGON,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,ORC,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,1)


REM ********************ָӪң/ֹоͽָӣ**********************************
REM  (,,Ƿо[10ǽֹ],ǷѾɽ[1Ѿɽ/0о])

ROOM_AVAILABLE(PLAYER0,LAIR,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,TREASURE,1,1)

ROOM_AVAILABLE(PLAYER1,LAIR,1,1)
ROOM_AVAILABLE(PLAYER1,GARDEN,1,1)
ROOM_AVAILABLE(PLAYER1,TRAINING,1,1)
ROOM_AVAILABLE(PLAYER1,RESEARCH,1,1)
ROOM_AVAILABLE(PLAYER1,PRISON,1,0)
ROOM_AVAILABLE(PLAYER1,TORTURE,1,0)
ROOM_AVAILABLE(PLAYER1,TEMPLE,1,0)
ROOM_AVAILABLE(PLAYER1,GRAVEYARD,1,0)

ROOM_AVAILABLE(PLAYER2,LAIR,1,1)
ROOM_AVAILABLE(PLAYER2,GARDEN,1,1)
ROOM_AVAILABLE(PLAYER2,TRAINING,1,1)
ROOM_AVAILABLE(PLAYER2,RESEARCH,1,1)
ROOM_AVAILABLE(PLAYER2,PRISON,1,0)
ROOM_AVAILABLE(PLAYER2,TORTURE,1,0)
ROOM_AVAILABLE(PLAYER2,TEMPLE,1,0)
ROOM_AVAILABLE(PLAYER2,GRAVEYARD,1,0)


REM ********************ָӪң/ֹоʹָħ**********************************
REM  (,ħ,Ƿоʹ[10ǽֹ],ǷѾʹ[1Ѿɽ/0о])

MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_ARMAGEDDON,1,1)

MAGIC_AVAILABLE(PLAYER1,POWER_SPEED,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_OBEY,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CHICKEN,1,0)

MAGIC_AVAILABLE(PLAYER2,POWER_SPEED,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_OBEY,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_CHICKEN,1,0)

MAGIC_AVAILABLE(PLAYER3,POWER_SPEED,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_OBEY,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_CHICKEN,1,0)

REM *********************ָӪң/ָֹ*********************************
REM  (,ŵ,[10ǽֹ],1[0Ѿ/͵]

DOOR_AVAILABLE(ALL_PLAYERS,WOOD,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,BRACED,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,STEEL,1,0)
DOOR_AVAILABLE(PLAYER0,MAGIC,1,0)
DOOR_AVAILABLE(PLAYER1,MAGIC,1,3)
DOOR_AVAILABLE(PLAYER2,MAGIC,1,3)
DOOR_AVAILABLE(PLAYER3,MAGIC,1,3)

REM *********************ָӪң/ָֹ*********************************
REM  (,,[10ǽֹ],1[0Ѿ/͵]

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,BOULDER,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,WORD_OF_POWER,1,0)

REM CREATE_PARTY =>齨                ()   
REM ADD_TO_PARTY=>ﵽ   (,,ȼ,ЯǮ,,ʱ)

CREATE_PARTY(ONE)
    ADD_TO_PARTY(ONE,SAMURAI,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,SAMURAI,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,SAMURAI,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,FAIRY,10,0,ATTACK_ENEMIES,0)
    
CREATE_PARTY(TWO)
    ADD_TO_PARTY(TWO,SAMURAI,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TWO,SAMURAI,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TWO,SAMURAI,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TWO,FAIRY,10,0,ATTACK_ENEMIES,0)

CREATE_PARTY(THREE)
    ADD_TO_PARTY(THREE,SAMURAI,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,SAMURAI,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,SAMURAI,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,FAIRY,10,0,ATTACK_ENEMIES,0)

CREATE_PARTY(X)
    ADD_TO_PARTY(X,SAMURAI,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(X,SAMURAI,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(X,SAMURAI,10,0,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(X,FAIRY,10,0,ATTACK_ENEMIES,0)

REM ****************************ű(Ҫݡݣ**********************************

QUICK_INFORMATION(1,"The enemies have finished their job and just retreated, and now you must find a way to resurrect your dead creature!")

IF(PLAYER0,BRIDGE >= 1)
    QUICK_INFORMATION(2,"As soon as you start to build a bridge, the enemies also start to prepare for themselves!")
    MAGIC_AVAILABLE(PLAYER1,POWER_IMP,1,1)
    MAGIC_AVAILABLE(PLAYER2,POWER_IMP,1,1)
ENDIF
IF(PLAYER0,GARDEN >= 1)
    ROOM_AVAILABLE(PLAYER0,GARDEN,1,1)
ENDIF

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

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

IF(PLAYER0,GRAVEYARD >= 1)
    ROOM_AVAILABLE(PLAYER0,GRAVEYARD,1,1)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,GIANT,-3,1,5,2000)
    QUICK_INFORMATION(3,"There is some unclear text remains on the tombstone of the graveyard, it reads: 'lava...hidden cave...bridge...prison...the Avatar...'")
ENDIF

IF(PLAYER0,PRISON >= 1)
    ROOM_AVAILABLE(PLAYER0,PRISON,1,1)
    ADD_CREATURE_TO_LEVEL(PLAYER0,AVATAR,-3,2,1,1600)
ENDIF

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

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

IF(PLAYER_GOOD,DUNGEON_DESTROYED == 1)
    MAGIC_AVAILABLE(PLAYER3,POWER_IMP,1,1)
    MAGIC_AVAILABLE(PLAYER0,POWER_LIGHTNING,1,1)
    MAGIC_AVAILABLE(PLAYER0,POWER_CAVE_IN,1,1)
    MAGIC_AVAILABLE(PLAYER0,POWER_CHICKEN,1,1)
    ROOM_AVAILABLE(PLAYER1,BRIDGE,1,1)
    ROOM_AVAILABLE(PLAYER2,BRIDGE,1,1)
    SET_TIMER(PLAYER0,TIMER1)
        IF(PLAYER0,TIMER1 >= 500)
            QUICK_INFORMATION(4,"The enemies are raiding you!")
            ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,9,DUNGEON_HEART,0,1,400)
                IF(PLAYER0,TIMER1 >= 1500)
                    QUICK_INFORMATION(5,"The enemies are raiding you!")
                    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,10,DUNGEON_HEART,0,1,400)
                        IF(PLAYER0,TIMER1 >= 2500)
                            QUICK_INFORMATION(6,"The enemies are raiding you!")
                            ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,11,DUNGEON_HEART,0,1,400)
                                IF(PLAYER0,TIMER1 >= 3500)
                                    QUICK_INFORMATION(7,"The enemies are raiding you!")
                                    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,X,12,DUNGEON_HEART,0,1,400)
                 		ENDIF
            		ENDIF
        	ENDIF
    	ENDIF
ENDIF



IF_ACTION_POINT(1,PLAYER0)
    QUICK_INFORMATION(8,"Get out of there, you intruder!")
    SET_TIMER(PLAYER0,TIMER0)                                                                          
        IF(PLAYER0,TIMER0 >= 500)
            ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,5,10,5,2000)       
        ENDIF
ENDIF

IF_ACTION_POINT(2,PLAYER0)
    QUICK_INFORMATION(9,"There are two groups of enemies in the east and the south respectively.")
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WIZARD,6,1,1,500)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WIZARD,6,1,1,500)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WIZARD,6,1,1,500)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WIZARD,6,1,1,500)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,6,1,1,500)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,6,1,1,500)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,6,1,4,500)
ENDIF

IF_ACTION_POINT(3,PLAYER0)
   QUICK_INFORMATION(10,"Time to revenge!")
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,-2,3,10,1600)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-2,3,10,1600)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,-2,3,10,1600)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WIZARD,-2,3,10,1600)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BARBARIAN,-2,3,10,1600)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,AVATAR,-2,2,10,1600)
ENDIF

IF_ACTION_POINT(4,PLAYER0)
    QUICK_INFORMATION(11,"You have found the plan of building a bridge!")
    ROOM_AVAILABLE(PLAYER0,BRIDGE,1,1)
ENDIF
 
IF(PLAYER1,TOTAL_CREATURES>20)
    SET_FLAG(PLAYER0,FLAG1,1)
    QUICK_INFORMATION(12,"Don't hesitate! Kill the enemy group in the south before they get stronger!")
ENDIF
IF(PLAYER0,FLAG1>0)
    IF(PLAYER1,TOTAL_CREATURES<5)
        QUICK_INFORMATION(13,"You infuriated your opponent and he asked some reinforcements for help. Prepare yourself!")
        ROOM_AVAILABLE(PLAYER1,BRIDGE,1,1)
        SET_TIMER(PLAYER0,TIMER2)
    ENDIF
ENDIF  

IF(PLAYER0,TIMER2 >= 1500)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WIZARD,-3,3,2,1600)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,-3,3,2,1600)
        IF(PLAYER0,TIMER2 >= 2500)
            QUICK_INFORMATION(14,"The reinforcements have come. Get ready for the battle!")
                IF(PLAYER0,TIMER2 >= 4500) 
                    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BARBARIAN,-3,3,5,1600)
                    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,-3,3,5,1600)
                        IF(PLAYER0,TIMER2 >= 5500)
                            QUICK_INFORMATION(15,"The reinforcements have come. Get ready for the battle!")
                            	IF(PLAYER0,TIMER2 >= 7000)
                                    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-3,2,6,3000)
                                    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,-3,2,6,3000)
                          		IF(PLAYER0,TIMER2 >= 8000)
                             		    QUICK_INFORMATION(16,"The reinforcements have come. Get ready for the battle!")
                                                IF(PLAYER0,TIMER2 >= 10000)
                                                    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-3,10,10,3000)
              					ENDIF
            				ENDIF
          			ENDIF
        		ENDIF
      		ENDIF
    	ENDIF
ENDIF
 
IF(PLAYER1,DUNGEON_DESTROYED == 1)
    SET_FLAG(PLAYER0,FLAG1,0)
ENDIF

IF(PLAYER2,DUNGEON_DESTROYED == 1)
    SET_FLAG(PLAYER0,FLAG1,0)
ENDIF

IF(PLAYER2,TOTAL_CREATURES>20)
    SET_FLAG(PLAYER0,FLAG2,1)
    QUICK_INFORMATION(17,"Don't hesitate! Kill the enemy group in the south before they get stronger!")
ENDIF

IF(PLAYER0,FLAG2>0)
    IF(PLAYER2,TOTAL_CREATURES<5)
  	QUICK_INFORMATION(18,"You infuriated your opponent and he asked some reinforcements for help. Prepare yourself!")
    	ROOM_AVAILABLE(PLAYER2,BRIDGE,1,1)
      	SET_TIMER(PLAYER0,TIMER3)
    ENDIF
ENDIF  
         
IF(PLAYER0,TIMER3 >= 1500)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WIZARD,-3,3,2,1600)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,-3,3,2,1600)
        IF(PLAYER0,TIMER3 >= 2500)
     	    QUICK_INFORMATION(19,"The reinforcements have come. Get ready for the battle!")
                IF(PLAYER0,TIMER3 >= 4500) 
                    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BARBARIAN,-3,3,5,1600)
              	    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,-3,3,5,1600)
                        IF(PLAYER0,TIMER3 >= 5500)
                            QUICK_INFORMATION(20,"The reinforcements have come. Get ready for the battle!")
                                IF(PLAYER0,TIMER3>= 7000)
                                    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-3,2,6,3000)
                                    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,-3,2,6,3000)
                                        IF(PLAYER0,TIMER3 >= 8000)
                                            QUICK_INFORMATION(21,"The reinforcements have come. Get ready for the battle!")
                                                IF(PLAYER0,TIMER3 >= 10000)
                                                     ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-3,10,10,3000)
               					ENDIF
            				ENDIF
         		        ENDIF
        		ENDIF
                ENDIF
        ENDIF
ENDIF


IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
    QUICK_INFORMATION(22,"?",PLAYER0)
    SET_TIMER(PLAYER0,TIMER4)
ENDIF

IF(PLAYER0,TIMER4 >= 500)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,VAMPIRE,-4,10,10,1600)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-4,10,10,1600)
        IF(PLAYER_GOOD,VAMPIRE == 0)
            QUICK_INFORMATION(23,"It's not finished yet. Take the limited time to let your army have a rest, and get ready fo the last wave of enemy attack! ")
            SET_TIMER(PLAYER0,TIMER5)             
        ENDIF
ENDIF

REM ****************************ʤ/ʧ**********************************

IF(PLAYER0,TIMER5 >= 200)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,HORNY,-1,20,10,1600)
        IF(PLAYER_GOOD,HORNY == 0)
            IF(PLAYER0,TIMER5 >= 300)
                QUICK_OBJECTIVE(24,"You have won! The enemies have been wiped out!",PLAYER0)
                WIN_GAME
            ENDIF
        ENDIF
ENDIF

IF(PLAYER0,TOTAL_CREATURES == 0 )
    LOSE_GAME
ENDIF

REM ****************************ʾϢ**********************************
QUICK_OBJECTIVE(0,"The enemies have claimed the home of Trolls, and they also killed most of them. Luckily you survive in this disaster, and now you have to find a way to rebuild an army to revenge for them!",PLAYER0)
