REM ************************************************************
REM
REM             Script for Level 204   dragonfirelevel2
REM
REM ************************************************************




REM **********     SETUP COMMANDS     **********


REM ***** Set the Generation Speed of the  *****
REM ***** Entrances                        *****

SET_GENERATE_SPEED(400)


REM ***** Set the computer players going   *****

REM		Player		Player Type

COMPUTER_PLAYER(PLAYER1,	3)


REM ***** Set the maximum number of        *****
REM ***** creatures each player can have   *****

REM		Player		Number of creatures

MAX_CREATURES(	PLAYER0,	100)
MAX_CREATURES(	PLAYER_GOOD,	100)


REM ***** Set the amount of gold each      *****
REM ***** player starts with               *****

REM		Player		Amount of gold

START_MONEY(	PLAYER0,	90000)
START_MONEY(	PLAYER_GOOD,	0)




REM **********       SET MAGIC        **********
REM **********     AND CREATURES      **********

REM ***** Setup the creature pool          *****

REM			Creature Name	Number of creatures

ADD_CREATURE_TO_POOL(	BUG,		10)
ADD_CREATURE_TO_POOL(	FLY,		10)
ADD_CREATURE_TO_POOL(	SPIDER,		5)
ADD_CREATURE_TO_POOL(	SORCEROR,	30)
ADD_CREATURE_TO_POOL(	DEMONSPAWN,	20)
ADD_CREATURE_TO_POOL(	DRAGON,		20)
ADD_CREATURE_TO_POOL(	TROLL,		10)
ADD_CREATURE_TO_POOL(	ORC,		10)
ADD_CREATURE_TO_POOL(	HELL_HOUND,	10)
ADD_CREATURE_TO_POOL(	DARK_MISTRESS,	100)
ADD_CREATURE_TO_POOL(	BILE_DEMON,	20)


REM ***** Enable each player to recieve    *****
REM ***** creatures from pool              *****

REM			Player		Creatures	Can be available	Is now available

CREATURE_AVAILABLE(	ALL_PLAYERS,	BUG,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	FLY,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	SPIDER,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	SORCEROR,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	DEMONSPAWN,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	DRAGON,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	TROLL,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	ORC,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	HELL_HOUND,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	DARK_MISTRESS,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	BILE_DEMON,	1,			1)


REM ***** Set the rooms available to each  *****
REM ***** player                           *****

REM			Player		Room type	Can be available	Is available

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,	BRIDGE,	        1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	GUARD_POST,	1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	WORKSHOP,	1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	BARRACKS,	1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	PRISON,		1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	TORTURE,	1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	TEMPLE,		1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	GRAVEYARD,	1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	SCAVENGER,	1,			0)


REM ***** Set the doors available to each  *****
REM ***** player                           *****

REM			Player		Door type		Can be available	Is available

DOOR_AVAILABLE(		ALL_PLAYERS,	WOOD,			1,			0)
DOOR_AVAILABLE(		ALL_PLAYERS,	BRACED,			1,			0)
DOOR_AVAILABLE(		ALL_PLAYERS,	STEEL,			1,			0)
DOOR_AVAILABLE(		ALL_PLAYERS,	MAGIC,			1,			0)


REM ***** Set the traps available to each  *****
REM ***** player                           *****

REM			Player		Trap type		Can be available	Is available

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


REM ***** Set the spells available to each *****
REM ***** player                           *****

REM			Player		Spell type		Can be available	Is available

MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_IMP,		1,			1)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_OBEY,		1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_SIGHT,		1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_CALL_TO_ARMS,	1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_CAVE_IN,		1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_HEAL_CREATURE,	1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_HOLD_AUDIENCE,	1,			1)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_LIGHTNING,	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_DISEASE,		1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_CHICKEN,		1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_DESTROY_WALLS,	1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_ARMAGEDDON,	1,			0)




REM **********  ADJUST ANY CREATURE   **********
REM ********** OR RESEARCH STATISTICS **********

REM ***** I don't want to change any       *****
REM ***** creature statistics but I do     *****
REM ***** want to change the research      *****
REM ***** value of Destroy Walls because   *****
REM ***** I want the players to research   *****
REM ***** it quicker (the default research *****
REM ***** value for Destroy Walls is       *****
REM ***** 750000)                          *****

REM		Player		Research Type	Room or Spell		Research Value

REM	RESEARCH(	ALL_PLAYERS,	MAGIC,		POWER_DESTROY_WALLS,	500000)




REM ********** SETUP FLAGS AND TIMERS **********

REM ***** I am going to set up one flag    *****
REM ***** and one timer. My plan is to     *****
REM ***** start TIMER0 as soon as the      *****
REM ***** level begins. When it reaches    *****
REM ***** 20000, it will look to see       *****
REM ***** whether FLAG0 is equal to one    *****
REM ***** (by default it is 0 but it is    *****
REM ***** set to one if PLAYER0 triggers   *****
REM ***** Action Point 4 at the top right  *****
REM ***** of the map). When these          *****
REM ***** conditions are met, a group of   *****
REM ***** heroes will appear at            *****
REM ***** Hero Door 1 (middle left of the  *****
REM ***** map) and tunnel towards the      *****
REM ***** PLAYER0's dungeon                *****


REM ***** Set up FLAG0 and set it to 0     *****

REM		Player		Flag Name	Flag's number

SET_FLAG(	PLAYER0,	FLAG0,		0)


REM ***** Set up TIMER0                    *****

REM		Player		Timer Name








REM **********     OBJECTIVES AND     **********
REM **********      INFORMATION       **********


REM ***** I don't want to include any      *****
REM ***** objectives and information as    *****
REM ***** you can only view them on levels *****
REM ***** specifically designed for The    *****
REM ***** Deeper Dungeons. Since this      *****
REM ***** level is an example level, it    *****
REM ***** would be unfair to those who     *****
REM ***** have not bought The Deeper       *****
REM ***** Dungeons to include them.        *****
REM ***** Instead, I have written them as  *****
REM ***** REM statements. If you have The  *****
REM ***** Deeper Dungeons and you want to  *****
REM ***** see the level running with the   *****
REM ***** objectives, just remove the REM  *****
REM ***** statements from the start of the *****
REM ***** lines                            *****


REM ***** Starting objective               *****

REM				Objective Number	Objective Text (must be within quotes)		Player																			

	QUICK_OBJECTIVE(	0,			"In the caves of Savactor, an rival Keeper battles with the tireless forces of good. Vanquish the pathetic heroes and them proceed to conquer the rival Keeper to gain dominance over this land.",	PLAYER0)


REM ***** Objective if the Hero Dungeon is *****
REM ***** destroyed                        *****

REM				Objective Number	Objective Text (must be within quotes)											Player

REM	QUICK_OBJECTIVE(	0,			"The corpses of the good lie strewn around you. Now go, and conquer your rival on this land. Dominion awaits ...",	PLAYER0)
	QUICK_OBJECTIVE(	0,			"You need to build a powerful army at first and then beat your enemies!!!",	PLAYER0)
	QUICK_OBJECTIVE(	1,			"DO NOT mess with enemies when you're still not strong enough, remember!",	PLAYER1)
	QUICK_OBJECTIVE(	2,			"You can kill your own IMPS to feed your graveyard and create vampires, good luck,It's good to be bad,wahahahahah",	PLAYER0)

REM **********      WIN AND LOSE      **********


REM ***** These are criteria you have to   *****
REM ***** set to enable the player to win  *****
REM ***** the level. I will not include a  *****
REM ***** lose game command as the player  *****
REM ***** will automatically lose when     *****
REM ***** their Dungeon Heart is destroyed *****

REM	Player		Variable		Comparison	Value

IF(	PLAYER_GOOD,	DUNGEON_DESTROYED	==		1)

	WIN_GAME

ENDIF













REM******************************************************************
REM¼(0)
REM2110Lv1ĵ
REM3220Lv2ĵ
REM4320Lv3ĵ
REM5420Lv5ĵ
REM61,2,3,4,5룱Lv10ʥ
REM******************************************************************

IF_ACTION_POINT(2,PLAYER0)
	CREATE_PARTY(E_PARTY1)
	ADD_TO_PARTY(E_PARTY1,FAIRY,1,600,ATTACK_ENEMIES,0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,E_PARTY1,1,10)
ENDIF

IF_ACTION_POINT(3,PLAYER0)
	CREATE_PARTY(E_PARTY2)
	ADD_TO_PARTY(E_PARTY2,FAIRY,2,600,ATTACK_ENEMIES,0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,E_PARTY2,2,20)
ENDIF

IF_ACTION_POINT(4,PLAYER0)
	CREATE_PARTY(E_PARTY3)
	ADD_TO_PARTY(E_PARTY3,FAIRY,3,600,ATTACK_ENEMIES,0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,E_PARTY3,3,20)
ENDIF

IF_ACTION_POINT(5,PLAYER0)
	CREATE_PARTY(E_PARTY4)
	ADD_TO_PARTY(E_PARTY4,FAIRY,5,600,ATTACK_ENEMIES,0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,E_PARTY4,4,20);
ENDIF

IF_ACTION_POINT(6,PLAYER0)
	CREATE_PARTY(E_PARTY5)
	CREATE_PARTY(E_PARTY6)
	CREATE_PARTY(E_PARTY7)
	CREATE_PARTY(E_PARTY8)
	CREATE_PARTY(E_PARTY9)
	ADD_TO_PARTY(E_PARTY5,AVATAR,10,60000,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(E_PARTY6,AVATAR,10,60000,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(E_PARTY7,AVATAR,10,60000,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(E_PARTY8,AVATAR,10,60000,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(E_PARTY9,AVATAR,10,60000,ATTACK_ENEMIES,0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,E_PARTY5,1,1);
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,E_PARTY6,2,1);
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,E_PARTY7,3,1);
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,E_PARTY8,4,1);
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,E_PARTY9,5,1);
ENDIF







REM		////
REM--------------Ů-------------------
REM	IF_ACTION_POINT(-1,PLAYER0)
REM		CREATE_PARTY(b_PARTY)
REM		ADD_TO_PARTY(b_PARTY,FAIRY,10,600,ATTACK_ENEMIES,0)
REM		ADD_PARTY_TO_LEVEL(PLAYER0,b_PARTY,-1,120);
REM	ENDIF






