
SET_GENERATE_SPEED(650)
MAX_CREATURES(PLAYER0,20)
Max_Creatures(PLayer1,40) 
Max_Creatures(PLayer2,40) 

START_MONEY(PLAYER0,60000)
Start_Money(player1,800000) 
Start_Money(player2,800000)

QUICK_OBJECTIVE(1,"There are treasuries like the central gems and many special boxes in this realm, however, when you try to take them, beware of hero ambushes......",PLAYER0)

ADD_CREATURE_TO_POOL(Troll,15)
ADD_CREATURE_TO_POOL(SORCEROR,5)
ADD_CREATURE_TO_POOL(Spider,5)
ADD_CREATURE_TO_POOL(ARCHER,10)
ADD_CREATURE_TO_POOL(DRAGON,40)
ADD_CREATURE_TO_POOL(MONK,30)
ADD_CREATURE_TO_POOL(SAMURAI,40)
ADD_CREATURE_TO_POOL(KNIGHT,40)
ADD_CREATURE_TO_POOL(AVATAR,20)
ADD_CREATURE_TO_POOL(WIZARD,30)
ADD_CREATURE_TO_POOL(VAMPIRE,3)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,25)

IF(PLAYER0, SKELETON > 0)
QUICK_INFORMATION(1,"Good job! You have an evil thought! You can make a skeleton army using captured enemies, they will train crazily until they reach their max level, and by that time they will become a quite powerful army, but it's not a good idea to let them research......!",PLAYER0)
ENDIF


IF(PLAYER0, GHOST > 0)
QUICK_INFORMATION(2,"Good job! You have an evil thought! You can make a ghost army using captured enemies, they have many incredible spells, and they are quite effiecient in researching, but it's not a good idea to build temple, or they will often waste their time in it instead of going to work......!",PLAYER0)
ENDIF

IF(PLAYER0, AVATAR> 0)
QUICK_INFORMATION(3,"Good job! You have an evil thought! You have let the most powerful hero under your control! He is good at everthing, research, spell and combat! If you get enough Avatars, nothing can really stop you......!",PLAYER0)
ENDIF

CREATURE_AVAILABLE(ALL_PLAYERS, TROLL,1,1)
CREATURE_AVAILABLE(PLAYER0, SORCEROR,1,1)
CREATURE_AVAILABLE(PLAYER0, Spider,1,1)
CREATURE_AVAILABLE(PLAYER0, VAMPIRE,1,1)
CREATURE_AVAILABLE(PLAYER0, DRAGON,1,1)
CREATURE_AVAILABLE(PLAYER0, DRAGON,1,1)
CREATURE_AVAILABLE(PLAYER0, DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(PLAYER2, DRAGON,1,1)
CREATURE_AVAILABLE(PLAYER2, MONK,1,1)
CREATURE_AVAILABLE(PLAYER2, SAMURAI,1,1)
CREATURE_AVAILABLE(PLAYER2, KNIGHT,1,1)
CREATURE_AVAILABLE(PLAYER2, AVATAR,1,1)
CREATURE_AVAILABLE(PLAYER2, WIZARD,1,1)
CREATURE_AVAILABLE(PLAYER1, DRAGON,1,1)
CREATURE_AVAILABLE(PLAYER1, MONK,1,1)
CREATURE_AVAILABLE(PLAYER1, DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(PLAYER1, KNIGHT,1,1)
CREATURE_AVAILABLE(PLAYER1, AVATAR,1,1)
CREATURE_AVAILABLE(PLAYER1, WIZARD,1,1)


ROOM_AVAILABLE(ALL_PLAYERS,TREASURE,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,LAIR,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,GARDEN,1,1)
ROOM_AVAILABLE(PLAYER1,TRAINING,1,1)
ROOM_AVAILABLE(PLAYER2,TRAINING,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,RESEARCH,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,GUARD_POST,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,1,0)
ROOM_AVAILABLE(all_PLAYERs,Bridge,1,0)
ROOM_AVAILABLE(PLAYER0,GRAVEYARD,1,0)    
ROOM_AVAILABLE(PLAYER1,prison,1,1) 
ROOM_AVAILABLE(PLAYER2,prison,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,Workshop,1,1)
ROOM_AVAILABLE(PLAYER0,AVAILABLE,1,0)   

IF(PLAYER0,prison > 0)
	ROOM_AVAILABLE(ALL_PLAYERS,prison,1,1)
ENDIF

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(ALL_PLAYERS,POWER_Sight,1,0) 
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_OBEY,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DESTROY_WALLS,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HOLD_AUDIENCE_WALLS,1,0)

Door_available(all_players,Steel,1,0)
Door_available(all_players,Magic,1,0)

TRAP_AVAILABLE(		ALL_PLAYERS,	POISON_GAS,		1,			0)
TRAP_AVAILABLE(		ALL_PLAYERS,	LIGHTNING,		1,			0)
TRAP_AVAILABLE(		ALL_PLAYERS,	WORD_OF_POWER,		1,			0)

SET_TIMER(PLAYER0,TIMER0)

CREATE_PARTY(PARTY1)
CREATE_PARTY(PARTY2)
CREATE_PARTY(PARTY3)
CREATE_PARTY(PARTY4)
CREATE_PARTY(PARTY5)
CREATE_PARTY(PARTY6)
CREATE_PARTY(PARTY7)
CREATE_PARTY(PARTY8)
CREATE_PARTY(PARTY9)
CREATE_PARTY(PARTY10)
CREATE_PARTY(PARTY11)

ADD_TO_PARTY(      PARTY1,	DWARF,	        3,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY2,	TUNNELLER,      2,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY3,	ARCHER,	        3,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY3,	BARBARIAN,  	3,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY3,	THIEF,	        3,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY3,	GIANT,	        3,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY4,	ARCHER,	        6,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY4,	BARBARIAN,  	6,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY4,	THIEF,	        6,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY4,	GIANT,	        6,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY5,	ARCHER,	        10,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY5,	BARBARIAN,  	10,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY5,	THIEF,	        10,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY5,	GIANT,	        10,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY5,	SAMURAI,	10,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY6,	KNIGHT,	        7,   	1500,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY7,	KNIGHT,	        10,   	2000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY8,	AVATAR,	        10,   	2500,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY9,	MONK,	        10,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY9,	WIZARD,	        10,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY10,	FAIRY,	        10,   	1000,       ATTACK_DUNGEON_HEART,      0)
ADD_TO_PARTY(      PARTY11,	SAMURAI,        10,   	1000,       ATTACK_DUNGEON_HEART,      0)

IF_ACTION_POINT(5,PLAYER0)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         5,		             10)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         5,		             5)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         5,		             6)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        5,		             10)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY10,        5,		             6)
ENDIF
IF_ACTION_POINT(6,PLAYER0)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         6,		             6)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         6,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         6,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        6,		             6)
ENDIF
IF_ACTION_POINT(7,PLAYER0)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         7,		             5)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         7,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         7,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        7,		             5)
ENDIF
IF_ACTION_POINT(8,PLAYER0)
REM                                             ĸ             Ϊղŵļ
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             6)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             6)
ENDIF
IF_ACTION_POINT(9,PLAYER0)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             6)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             6)
ENDIF

IF(PLAYER0,TIMER0>=8000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY3,         1,		             1)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY3,         2,		             1)
ENDIF

IF(PLAYER0,TIMER0>=16000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY4,         1,		             1)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY4,         2,		             1)
ENDIF

IF(PLAYER0,TIMER0>=24000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY4,         1,		             1)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY4,         2,		             1)
ENDIF

IF(PLAYER0,TIMER0>=36000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY4,         1,		             1)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY4,         2,		             1)
ENDIF

IF(PLAYER0,TIMER0>=40000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY5,         1,		             1)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY5,         2,		             1)
ENDIF

IF(PLAYER0,TIMER0>=50000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             1)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY10,        1,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY6,         1,		             1)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY6,         2,		             1)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY10,        2,		             1)
ENDIF

IF(PLAYER0,TIMER0>=60000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             1)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY10,        1,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             1)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             1)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY10,        2,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             1)
ENDIF

IF(PLAYER0,TIMER0>=70000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY10,        1,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY10,        2,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             2)
ENDIF

IF(PLAYER0,TIMER0>=80000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY10,        1,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             1)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             1)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY10,        2,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             2)
ENDIF

IF(PLAYER0,TIMER0>=90000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY10,        1,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY10,        2,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             3)
ENDIF

IF(PLAYER0,TIMER0>=100000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY10,        1,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY10,        2,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             3)
ENDIF

IF(PLAYER0,TIMER0>=110000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY10,        1,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             6)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             5)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             5)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             6)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY10,        2,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             3)
ENDIF

IF(PLAYER0,TIMER0>=120000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             6)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             6)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             4)
ENDIF


IF(PLAYER0,TIMER0>=130000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             6)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             6)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             4)
ENDIF

IF(PLAYER0,TIMER0>=140000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             6)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             2)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             6)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             4)
ENDIF

IF(PLAYER0,TIMER0>=150000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             7)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             7)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             4)
ENDIF

IF(PLAYER0,TIMER0>=160000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             7)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             7)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             4)
ENDIF

IF(PLAYER0,TIMER0>=170000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             5)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             7)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             7)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             5)
ENDIF

IF(PLAYER0,TIMER0>=180000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             5)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             7)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             7)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             5)
ENDIF

IF(PLAYER0,TIMER0>=190000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             5)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             7)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             7)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             5)
ENDIF

IF(PLAYER0,TIMER0>=200000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             5)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             7)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             3)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             7)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             5)
ENDIF

IF(PLAYER0,TIMER0>=210000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             5)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             10)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             10)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             5)
ENDIF

IF(PLAYER0,TIMER0>=220000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             5)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             10)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             10)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             5)
ENDIF

IF(PLAYER0,TIMER0>=230000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             5)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             10)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             10)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             5)
ENDIF


IF(PLAYER0,TIMER0>=240000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             5)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             10)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             10)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             5)
ENDIF

IF(PLAYER0,TIMER0>=250000)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         1,		             5)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        1,		             10)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         1,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         1,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY8,         2,		             4)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY7,         2,		             8)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY9,         2,		             10)
ADD_PARTY_TO_LEVEL(       PLAYER_GOOD,          PARTY11,        2,		             5)
ENDIF

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


COMPUTER_PLAYER(PLAYER1, 0)
COMPUTER_PLAYER(PLAYER2, 10)

IF(player0,All_Dungeons_destroyed == 1)
          Win_game
        ENDIF
