REM Level 212 - How Time Flies MP

LEVEL_VERSION(1)
SET_GENERATE_SPEED(400)
START_MONEY(ALL_PLAYERS,25000)
MAX_CREATURES(ALL_PLAYERS,20)

ADD_CREATURE_TO_POOL(BUG,40)
ADD_CREATURE_TO_POOL(DEMONSPAWN,30)
ADD_CREATURE_TO_POOL(TROLL,30)
ADD_CREATURE_TO_POOL(SPIDER,30)
ADD_CREATURE_TO_POOL(HELL_HOUND,30)
ADD_CREATURE_TO_POOL(TENTACLE,30)
ADD_CREATURE_TO_POOL(SORCEROR,25)
ADD_CREATURE_TO_POOL(ORC,25)
ADD_CREATURE_TO_POOL(BILE_DEMON,15)
ADD_CREATURE_TO_POOL(DRAGON,20)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,15)

CREATURE_AVAILABLE(ALL_PLAYERS,BUG,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,HELL_HOUND,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,ORC,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DRAGON,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,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,BRIDGE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,0)
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,1,0)
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_SPEED,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_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)

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

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

REM ** Test Script for How Time Flies **

REM ** Initialise parties of flies **

CREATE_PARTY(TWELVEOCLOCKFLIES)
ADD_TO_PARTY(TWELVEOCLOCKFLIES,FLY,3,400,STEAL_GOLD,0)
ADD_TO_PARTY(TWELVEOCLOCKFLIES,FLY,3,400,STEAL_GOLD,0)
ADD_TO_PARTY(TWELVEOCLOCKFLIES,FLY,3,400,STEAL_GOLD,0)
ADD_TO_PARTY(TWELVEOCLOCKFLIES,FLY,3,400,STEAL_GOLD,0)

CREATE_PARTY(THREEOCLOCKFLIES)
ADD_TO_PARTY(THREEOCLOCKFLIES,FLY,3,400,STEAL_GOLD,1)
ADD_TO_PARTY(THREEOCLOCKFLIES,FLY,3,400,STEAL_GOLD,1)
ADD_TO_PARTY(THREEOCLOCKFLIES,FLY,3,400,STEAL_GOLD,1)
ADD_TO_PARTY(THREEOCLOCKFLIES,FLY,3,400,STEAL_GOLD,1)

CREATE_PARTY(SIXOCLOCKFLIES)
ADD_TO_PARTY(SIXOCLOCKFLIES,FLY,3,400,STEAL_GOLD,2)
ADD_TO_PARTY(SIXOCLOCKFLIES,FLY,3,400,STEAL_GOLD,2)
ADD_TO_PARTY(SIXOCLOCKFLIES,FLY,3,400,STEAL_GOLD,2)
ADD_TO_PARTY(SIXOCLOCKFLIES,FLY,3,400,STEAL_GOLD,2)

CREATE_PARTY(NINEOCLOCKFLIES)
ADD_TO_PARTY(NINEOCLOCKFLIES,FLY,3,400,STEAL_GOLD,3)
ADD_TO_PARTY(NINEOCLOCKFLIES,FLY,3,400,STEAL_GOLD,3)
ADD_TO_PARTY(NINEOCLOCKFLIES,FLY,3,400,STEAL_GOLD,3)
ADD_TO_PARTY(NINEOCLOCKFLIES,FLY,3,400,STEAL_GOLD,3)

CREATE_PARTY(INBETWEENFLIES)
ADD_TO_PARTY(INBETWEENFLIES,FLY,5,400,DEFEND_PARTY,0)
ADD_TO_PARTY(INBETWEENFLIES,FLY,5,400,DEFEND_PARTY,1)
ADD_TO_PARTY(INBETWEENFLIES,FLY,5,400,DEFEND_PARTY,2)
ADD_TO_PARTY(INBETWEENFLIES,FLY,5,400,DEFEND_PARTY,3)

REM ** When a player digs enough of the central gold, spawn flies to attack them **

IF_ACTION_POINT(13,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWELVEOCLOCKFLIES,1,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWELVEOCLOCKFLIES,2,1)
ENDIF

IF_ACTION_POINT(14,PLAYER1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREEOCLOCKFLIES,3,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREEOCLOCKFLIES,4,1)
ENDIF

IF_ACTION_POINT(15,PLAYER2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SIXOCLOCKFLIES,5,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SIXOCLOCKFLIES,6,1)
ENDIF

IF_ACTION_POINT(16,PLAYER3)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NINEOCLOCKFLIES,7,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NINEOCLOCKFLIES,8,1)
ENDIF
REM ** After a while, release flies. **

SET_TIMER(ALL_PLAYERS,TIMER0)
IF(ALL_PLAYERS,TIMER0 >= 20000)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWELVEOCLOCKFLIES,1,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWELVEOCLOCKFLIES,2,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREEOCLOCKFLIES,3,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREEOCLOCKFLIES,4,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SIXOCLOCKFLIES,5,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SIXOCLOCKFLIES,6,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NINEOCLOCKFLIES,7,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NINEOCLOCKFLIES,8,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,INBETWEENFLIES,9,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,INBETWEENFLIES,10,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,INBETWEENFLIES,11,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,INBETWEENFLIES,12,2)
ENDIF




REM ** When a player digs enough of the central gold, spawn flies to attack them **



REM ** When a player reaches the centre, spawn attacking parties of thieves and flies. Then, every 20,000 turns, spawn them again and spawn a load of flies everywhere to cause chaos **

IF_ACTION_POINT(17,ALL_PLAYERS)
	ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,-1,1,6,1600)
	ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,-2,1,6,1600)
	ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,-3,1,6,1600)
	ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,-4,1,6,1600)
	ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FLY,-1,4,3,800)
	ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FLY,-2,4,3,800)
	ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FLY,-3,4,3,800)
	ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FLY,-4,4,3,800)

	SET_TIMER(PLAYER0,TIMER1)

	IF(PLAYER0,TIMER1 >= 20000)
	
       	NEXT_COMMAND_REUSABLE
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,-1,1,6,1600)
		NEXT_COMMAND_REUSABLE		
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,-2,1,6,1600)
		NEXT_COMMAND_REUSABLE
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,-3,1,6,1600)
		NEXT_COMMAND_REUSABLE
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,-4,1,6,1600)
		NEXT_COMMAND_REUSABLE
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FLY,-1,4,3,800)
		NEXT_COMMAND_REUSABLE
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FLY,-2,4,3,800)
		NEXT_COMMAND_REUSABLE
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FLY,-3,4,3,800)
		NEXT_COMMAND_REUSABLE
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FLY,-4,4,3,800)

		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWELVEOCLOCKFLIES,1,1)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWELVEOCLOCKFLIES,2,1)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREEOCLOCKFLIES,3,1)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREEOCLOCKFLIES,4,1)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SIXOCLOCKFLIES,5,1)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SIXOCLOCKFLIES,6,1)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NINEOCLOCKFLIES,7,1)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NINEOCLOCKFLIES,8,1)

       	NEXT_COMMAND_REUSABLE
       	SET_TIMER(PLAYER0,TIMER1)
	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
