REM *********************************************************
REM             Script for Level 2002.Raid at Hillsbrad
REM *********************************************************             
REM             ͼߣ ʼٸ
REM                  QQ331672578
REM  ӭ1128460424³ػ - Dungeon KeeperȺ
REM *********************************************************
REM ͼĴο飺


REM ***********************************************************************

SET_GENERATE_SPEED(400)

MAX_CREATURES(PLAYER0,10)

START_MONEY(PLAYER0,10000)

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

ADD_CREATURE_TO_POOL(ORC,8)
ADD_CREATURE_TO_POOL(SORCEROR,8)

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

CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,ORC,1,1)

REM ********************ָӪң/ֹоͽָӣ**********************************
REM  (,,Ƿо[10ǽֹ],ǷѾɽ[1Ѿɽ/0о])
              
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,WORKSHOP,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,BRIDGE,1,0)

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

MAGIC_AVAILABLE(ALL_PLAYERS,POWER_OBEY,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_OBEY,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)

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

TRAP_AVAILABLE(ALL_PLAYERS,ALARM,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)
TRAP_AVAILABLE(ALL_PLAYERS,POISON_GAS,1,0)

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

CREATE_PARTY(ONE)
	ADD_TO_PARTY(ONE,ARCHER,6,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(ONE,ARCHER,6,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(ONE,DWARFA,6,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(ONE,DWARFA,6,1500,ATTACK_ENEMIES,0)
        ADD_TO_PARTY(ONE,FAIRY,6,1600,ATTACK_ENEMIES,0)

CREATE_PARTY(THREE)
	ADD_TO_PARTY(THREE,ARCHER,6,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(THREE,ARCHER,6,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(THREE,DWARFA,6,1600,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(THREE,FAIRY,6,1800,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(THREE,FAIRY,6,1800,ATTACK_ENEMIES,0)

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

QUICK_OBJECTIVE(1,"Rescue the Trolls and then claim the point in the southwest.",PLAYER0)

IF_ACTION_POINT(2,PLAYER0)
    QUICK_INFORMATION(1,"Two parties of enemies are about to attack you!")
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,-1,ACTION_POINT,2,1,500)
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,-1,DUNGEON_HEART,0,1,1500)
ENDIF

IF_ACTION_POINT(3,PLAYER0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DWARFA,3,3,8,1600)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,3,3,8,1600)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,3,3,8,1600)
ENDIF

IF_ACTION_POINT(4,PLAYER0)   
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DWARFA,4,5,10,1600)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,4,5,10,1600)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,4,5,10,1600)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,4,5,10,1600)    
ENDIF

IF(PLAYER0, TROLL > 1)
    QUICK_INFORMATION(2,"Welcome to join us, Trolls!")
    SET_FLAG(PLAYER0,FLAG0,1)
ENDIF

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

IF(PLAYER0,FLAG0 > 0)
    IF_ACTION_POINT(1,PLAYER0)
	WIN_GAME
    ENDIF
ENDIF

IF(PLAYER0,FLAG0 > 0)
    IF(PLAYER0,TROLL < 1)
        LOSE_GAME
    ENDIF
ENDIF

IF(PLAYER0,DUNGEON_DESTROYED == 1)
	LOSE_GAME
ENDIF












