REM --- Put this at the very top of your script file ---
LEVEL_VERSION(1)
REM ****************************************************************************
REM  My Third map for KeeperFX strategy game.
REM ****************************************************************************
REM  Script for Meat Grinder
REM  Campaign: None
REM  Authors:  based on Bullfrog script
REM  Map Creator: Ron Roberts
REM  Map Created Date:     21 June 2026
REM 
REM  Copying and copyrights:
REM     This program is free software; you can redistribute it and/or modify
REM     it under the terms of the GNU General Public License as published by
REM     the Free Software Foundation; either version 2 of the License, or
REM     (at your option) any later version.
REM ****************************************************************************
REM ============================================================================
REM                      MAPMAKER MASTER TRIGGER DIRECTORY
REM ============================================================================
REM
REM  [AP 11] - THE MEGA-TRIGGER (PLAYER0 / PLAYER5)
REM            -> Opens 9 secret walls across the map grid.
REM            -> Commands ALL Keepers (P1-P6) to attack PLAYER0's Heart.
REM            -> Spawns PARTY2 (Wizards/Fairies) at AP 11.
REM            -> Spawns PARTY1 (Avatar/Knights) at AP 23.
REM
REM  [AP 2]  -> Player0 steps here -> Spawns PARTY1 at AP 8  (Red Ambush)
REM  [AP 3]  -> Player0 steps here -> Spawns PARTY1 at AP 8
REM  [AP 4]  -> Player0 steps here -> Spawns PARTY1 at AP 8
REM  [AP 5]  -> Player0 steps here -> Spawns PARTY1 at AP 8
REM  [AP 6]  -> Player0 steps here -> Spawns PARTY1 at AP 8
REM  [AP 7]  -> Player0 steps here -> Spawns PARTY1 at AP 8
REM
REM  [AP 1]  -> Enemy Keepers step here -> Spawns PARTY1 at their base drop zones:
REM            - PLAYER1 triggers AP 1 -> Spawns at AP 9  (Blue)
REM            - PLAYER2 triggers AP 1 -> Spawns at AP 12 (Green)
REM            - PLAYER3 triggers AP 1 -> Spawns at AP 14 (Yellow)
REM            - PLAYER4 triggers AP 1 -> Spawns at AP 15 (Purple)
REM            - PLAYER5 triggers AP 1 -> Spawns at AP 10 (Black)
REM            - PLAYER6 triggers AP 1 -> Spawns at AP 16 (Orange)
REM
REM  [AP 13] -> Player0 steps here -> Spawns PARTY3 at AP 13
REM  [AP 17] -> Player0 steps here -> Spawns PARTY4 at AP 17
REM  [AP 18] -> Player0 steps here -> Spawns PARTY4 at AP 18 (Repeats 8x!)
REM  [AP 19] -> Player0 steps here -> Spawns PARTY3 at AP 19 (Repeats 6x!)
REM  [AP 20] -> Player0 steps here -> Spawns PARTY2 at AP 20
REM
REM  [AP 21] -> PLAYER1 steps here -> Spawns PARTY6 at AP 21
REM  [AP 22] -> PLAYER5 steps here -> Spawns PARTY6 at AP 22
REM
REM  [AP 25] -> PLAYER6 steps here -> Spawns PARTY5 at AP 25
REM  [AP 26] -> PLAYER6 steps here -> Spawns PARTY6 at AP 26
REM  [AP 27] -> PLAYER6 steps here -> Spawns PARTY5 at AP 27
REM  [AP 28] -> PLAYER6 steps here -> Spawns PARTY6 at AP 28
REM
REM ============================================================================

LEVEL_VERSION(1)
// This displays the text to Player 0 (the human player) instantly at turn 0
QUICK_OBJECTIVE(PLAYER0, "Welcome, Keeper. You have chosen to enter the Meat Grinder. This realm has slept too long under the light of the sun. It is your mission to crush the nearby Lord of the Land and the 6 other players who have teamed up to destroy you. In this map, you will have to find the Library, Torture Chamber, Training Room, and Spells.")
SET_GENERATE_SPEED(400)
START_MONEY(ALL_PLAYERS,15000)
MAX_CREATURES(ALL_PLAYERS,16)

COMPUTER_PLAYER(PLAYER1,0)
COMPUTER_PLAYER(PLAYER2,0)
COMPUTER_PLAYER(PLAYER3,0)
COMPUTER_PLAYER(PLAYER4,0)
COMPUTER_PLAYER(PLAYER5,0)
COMPUTER_PLAYER(PLAYER6,0)

REM --- Alliance Setup ---
REM Type 3 = Locked Allies (Recommended so the AI cannot break the alliance)
ALLY_PLAYERS(PLAYER1, PLAYER2, 3)
ALLY_PLAYERS(PLAYER1, PLAYER3, 3)
ALLY_PLAYERS(PLAYER1, PLAYER4, 3)
ALLY_PLAYERS(PLAYER1, PLAYER5, 3)
ALLY_PLAYERS(PLAYER1, PLAYER6, 3)

ALLY_PLAYERS(PLAYER2, PLAYER3, 3)
ALLY_PLAYERS(PLAYER2, PLAYER4, 3)
ALLY_PLAYERS(PLAYER2, PLAYER5, 3)
ALLY_PLAYERS(PLAYER2, PLAYER6, 3)

ALLY_PLAYERS(PLAYER3, PLAYER4, 3)
ALLY_PLAYERS(PLAYER3, PLAYER5, 3)
ALLY_PLAYERS(PLAYER3, PLAYER6, 3)

ALLY_PLAYERS(PLAYER4, PLAYER5, 3)
ALLY_PLAYERS(PLAYER4, PLAYER6, 3)

ALLY_PLAYERS(PLAYER5, PLAYER6, 3)

ADD_CREATURE_TO_POOL(BUG,20)
ADD_CREATURE_TO_POOL(DEMONSPAWN,20)
ADD_CREATURE_TO_POOL(TROLL,10)
ADD_CREATURE_TO_POOL(SPIDER,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)

REM	Creature availability
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)

REM	Rooms availability
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,BRIDGE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,GUARD_POST,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,PRISON,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,GRAVEYARD,1,0)

REM	Spells availability
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_OBEY,1,1)
MAGIC_AVAILABLE(PLAYER1,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER4,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER5,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER6,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(PLAYER4,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(PLAYER5,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(PLAYER6,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(PLAYER4,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(PLAYER5,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(PLAYER6,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER4,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER5,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER6,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER4,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER5,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER6,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER4,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER5,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER6,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(PLAYER4,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(PLAYER5,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(PLAYER6,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER4,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER5,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER6,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER4,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER5,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER6,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_IMP,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_IMP,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_IMP,1,0)
MAGIC_AVAILABLE(PLAYER4,POWER_IMP,1,0)
MAGIC_AVAILABLE(PLAYER5,POWER_IMP,1,0)
MAGIC_AVAILABLE(PLAYER6,POWER_IMP,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_DESTROY_WALLS,1,0)
MAGIC_AVAILABLE(PLAYER2,POWER_DESTROY_WALLS,1,0)
MAGIC_AVAILABLE(PLAYER3,POWER_DESTROY_WALLS,1,0)
MAGIC_AVAILABLE(PLAYER4,POWER_DESTROY_WALLS,1,0)
MAGIC_AVAILABLE(PLAYER5,POWER_DESTROY_WALLS,1,0)
MAGIC_AVAILABLE(PLAYER6,POWER_DESTROY_WALLS,1,0)

REM	Traps availability
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)

REM	Doors availability
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)

REM --- Party Definitions ---
CREATE_PARTY(PARTY1)
	ADD_TO_PARTY(PARTY1,WIZARD,10,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY1,KNIGHT,10,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY1,AVATAR,10,2500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY1,TUNNELLER,10,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY1,FAIRY,10,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY1,WIZARD,10,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY1,FAIRY,10,1500,ATTACK_ENEMIES,0)

CREATE_PARTY(PARTY2)
	ADD_TO_PARTY(PARTY2,WIZARD,3,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY2,TUNNELLER,3,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY2,FAIRY,3,1500,ATTACK_ENEMIES,0)
	
CREATE_PARTY(PARTY3)
	ADD_TO_PARTY(PARTY3,WIZARD,2,1500,ATTACK_ENEMIES,0)
	
CREATE_PARTY(PARTY4)
	ADD_TO_PARTY(PARTY4,GIANT,2,1500,ATTACK_ENEMIES,0)
	
CREATE_PARTY(PARTY5)
	ADD_TO_PARTY(PARTY5,ARCHER,4,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY5,ARCHER,3,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY5,THIEF,4,1500,ATTACK_ENEMIES,0)
	
CREATE_PARTY(PARTY6)
	ADD_TO_PARTY(PARTY6,ARCHER,5,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY6,ARCHER,6,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(PARTY6,THIEF,8,1500,ATTACK_ENEMIES,0)

REM --- Environmental Map Triggers (Secret Walls) ---
IF_ACTION_POINT(11, PLAYER0)
    CHANGE_SLAB_TYPE(52, 38, PATH)
    CHANGE_SLAB_TYPE(64, 20, PATH)
    CHANGE_SLAB_TYPE(68, 65, PATH)
    CHANGE_SLAB_TYPE(59, 67, PATH)
    CHANGE_SLAB_TYPE(64, 90, PATH)
    CHANGE_SLAB_TYPE(65, 85, PATH)
    CHANGE_SLAB_TYPE(72, 91, PATH)
    CHANGE_SLAB_TYPE(54, 91, PATH)
    CHANGE_SLAB_TYPE(6, 35, PATH)
ENDIF


REM --- CONSOLIDATED ACTION POINT 11 EVENT BLOCK ---
IF_ACTION_POINT(11,PLAYER0)
    SET_CREATURE_JOBS(PLAYER1, ALL_CREATURES, ATTACK_DUNGEON_HEART, PLAYER0)
    SET_CREATURE_JOBS(PLAYER2, ALL_CREATURES, ATTACK_DUNGEON_HEART, PLAYER0)
    SET_CREATURE_JOBS(PLAYER3, ALL_CREATURES, ATTACK_DUNGEON_HEART, PLAYER0)
    SET_CREATURE_JOBS(PLAYER4, ALL_CREATURES, ATTACK_DUNGEON_HEART, PLAYER0)
    SET_CREATURE_JOBS(PLAYER5, ALL_CREATURES, ATTACK_DUNGEON_HEART, PLAYER0)
    SET_CREATURE_JOBS(PLAYER6, ALL_CREATURES, ATTACK_DUNGEON_HEART, PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY2,11,2)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,23,1)
ENDIF

IF_ACTION_POINT(11,PLAYER5)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY2,11,2)
ENDIF


REM --- Miscellaneous Map Spawns ---
IF_ACTION_POINT(13,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY3,13,2)
ENDIF

IF_ACTION_POINT(17,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY4,17,2)
ENDIF

IF_ACTION_POINT(18,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY4,18,8)
ENDIF

IF_ACTION_POINT(19,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY3,19,6)
ENDIF

IF_ACTION_POINT(20,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY2,20,2)
ENDIF

IF_ACTION_POINT(25,PLAYER6)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY5,25,1)
ENDIF

IF_ACTION_POINT(26,PLAYER6)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY6,26,1)
ENDIF

IF_ACTION_POINT(27,PLAYER6)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY5,27,1)
ENDIF

IF_ACTION_POINT(28,PLAYER6)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY6,28,1)
ENDIF

IF_ACTION_POINT(21,PLAYER1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY6,21,1)
ENDIF

IF_ACTION_POINT(22,PLAYER5)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY6,22,1)
ENDIF


REM --- PLAYER0 Triggers (Red Base Dropping Areas) ---
IF_ACTION_POINT(2,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,8,1)
ENDIF

IF_ACTION_POINT(3,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,8,1)
ENDIF

IF_ACTION_POINT(4,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,8,1)
ENDIF

IF_ACTION_POINT(5,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,8,1)
ENDIF

IF_ACTION_POINT(6,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,8,1)
ENDIF

IF_ACTION_POINT(7,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,8,1)
ENDIF


REM --- PLAYER1 Triggers (BLUE Base Dropping Areas) ---
IF_ACTION_POINT(1,PLAYER1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,9,1)
ENDIF

IF_ACTION_POINT(3,PLAYER1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,9,1)
ENDIF

IF_ACTION_POINT(4,PLAYER1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,9,1)
ENDIF

IF_ACTION_POINT(5,PLAYER1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,9,1)
ENDIF

IF_ACTION_POINT(6,PLAYER1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,9,1)
ENDIF

IF_ACTION_POINT(7,PLAYER1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,9,1)
ENDIF


REM --- PLAYER2 Triggers (GREEN Base Dropping Areas) ---
IF_ACTION_POINT(1,PLAYER2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,12,1)
ENDIF

IF_ACTION_POINT(2,PLAYER2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,12,1)
ENDIF

IF_ACTION_POINT(3,PLAYER2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,12,1)
ENDIF

IF_ACTION_POINT(4,PLAYER2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,12,1)
ENDIF

IF_ACTION_POINT(6,PLAYER2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,12,1)
ENDIF

IF_ACTION_POINT(7,PLAYER2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,12,1)
ENDIF


REM --- PLAYER3 Triggers (YELLOW Base Dropping Areas) ---
IF_ACTION_POINT(1,PLAYER3)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,14,1)
ENDIF

IF_ACTION_POINT(2,PLAYER3)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,14,1)
ENDIF

IF_ACTION_POINT(3,PLAYER3)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,14,1)
ENDIF

IF_ACTION_POINT(5,PLAYER3)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,14,1)
ENDIF

IF_ACTION_POINT(6,PLAYER3)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,14,1)
ENDIF

IF_ACTION_POINT(7,PLAYER3)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,14,1)
ENDIF


REM --- PLAYER4 Triggers (PURPLE Base Dropping Areas) ---
IF_ACTION_POINT(1,PLAYER4)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,15,1)
ENDIF

IF_ACTION_POINT(2,PLAYER4)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,15,1)
ENDIF

IF_ACTION_POINT(3,PLAYER4)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,15,1)
ENDIF

IF_ACTION_POINT(4,PLAYER4)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,15,1)
ENDIF

IF_ACTION_POINT(5,PLAYER4)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,15,1)
ENDIF

IF_ACTION_POINT(7,PLAYER4)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,15,1)
ENDIF


REM --- PLAYER5 Triggers (BLACK Base Dropping Areas) ---
IF_ACTION_POINT(1,PLAYER5)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,10,1)
ENDIF

IF_ACTION_POINT(2,PLAYER5)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,10,1)
ENDIF

IF_ACTION_POINT(4,PLAYER5)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,10,1)
ENDIF

IF_ACTION_POINT(5,PLAYER5)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,10,1)
ENDIF

IF_ACTION_POINT(6,PLAYER5)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,10,1)
ENDIF

IF_ACTION_POINT(7,PLAYER5)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,10,1)
ENDIF


REM --- PLAYER6 Triggers (ORANGE Base Dropping Areas) ---
IF_ACTION_POINT(1,PLAYER6)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,16,1)
ENDIF

IF_ACTION_POINT(2,PLAYER6)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,16,1)
ENDIF

IF_ACTION_POINT(3,PLAYER6)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,16,1)
ENDIF

IF_ACTION_POINT(4,PLAYER6)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,16,1)
ENDIF

IF_ACTION_POINT(5,PLAYER6)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,16,1)
ENDIF

IF_ACTION_POINT(6,PLAYER6)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PARTY1,16,1)
ENDIF


REM --- Win Condition ---
IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
	WIN_GAME
ENDIF