REM *********************************************************
REM             Script for Level 2007.The Fall of Stormwind City
REM *********************************************************             
REM             ͼߣ ʼٸ
REM                  QQ331672578
REM  ӭ1128460424³ػ - Dungeon KeeperȺ
REM *********************************************************
REM ͼĴο飺

REM 1ȵA1A2ᴥˢ֣һһƬ
REM     
REM 2ʿɹرˢֵ
REM

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

SET_GENERATE_SPEED(400)

MAX_CREATURES(PLAYER0,20)
MAX_CREATURES(PLAYER1,30)

COMPUTER_PLAYER(PLAYER1,1)
ALLY_PLAYERS(PLAYER1,PLAYER_GOOD)

START_MONEY(PLAYER0,10000)
START_MONEY(PLAYER1,20000)

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

ADD_CREATURE_TO_POOL(BUG,30)
ADD_CREATURE_TO_POOL(ORC,5)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,6)
ADD_CREATURE_TO_POOL(TROLL,5)
ADD_CREATURE_TO_POOL(ARCHER,5)
ADD_CREATURE_TO_POOL(DEMONSPAWN,10)
ADD_CREATURE_TO_POOL(BILE_DEMON,20)
ADD_CREATURE_TO_POOL(DWARFA,5)
ADD_CREATURE_TO_POOL(SAMURAI,35)
ADD_CREATURE_TO_POOL(BARBARIAN,5)
ADD_CREATURE_TO_POOL(SPIDER,30)
ADD_CREATURE_TO_POOL(KNIGHT,30)
ADD_CREATURE_TO_POOL(DRAGON,20)
ADD_CREATURE_TO_POOL(GIANT,10)
ADD_CREATURE_TO_POOL(SORCEROR,15)
ADD_CREATURE_TO_POOL(WIZARD,15)

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

CREATURE_AVAILABLE(ALL_PLAYERS,BUG,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,1)
CREATURE_AVAILABLE(PLAYER1,WIZARD,1,1)
CREATURE_AVAILABLE(PLAYER1,GIANT,1,1)
CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,1)
CREATURE_AVAILABLE(PLAYER0,DRAGON,1,1)
CREATURE_AVAILABLE(PLAYER0,ORC,1,1)
CREATURE_AVAILABLE(PLAYER0,DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(PLAYER0,TROLL,1,1)
CREATURE_AVAILABLE(PLAYER0,DEMONSPAWN,1,1)
CREATURE_AVAILABLE(PLAYER0,BILE_DEMON,1,1)
CREATURE_AVAILABLE(PLAYER1,ARCHER,1,1)
CREATURE_AVAILABLE(PLAYER1,DWARFA,1,1)
CREATURE_AVAILABLE(PLAYER1,SAMURAI,1,1)
CREATURE_AVAILABLE(PLAYER1,BARBARIAN,1,1) 
CREATURE_AVAILABLE(PLAYER1,KNIGHT,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,TEMPLE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,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_CONCEAL,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)
TRAP_AVAILABLE(ALL_PLAYERS,BOULDER,1,0)

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

CREATE_PARTY(FIRST)
    ADD_TO_PARTY(FIRST,SAMURAI,6,750,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FIRST,SAMURAI,6,1000,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(FIRST,SAMURAI,6,750,DEFEND_PARTY,0)
    ADD_TO_PARTY(FIRST,THIEF,6,600,STEAL_GOLD,0)
    ADD_TO_PARTY(FIRST,SAMURAI,6,750,DEFEND_PARTY,0)
    ADD_TO_PARTY(FIRST,SAMURAI,6,750,ATTACK_ENEMIES,0)

CREATE_PARTY(SECOND)
    ADD_TO_PARTY(SECOND,SAMURAI,8,750,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(SECOND,THIEF,8,1000,STEAL_GOLD,0)
    ADD_TO_PARTY(SECOND,SAMURAI,8,800,ATTACK_DUNGEON_HEART,0)
    ADD_TO_PARTY(SECOND,SAMURAI,8,800,DEFEND_PARTY,0)
    ADD_TO_PARTY(SECOND,THIEF,8,750,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(SECOND,SAMURAI,8,750,ATTACK_ENEMIES,0)
   
REM ****************************ű(Ҫݡݣ**********************************

QUICK_OBJECTIVE(0,"Your realm is already captured by the enemies. Defeat the Blue Keeper and all the heroes and make them restore your territory!",PLAYER0)

QUICK_INFORMATION(1,"After you kill off all the Dwarfas, you can steal the plan of building a bridge from them!")

SET_FLAG(PLAYER0,FLAG0,0)

IF(PLAYER0,TEMPLE >= 9)
    ROOM_AVAILABLE(PLAYER0,TEMPLE,0,0)
ENDIF

IF(PLAYER_GOOD, DWARFA == 0)
    ROOM_AVAILABLE(PLAYER0,BRIDGE,1,1)
    QUICK_INFORMATION(2,"You gained the bridge plan from the enemy!")
    QUICK_INFORMATION(3,"However, be careful, as the enemies will attack you if you carelessly start to dig the gold mines!")
ENDIF

IF_ACTION_POINT(1,PLAYER0)
    QUICK_INFORMATION(4,"The enemies have come! Prepare yourself!")
    SET_TIMER(PLAYER0,TIMER1)
ENDIF

IF(PLAYER0,FLAG0 == 0)
    IF(PLAYER0,TIMER1 >= 2000)
        NEXT_COMMAND_REUSABLE
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FIRST,-1,1)
        NEXT_COMMAND_REUSABLE
        SET_TIMER(PLAYER0,TIMER1)
    ENDIF
ENDIF  

IF_ACTION_POINT(2,PLAYER0)
    QUICK_INFORMATION(5,"The enemies have come! Prepare yourself!")
    SET_TIMER(PLAYER0,TIMER2)
ENDIF

IF(PLAYER0,FLAG0 == 0)
    IF(PLAYER0,TIMER2 >= 2000)
        NEXT_COMMAND_REUSABLE
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SECOND,-2,1)
        NEXT_COMMAND_REUSABLE
        SET_TIMER(PLAYER0,TIMER2)
    ENDIF
ENDIF

IF(PLAYER_GOOD, SAMURAI == 0)                                                                                    
    SET_FLAG(PLAYER0,FLAG0,1)
    QUICK_INFORMATION(6,"Seeing all their Generals killed, the enemies start to retreat because they are scared of you!")
ENDIF

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

IF(PLAYER1,DUNGEON_DESTROYED == 1)
    IF(PLAYER_GOOD, TOTAL_CREATURES == 0)
	WIN_GAME
    ENDIF
ENDIF

IF(PLAYER0,TOTAL_CREATURES == 0)
    LOSE_GAME
ENDIF


