LEVEL_VERSION(1)
SET_GENERATE_SPEED(200)
START_MONEY(ALL_PLAYERS,0)
MAX_CREATURES(ALL_PLAYERS,8)

ADD_CREATURE_TO_POOL(THIEF,8)
ADD_CREATURE_TO_POOL(DWARFA,8)
ADD_CREATURE_TO_POOL(ARCHER,8)
ADD_CREATURE_TO_POOL(BARBARIAN,8)
ADD_CREATURE_TO_POOL(MONK,8)
ADD_CREATURE_TO_POOL(FAIRY,8)
ADD_CREATURE_TO_POOL(WITCH,8)
ADD_CREATURE_TO_POOL(WIZARD,8)
ADD_CREATURE_TO_POOL(GIANT,8)
ADD_CREATURE_TO_POOL(SAMURAI,8)
ADD_CREATURE_TO_POOL(DRUID,8)
ADD_CREATURE_TO_POOL(TIME_MAGE,8)

CREATURE_AVAILABLE(PLAYER0,THIEF,0,0)
CREATURE_AVAILABLE(PLAYER0,DWARFA,1,0)
CREATURE_AVAILABLE(PLAYER0,BARBARIAN,1,0)
CREATURE_AVAILABLE(PLAYER0,WIZARD,1,0)
CREATURE_AVAILABLE(PLAYER0,WITCH,1,0)
CREATURE_AVAILABLE(PLAYER0,SAMURAI,1,0)
CREATURE_AVAILABLE(PLAYER0,MONK,1,0)
CREATURE_AVAILABLE(PLAYER0,FAIRY,0,0)
CREATURE_AVAILABLE(PLAYER0,DRUID,1,0)
CREATURE_AVAILABLE(PLAYER0,TIME_MAGE,1,0)

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

MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_POSSESS,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,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_CONCEAL,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HOLD_AUDIENCE,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_LIGHTNING,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_ARMAGEDDON,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DESTROY_WALLS,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,LAVA,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,BOULDER,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,WORD_OF_POWER,1,0)

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)

QUICK_OBJECTIVE(1,"Listen Link. You have made it to the 'East Palace'. We have to fight our way through to defeat the evil within. But this time, we are not alone, noble heroes will join us.",PLAYER0)
ENDIF

REM Unlockes bride if one brige is captured
IF(PLAYER0,BRIDGE > 0)
	ROOM_AVAILABLE(PLAYER0,BRIDGE,1,1)
ENDIF

REM Unlocks Archers if one Archer is captured
IF_CONTROLS(PLAYER0, ARCHER >= 1)
	CREATURE_AVAILABLE(PLAYER0,ARCHER,1,0)
	QUICK_INFORMATION(1,"We have found a bow, now we can have train archers to help us defeat this palace.",2)
	ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SKELETON,1,4,5,0)	
ENDIF

REM Create skeletons when the player reaches action point 1 (Grave)
IF_ACTION_POINT(1,PLAYER0)
	ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SKELETON,1,8,3,0)
ENDIF

REM Create Avatar when player0 kills all knights
IF_CONTROLS(PLAYER_GOOD, KNIGHT <= 0)
	ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,AVATAR,3,1,4,10000)
ENDIF

REM Unlock Thiefs when Link dies
IF_CONTROLS(PLAYER0, THIEF <= 0)
	CREATURE_AVAILABLE(PLAYER0,THIEF,1,0)
	QUICK_INFORMATION(2,"Our hero Link just died. Let us hope that another hero will step in his footprints.",8)	
ENDIF

REM Unlock Fairies when Navi dies
IF_CONTROLS(PLAYER0, FAIRY <= 0)
	CREATURE_AVAILABLE(PLAYER0,FAIRY,1,0)
	QUICK_INFORMATION(3,"Navi the fairy fell. Let us hope that our hero will find another helpful guide.",8)	
ENDIF




