REM Map 211 - Heartcross MP

SET_GENERATE_SPEED(500)
MAX_CREATURES(ALL_PLAYERS,25)
START_MONEY(ALL_PLAYERS,20000)

ADD_CREATURE_TO_POOL(BILE_DEMON,20)
ADD_CREATURE_TO_POOL(DRAGON,20)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,20)
ADD_CREATURE_TO_POOL(HELL_HOUND,20)
ADD_CREATURE_TO_POOL(TENTACLE,20)
ADD_CREATURE_TO_POOL(DEMONSPAWN,20)
ADD_CREATURE_TO_POOL(SORCEROR,20)
ADD_CREATURE_TO_POOL(TROLL,20)
ADD_CREATURE_TO_POOL(SPIDER,20)
ADD_CREATURE_TO_POOL(BUG,20)
ADD_CREATURE_TO_POOL(FLY,20)
ADD_CREATURE_TO_POOL(ORC,20)

CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,TENTACLE,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,FLY,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,BUG,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,HELL_HOUND,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DRAGON,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,ORC,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(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,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,BARRACKS,1,0)

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_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CHICKEN,1,0)

DOOR_AVAILABLE(ALL_PLAYERS,BRACED,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,POISON_GAS,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LAVA,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,STEEL,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,BOULDER,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,WORD_OF_POWER,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,MAGIC,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LIGHTNING,1,0)

REM PARTY SETUP -------------------------------------------------------------------

CREATE_PARTY(GEM_GUARDS)
	ADD_TO_PARTY(GEM_GUARDS,DWARFA,4,1000,DEFEND_PARTY,0)
	ADD_TO_PARTY(GEM_GUARDS,ARCHER,4,1000,DEFEND_PARTY,0)
	ADD_TO_PARTY(GEM_GUARDS,THIEF,4,1000,DEFEND_PARTY,0)
	
CREATE_PARTY(BARRACKS_GUARDS)
	ADD_TO_PARTY(BARRACKS_GUARDS,SAMURAI,5,2000,DEFEND_ROOMS,0)
	ADD_TO_PARTY(BARRACKS_GUARDS,GIANT,5,2000,DEFEND_ROOMS,0)
	ADD_TO_PARTY(BARRACKS_GUARDS,WITCH,5,2000,DEFEND_ROOMS,0)
	ADD_TO_PARTY(BARRACKS_GUARDS,FAIRY,5,2000,DEFEND_ROOMS,0)
	ADD_TO_PARTY(BARRACKS_GUARDS,MONK,5,2000,DEFEND_ROOMS,0)

CREATE_PARTY(HEART_GUARDS)
	ADD_TO_PARTY(HEART_GUARDS,WIZARD,6,4000,DEFEND_HEART,0)
	ADD_TO_PARTY(HEART_GUARDS,MONK,6,4000,DEFEND_HEART,0)
	ADD_TO_PARTY(HEART_GUARDS,WITCH,6,4000,DEFEND_HEART,0)

CREATE_PARTY(LANDLORD)
	ADD_TO_PARTY(LANDLORD,KNIGHT,7,8000,DEFEND_HEART,0)
	ADD_TO_PARTY(LANDLORD,SAMURAI,6,4000,DEFEND_HEART,0)
	ADD_TO_PARTY(LANDLORD,SAMURAI,6,4000,DEFEND_HEART,0)

REM INITIALISATION ----------------------------------------------------------------

REM AP SETUP ----------------------------------------------------------------------

IF(PLAYER_GOOD,​DUNGEON_DESTROYED==0)
	IF_ACTION_POINT(2,ALL_PLAYERS)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,GEM_GUARDS,2,2)
	ENDIF

	IF_ACTION_POINT(3,ALL_PLAYERS)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,GEM_GUARDS,3,2)
	ENDIF

	IF_ACTION_POINT(4,ALL_PLAYERS)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,GEM_GUARDS,4,2)
	ENDIF

	IF_ACTION_POINT(5,ALL_PLAYERS)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,GEM_GUARDS,5,2)
	ENDIF

	IF_ACTION_POINT(6,ALL_PLAYERS)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BARRACKS_GUARDS,-1,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BARRACKS_GUARDS,-3,1)
	ENDIF

	IF_ACTION_POINT(7,ALL_PLAYERS)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BARRACKS_GUARDS,-2,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BARRACKS_GUARDS,-4,1)
	ENDIF

	IF_ACTION_POINT(8,ALL_PLAYERS)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BARRACKS_GUARDS,-5,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BARRACKS_GUARDS,-7,1)
	ENDIF

	IF_ACTION_POINT(9,ALL_PLAYERS)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BARRACKS_GUARDS,-6,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BARRACKS_GUARDS,-8,1)
	ENDIF

	IF_ACTION_POINT(1,ALL_PLAYERS)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEART_GUARDS,1,4)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,LANDLORD,-9,1)
	ENDIF
ENDIF

IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
	WIN_GAME
ENDIF

IF(PLAYER1,ALL_DUNGEONS_DESTROYED == 1)
	WIN_GAME
ENDIF

IF(PLAYER2,ALL_DUNGEONS_DESTROYED == 1)
	WIN_GAME
ENDIF

IF(PLAYER3,ALL_DUNGEONS_DESTROYED == 1)
	WIN_GAME
ENDIF
