REM ********************************************
REM *                                          *
REM *               Brassmelt Cave             *
REM *                                          *
REM ********************************************


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


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

SET_GENERATE_SPEED(500)


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

REM Player		Player Type

COMPUTER_PLAYER(PLAYER1,0)
COMPUTER_PLAYER(PLAYER_GOOD,0)

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

REM Player		Number of creatures

MAX_CREATURES(PLAYER0,40)
MAX_CREATURES(PLAYER1,40)


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

REM Player		Amount of gold

START_MONEY(PLAYER0,10000)
START_MONEY(PLAYER1,10000)




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,10)
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,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DRAGON,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,ORC,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,HELL_HOUND,0,0)
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(PLAYER0,BRIDGE,0,0)
ROOM_AVAILABLE(PLAYER1,BRIDGE,0,0)
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,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,1,1)
DOOR_AVAILABLE(ALL_PLAYERS,BRACED,1,1)
DOOR_AVAILABLE(ALL_PLAYERS,STEEL,1,1)
DOOR_AVAILABLE(ALL_PLAYERS,MAGIC,1,1)


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

REM Player		Trap type		Can be available	Is available

TRAP_AVAILABLE(ALL_PLAYERS,BOULDER,1,1)
TRAP_AVAILABLE(ALL_PLAYERS,ALARM,1,1)
TRAP_AVAILABLE(ALL_PLAYERS,POISON_GAS,1,1)
TRAP_AVAILABLE(ALL_PLAYERS,LIGHTNING,1,1)
TRAP_AVAILABLE(ALL_PLAYERS,WORD_OF_POWER,1,1)
TRAP_AVAILABLE(ALL_PLAYERS,LAVA,0,0)


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,1,0)
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,0,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DESTROY_WALLS,0,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_ARMAGEDDON,0,0)




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




REM **********     CREATE AND ADD     **********
REM **********  CREATURES TO PARTIES  **********

REM ***** I have four parties of heroes to *****
REM ***** create. The first (PARTY1) will  *****
REM ***** appear at Hero Door 1 when       *****
REM ***** TIMER0 reaches 20000 (assuming   *****
REM ***** FLAG0 has already been set to    *****
REM ***** 1). The second (PARTY2) will     *****
REM ***** appear at Action Point 1 when    *****
REM ***** any creature of PLayer 0's       *****
REM ***** triggers ActionPoint 2. The last *****
REM ***** two parties (PARTY3 and PARTY4)  *****
REM ***** will appear Action Points 1 and  *****
REM ***** 2 respectively when the Hero     *****
REM ***** Dungeon Heart has been destroyed *****


REM ***** Create any parties               *****

REM Party Name



REM ***** Add creatures to those parties   *****

REM Party Name	Creature Name	Experience 	Amount of Gold	Objective		Countdown





REM **********      MAIN SCRIPT       **********


REM **********      IF COMMANDS       **********


REM ***** The IF commands which will       *****
REM ***** spring the parties on the player *****


REM ***** First, detect whether a creature *****
REM ***** has crossed the boundary of the  *****
REM ***** fourth Action Point              *****

REM Action Point	Which player you want to detect


REM ***** If the Action Point has been     *****
REM ***** triggered then set FLAG0 to 1    *****



REM ***** Next, detect when TIMER0 reaches *****
REM ***** 20000 and, if FLAG0 is 1 then    *****
REM ***** add PARTY1 to the map            *****

REM Player whose variable you want to look at	The variable name	Comparison	Value


REM Player		Variable	Comparison	Value


REM The player the Tunneller is assigned to		Party Name	Action Point or Hero Door	Head for	Player to head for	Experience	Gold

REM ***** The second section will detect   *****
REM ***** whether PLAYER0's creatures have *****
REM ***** triggered Action Point 2. If     *****
REM ***** they have then PARTY2 will be    *****
REM ***** added to the map at Action Point *****
REM ***** 1                                *****

REM Action Point	Which player you want to detect

REM The player the party is assigned to	Party Name	Action Point or Hero Door	Number of copies of party




REM ***** The third section will detect    *****
REM ***** whether PLAYER0's creatures have *****
REM ***** destroyed the Hero dungeon. If   *****
REM ***** they have then PARTY3 and PARTY4 *****
REM ***** will be added to the map at      *****
REM ***** Action Points 1 and 2            *****

REM Player		Variable		Comparison	Value

REM The player the party is assigned to	Party Name	Action Point or Hero Door	Number of copies of party



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_INFORMATION(0,"This realm has long been a thorn in your side, as the keeper here has taken an ancient fortress once inhabited by a previous powerful keeper, his realm is well fortified and you ability to attack is limited.")

IF(PLAYER0,GAME_TURN > 500)
QUICK_OBJECTIVE(1,"Roumour has it that a party of heros has set up a cathedral in the ara in an effort to vanqiush the Keeper, if you are able to vanqush these heros, their stock of spells may be of use to you.",PLAYER0)
ENDIF

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)




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(PLAYER1,DUNGEON_DESTROYED == 1)
    WIN_GAME
ENDIF
