REM ***********************************************************************
REM   Script for Level 3000 ֣Lactobacillus
REM ***********************************************************************
REM ͼĴο飺
REM 1Ӣ۵໻˴򲻵ĵطʤҪݻٵ 
REM     Ҫݻٵ࣬ʧܡ
REM 2Ӣ۵ضӢۻɱ 
REM 3ػ߽йͼ˼ֻ췽С
REM 4ػߵҲ˲״򵽵λá
REM 5ѻɫػػ֮ǽʯˣʾͼ
REM     ıƶ˻ɫ฽ħס
REM ***********************************************************************

LEVEL_VERSION(1)

SET_GENERATE_SPEED(500)
MAX_CREATURES(PLAYER0,20)
MAX_CREATURES(PLAYER1,25)
MAX_CREATURES(PLAYER2,25)
MAX_CREATURES(PLAYER3,25)
START_MONEY(PLAYER0,50000)
START_MONEY(PLAYER1,100000)
START_MONEY(PLAYER2,100000)
START_MONEY(PLAYER3,100000)

COMPUTER_PLAYER(PLAYER1,0)
COMPUTER_PLAYER(PLAYER2,0)
COMPUTER_PLAYER(PLAYER3,0)

REM *******************************ӹﵽ *********************************
REM   (ӵڵ,)
ADD_CREATURE_TO_POOL(SORCEROR,60)
ADD_CREATURE_TO_POOL(BILE_DEMON,50)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,50)
ADD_CREATURE_TO_POOL(TROLL,55)
ADD_CREATURE_TO_POOL(ORC,55)
ADD_CREATURE_TO_POOL(DRAGON,50)
ADD_CREATURE_TO_POOL(DEMONSPAWN,30)
ADD_CREATURE_TO_POOL(HELL_HOUND,40)
ADD_CREATURE_TO_POOL(SPIDER,20)
ADD_CREATURE_TO_POOL(FLY,20)

REM *******************************ָӪң/ֹڣأָ*********************************
REM  (,,1ֻ1,[1ļ/0ֹļ])
CREATURE_AVAILABLE(PLAYER0,TROLL,1,1)
CREATURE_AVAILABLE(PLAYER2,TROLL,1,1)
CREATURE_AVAILABLE(PLAYER1,DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,1)
CREATURE_AVAILABLE(PLAYER3,BILE_DEMON,1,1)
CREATURE_AVAILABLE(PLAYER3,HELL_HOUND,1,1)
CREATURE_AVAILABLE(PLAYER2,DRAGON,1,1)
CREATURE_AVAILABLE(PLAYER0,ORC,1,1)
CREATURE_AVAILABLE(PLAYER1,ORC,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,FLY,1,1)
CREATURE_AVAILABLE(PLAYER0,SPIDER,1,1)
CREATURE_AVAILABLE(PLAYER0,DEMONSPAWN,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,BARRACKS,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,GUARD_POST,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,0)
ROOM_AVAILABLE(PLAYER1,GRAVEYARD,1,0)
ROOM_AVAILABLE(PLAYER2,GRAVEYARD,1,0)
ROOM_AVAILABLE(PLAYER3,GRAVEYARD,1,0)
ROOM_AVAILABLE(PLAYER1,PRISON,1,0)
ROOM_AVAILABLE(PLAYER2,PRISON,1,0)
ROOM_AVAILABLE(PLAYER3,PRISON,1,0)
ROOM_AVAILABLE(PLAYER1,TORTURE,1,0)
ROOM_AVAILABLE(PLAYER2,TORTURE,1,0)
ROOM_AVAILABLE(PLAYER3,TORTURE,1,0)
ROOM_AVAILABLE(PLAYER2,SCAVENGER,1,0)
ROOM_AVAILABLE(PLAYER3,SCAVENGER,1,0)

REM ********************ָӪң/ֹоʹָħ**********************************
REM  (,ħ,Ƿоʹ[10ǽֹ],ǷѾʹ[1Ѿɽ/0о])
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1)
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(PLAYER1,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HOLD_AUDIENCE,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(PLAYER1,MAGIC,1,0)
DOOR_AVAILABLE(PLAYER2,MAGIC,1,0)
DOOR_AVAILABLE(PLAYER3,MAGIC,1,0)

REM *********************ָӪң/ָֹ*********************************
REM  (,,[10ǽֹ],1[0Ѿ/͵]
TRAP_AVAILABLE(ALL_PLAYERS,POISON_GAS,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,ALARM,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LIGHTNING,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(PARTY1)
    ADD_TO_PARTY(PARTY1,HORNY,6,0,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY1,HORNY,7,0,ATTACK_DUNGEON_HEART,0)
CREATE_PARTY(PARTY2)
    ADD_TO_PARTY(PARTY2,HORNY,8,0,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY2,HORNY,9,0,ATTACK_DUNGEON_HEART,0)
CREATE_PARTY(PARTY3)
    ADD_TO_PARTY(PARTY3,HORNY,10,0,ATTACK_DUNGEON_HEART,0)
CREATE_PARTY(PARTY5)
    ADD_TO_PARTY(PARTY5,HORNY,10,0,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY5,HORNY,10,0,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY5,HORNY,10,0,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(PARTY5,HORNY,10,0,ATTACK_DUNGEON_HEART,0)


REM ****************************ű(Ҫݡݣ**********************************
SET_FLAG(PLAYER0,FLAG1,0)

IF(PLAYER1,DUNGEON_DESTROYED == 0)
    IF(PLAYER2,DUNGEON_DESTROYED == 0)
        IF(PLAYER0,PRISON > 36)
            ROOM_AVAILABLE(PLAYER0,PRISON,1,0)
        ENDIF
        IF(PLAYER0,TORTURE > 36)
            ROOM_AVAILABLE(PLAYER0,TORTURE,1,0)
        ENDIF
        IF(PLAYER2,TOTAL_CREATURES <=5)
            IF(PLAYER0,SCAVENGER > 8)
                ROOM_AVAILABLE(PLAYER0,SCAVENGER,1,0)
            ENDIF
        ENDIF
    ENDIF
ENDIF
IF(PLAYER0,DARK_MISTRESS > 0)
    QUICK_INFORMATION(8,"Look! The mistress brings her two followers to your course too! Very good!")
    ADD_CREATURE_TO_LEVEL(PLAYER0,MONK,PLAYER0,1,10,0)
    ADD_CREATURE_TO_LEVEL(PLAYER0,GHOST,PLAYER0,1,10,0)
ENDIF


IF(PLAYER1,DUNGEON_DESTROYED == 1)
    IF(PLAYER2,DUNGEON_DESTROYED == 1)
        IF(PLAYER0,PRISON < 1)
            SET_FLAG(PLAYER0,FLAG1,1)
        ENDIF
        IF(PLAYER0,TORTURE < 9)
            SET_FLAG(PLAYER0,FLAG1,1)
        ENDIF
        IF(PLAYER0,SCAVENGER < 9)
            SET_FLAG(PLAYER0,FLAG1,1)
        ENDIF
    ENDIF
ENDIF
IF(PLAYER_GOOD,MONK == 2)
    IF(PLAYER0,MONK == 0)
        IF(PLAYER1,DUNGEON_DESTROYED == 1)
            SET_FLAG(PLAYER0,FLAG1,1)
        ENDIF
    ENDIF
ENDIF
IF(PLAYER0,DUNGEON_DESTROYED == 1)
    SET_FLAG(PLAYER0,FLAG1,1)
ENDIF

IF(PLAYER1,WORKSHOP >= 40)
    NEXT_COMMAND_REUSABLE
    ROOM_AVAILABLE(PLAYER1,WORKSHOP,0,0)
ENDIF
IF(PLAYER1,WORKSHOP < 40)
    NEXT_COMMAND_REUSABLE
    ROOM_AVAILABLE(PLAYER1,WORKSHOP,1,1)
ENDIF
IF(PLAYER2,WORKSHOP >= 40)
    NEXT_COMMAND_REUSABLE
    ROOM_AVAILABLE(PLAYER2,WORKSHOP,0,0)
ENDIF
IF(PLAYER2,WORKSHOP < 40)
    NEXT_COMMAND_REUSABLE
    ROOM_AVAILABLE(PLAYER2,WORKSHOP,1,1)
ENDIF
IF(PLAYER3,WORKSHOP >= 40)
    NEXT_COMMAND_REUSABLE
    ROOM_AVAILABLE(PLAYER3,WORKSHOP,0,0)
ENDIF
IF(PLAYER3,WORKSHOP < 40)
    NEXT_COMMAND_REUSABLE
    ROOM_AVAILABLE(PLAYER3,WORKSHOP,1,1)
ENDIF

IF(PLAYER_GOOD,AVATAR == 0)
    IF(PLAYER_GOOD,KNIGHT == 0)
        QUICK_INFORMATION(5,"Careful, keeper. These brainwashed demons who are under the control of the good power have been released. There's no way to save them, so kill these confused traitor reapers.")
        ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,11,ACTION_POINT,15,10,400)
        ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,15,ACTION_POINT,11,10,400)
        REM  ɫػߣ1ɫ2ɫ3ɫ4ɫ0߷á
        REM  ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,11,DUNGEON_HEART,4,10,400)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY3,1,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY2,2,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,3,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY5,4,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY5,5,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY5,6,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY5,8,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY5,9,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY5,10,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY5,11,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY5,12,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY5,13,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY5,14,1)
    ENDIF
ENDIF

IF(PLAYER_GOOD,GHOST == 0)
    QUICK_OBJECTIVE(6,"Now you get the full bridge plan. It's time to claim your power to your opponent, and do something!",PLAYER0)
    ROOM_AVAILABLE(PLAYER0,BRIDGE,1,1)
ENDIF


IF(PLAYER_GOOD,MONK<1)
    QUICK_OBJECTIVE(7,"Haha, good job! You have cunningly converted the monks, but this enraged the rest enemies, now these fools have lost their mind and can't wait to revenge you. It's your chance to eliminate all of them!",PLAYER0)
    ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,16,ACTION_POINT,11,10,400)
    ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,17,ACTION_POINT,15,10,400)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,16,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY2,16,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY3,16,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY5,16,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,17,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY2,17,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY3,17,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY5,17,1)
ENDIF

REM ****************************ʤ/ʧ**********************************
IF(PLAYER_GOOD,HORNY == 0)
    IF(PLAYER_GOOD,MONK == 0)
        IF(PLAYER_GOOD,TEMPLE < 1)
            QUICK_OBJECTIVE(16,"When the good heroes planned to let the evil power fight with each other, you have successfully completed this unusual mission, and destroyed their plan. Standing on the top of the hill of corpse, watching the evil keepers cheering for victory, only you know it's just a beginning... Anyway, congratulations, your dark power inside your blood has been awakened!",PLAYER0)
            REM ޸ϷʤԽӣζһʤϲã
            REVEAL_MAP_RECT(PLAYER0,127,127,254,254)
            ADD_GOLD_TO_PLAYER (PLAYER0,9999999)
            ROOM_AVAILABLE(PLAYER0,GRAVEYARD,1,1)
            MAGIC_AVAILABLE(PLAYER0,POWER_DESTROY_WALLS,1,1)
            DOOR_AVAILABLE(PLAYER0,MAGIC,1,200)
            QUICK_INFORMATION(15,"Congratulations! You received golds and all the technologies as a reward for victory!",PLAYER0)
            WIN_GAME
        ENDIF
    ENDIF
ENDIF
IF(PLAYER0,FLAG1 == 1)
    LOSE_GAME
ENDIF

REM ****************************ʾϢ**********************************
QUICK_OBJECTIVE(1,"When the other evil powers are fighting among themselves, your evil sense recognized that there is also a good power that is approaching. The heroes are planning to build a hero portal at the temple, which you have to destroy to stop their reinforcements from other dungeons to come. The monks in the temple know the plan, so you have to convert all of them at first. Rumor says the bridge plan was seperated into two pieces and now kept by two ghosts inside caves. ",PLAYER0)
IF(PLAYER0,GAME_TURN >= 1500)
    QUICK_INFORMATION(2,"The good heroes have built lots of bases here. Don't be distracted by the castle of Avatar and knights, your prior mission is to find and destroy the hero portal. But firstly, you need some finance support, so taking a look of the dwarf's treasures in southeast sounds like a good idea.")
ENDIF
IF(PLAYER0,GAME_TURN >= 7500)
    QUICK_INFORMATION(3,"The other keepers are very rich and have very powerful armies. And these greedy guys are never satisfied and may even trying to loot your treasure. You can make use of them if you are smart enough, however, you need to know you can't attack their heart and they are not necessarily your enemies.")
ENDIF
IF(PLAYER0,GAME_TURN >= 25000)
    QUICK_INFORMATION(4,"Remember, you are the Son of Darkness, and the strong dark power floods in your blood. Believe your sense and follow it, now put away your hate to other keepers, and clear the good power that is about to infiltrate the underworld at first, and finally all the other evil powers will kneel down to you.")
ENDIF

















