LEVEL_VERSION(1)
SET_GENERATE_SPEED(400)
START_MONEY(ALL_PLAYERS,1250)
MAX_CREATURES(ALL_PLAYERS,20)

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

CREATURE_AVAILABLE(ALL_PLAYERS,FLY,1,0)
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,TENTACLE,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,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,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_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)

CREATE_PARTY(ADVENTURE_A)
	ADD_TO_PARTY(ADVENTURE_A,THIEF,3,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_A,THIEF,3,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_A,THIEF,3,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_A,THIEF,3,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_A,DWARFA,3,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_A,ARCHER,3,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_A,MONK,4,200,STEAL_GOLD,50)
	
CREATE_PARTY(ADVENTURE_B)
	ADD_TO_PARTY(ADVENTURE_B,THIEF,5,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_B,THIEF,5,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_B,ARCHER,5,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_B,ARCHER,5,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_B,DWARFA,5,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_B,MONK,6,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_B,MONK,6,200,STEAL_GOLD,50)
	
CREATE_PARTY(ADVENTURE_C)
	ADD_TO_PARTY(ADVENTURE_C,BARBARIAN,7,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_C,ARCHER,7,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_C,ARCHER,7,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_C,MONK,7,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_C,MONK,7,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_C,MONK,7,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_C,SAMURAI,7,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_C,SAMURAI,7,200,STEAL_GOLD,50)
	
CREATE_PARTY(ADVENTURE_D)
	ADD_TO_PARTY(ADVENTURE_D,SAMURAI,8,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_D,ARCHER,8,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_D,WITCH,8,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_D,BARBARIAN,8,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_D,MONK,8,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_D,GIANT,8,200,STEAL_GOLD,50)
	ADD_TO_PARTY(ADVENTURE_D,DWARFA,8,200,STEAL_GOLD,50)

CREATE_PARTY(ELITE)
	ADD_TO_PARTY(ELITE,SAMURAI,7,200,ATTACK_ENEMIES,50)
	ADD_TO_PARTY(ELITE,SAMURAI,7,200,ATTACK_ENEMIES,50)
	ADD_TO_PARTY(ELITE,ARCHER,9,200,ATTACK_ENEMIES,50)
	ADD_TO_PARTY(ELITE,ARCHER,9,200,ATTACK_ENEMIES,50)
	ADD_TO_PARTY(ELITE,ARCHER,9,200,ATTACK_ENEMIES,50)
	ADD_TO_PARTY(ELITE,ARCHER,9,200,ATTACK_ENEMIES,50)
	ADD_TO_PARTY(ELITE,MONK,10,200,ATTACK_ENEMIES,50)
	ADD_TO_PARTY(ELITE,MONK,10,200,ATTACK_ENEMIES,50)
	
CREATE_PARTY(LANDLORD)
	ADD_TO_PARTY(LANDLORD,MONK,10,200,ATTACK_ENEMIES,500)
	ADD_TO_PARTY(LANDLORD,MONK,10,200,ATTACK_ENEMIES,500)
	ADD_TO_PARTY(LANDLORD,MONK,10,200,ATTACK_ENEMIES,500)
	ADD_TO_PARTY(LANDLORD,WIZARD,8,200,DEFEND_PARTY,500)
	ADD_TO_PARTY(LANDLORD,WIZARD,8,200,DEFEND_PARTY,500)
	ADD_TO_PARTY(LANDLORD,SAMURAI,8,200,DEFEND_PARTY,500)
	ADD_TO_PARTY(LANDLORD,SAMURAI,8,200,DEFEND_PARTY,500)
	ADD_TO_PARTY(LANDLORD,SAMURAI,8,200,DEFEND_PARTY,500)
	ADD_TO_PARTY(LANDLORD,KNIGHT,10,2000,ATTACK_ENEMIES,500)
	
	QUICK_OBJECTIVE(1,"This land is filled with gold and even more gold. The only problem is, that the inhabitats of this land view those rich resources as untouchable and holy in nature. They will try anything in their might to stop your exploitataion of those rich resources. ",PLAYER0)
	
REM check for first creature
IF(PLAYER0,TOTAL_CREATURES >= 1)
	SET_FLAG(PLAYER0,FLAG0,1)
	QUICK_INFORMATION(2,"The first creature entered your dungeon. The inhabitants of this land will not tolerate having such an unclean one defile their holy golden land.",PLAYER0)
ENDIF


REM after claiming the portal the player is given some time before the first adventureres arrive through it
IF(PLAYER0,FLAG0 >= 1)
	SET_TIMER(PLAYER0,TIMER0)
		IF(PLAYER0,TIMER0 >= 6000)
			SET_FLAG(PLAYER_GOOD,FLAG0,1)
		ENDIF
ENDIF

REM First adventurer party arrives
IF(PLAYER_GOOD,FLAG0 >= 1)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ADVENTURE_A,1,DUNGEON,0,1,500)
	SET_TIMER(PLAYER0,TIMER1)
	QUICK_INFORMATION(3,"The first heroes arrived to clean the golden land.",1)
	TUTORIAL_FLASH_BUTTON(37,-1)
ENDIF

REM Second adventurer party arrives
IF(PLAYER0,TIMER1 > 7000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ADVENTURE_B,2,DUNGEON,0,2,500)
	QUICK_INFORMATION(4,"A stronger Party of heroes is closing in from another direction.",2)
	SET_TIMER(PLAYER0,TIMER2)
ENDIF

REM Third adventurer party arrives
IF(PLAYER0,TIMER2 > 5500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ADVENTURE_B,3,DUNGEON,0,3,500)
	QUICK_INFORMATION(5,"Another party entered the area. They seem better equipped and trained.",3)
	SET_TIMER(PLAYER0,TIMER3)
ENDIF

REM Second adventurer party arrives
IF(PLAYER0,TIMER3 > 5000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ADVENTURE_A,4,DUNGEON,0,4,500)
	SET_TIMER(PLAYER0,TIMER4)
ENDIF

REM Third adventurer party arrives
IF(PLAYER0,TIMER4 > 5500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ADVENTURE_C,1,DUNGEON,0,5,500)
	SET_TIMER(PLAYER0,TIMER5)
ENDIF

REM Second adventurer party arrives
IF(PLAYER0,TIMER5 > 5000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ADVENTURE_C,2,DUNGEON,0,6,500)
	QUICK_INFORMATION(6,"A stronger Party of heroes in on their way.",2)
	SET_TIMER(PLAYER0,TIMER6)
ENDIF

REM Third adventurer party arrives
IF(PLAYER0,TIMER6 > 5500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ADVENTURE_B,3,DUNGEON,0,6,500)
	SET_TIMER(PLAYER0,TIMER7)
ENDIF

REM Forth Party arrives
IF(PLAYER0,TIMER7 > 6000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ADVENTURE_D,4,DUNGEON,0,6,500)
	QUICK_INFORMATION(7,"A group of heroes famous for their strength came to challenge your monsters.",4)
	SET_TIMER(PLAYER_GOOD,TIMER7)
ENDIF

REM Forth Party arrives
IF(PLAYER_GOOD,TIMER7 > 7000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ADVENTURE_D,1,DUNGEON,0,7,500)
	SET_TIMER(PLAYER_GOOD,TIMER6)
ENDIF

REM Forth Party arrives
IF(PLAYER_GOOD,TIMER6 > 8000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ADVENTURE_B,2,DUNGEON,0,7,500)
	SET_TIMER(PLAYER_GOOD,TIMER5)
ENDIF

REM Forth Party arrives
IF(PLAYER_GOOD,TIMER5 > 9000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ELITE,3,DUNGEON,0,7,500)
	SET_TIMER(PLAYER_GOOD,TIMER0)
ENDIF

REM Forth Party arrives
IF(PLAYER_GOOD,TIMER0 > 10000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ELITE,4,DUNGEON,0,7,500)
ENDIF

REM ***** BEGINN Lord of the Land *****

REM The Elite arrives, after all other heros are dead
IF(PLAYER_GOOD,TIMER0 > 11000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ELITE,1,DUNGEON,0,8,500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ADVENTURE_B,3,DUNGEON,0,8,500)
	QUICK_INFORMATION(8,"The troops of the garrison will soon be here.",1)
	SET_TIMER(PLAYER1,TIMER0)
ENDIF

REM Lord of the Land arrives, after all other heros are dead
IF(PLAYER1,TIMER0 > 100)
	IF_CONTROLS(PLAYER_GOOD,TOTAL_CREATURES <= 0)
		ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,LANDLORD,2,DUNGEON,0,10,500)
		ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ADVENTURE_C,1,DUNGEON,0,7,500)
		ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ADVENTURE_B,3,DUNGEON,0,7,500)
		ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ADVENTURE_D,4,DUNGEON,0,7,500)
		QUICK_INFORMATION(9,"The garrison's men lay down, but the villagers reached out to the Lord of the Land for help. He's here to challenge you.",2)
		SET_TIMER(PLAYER1,TIMER1)
	ENDIF
ENDIF

REM Check if the Landlord is dead
IF(PLAYER1,TIMER1 > 100)
	IF_CONTROLS(PLAYER_GOOD,TOTAL_CREATURES <= 0)
		DISPLAY_OBJECTIVE(40,PLAYER0)
		QUICK_INFORMATION(10,"The Lord has beed defeated, the golden land is yours.",PLAYER0) 
		WIN_GAME
	ENDIF
ENDIF

REM ***** END Lord of the Land *****

IF(PLAYER0,DUNGEON_DESTROYED==1)
       LOSE_GAME
ENDIF
	


