REM Der letzte Eid - Mission 2: Die versunkene Zollfeste. KeeperFX v1.4.0
LEVEL_VERSION(1)
SET_GENERATE_SPEED(500)
START_MONEY(PLAYER0,15000)
START_MONEY(PLAYER1,9000)
MAX_CREATURES(PLAYER0,30)
MAX_CREATURES(PLAYER1,14)
COMPUTER_PLAYER(PLAYER1,3)
CREATURE_AVAILABLE(ALL_PLAYERS,WIZARD,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,BARBARIAN,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,ARCHER,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,MONK,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DWARFA,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,KNIGHT,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,AVATAR,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,TUNNELLER,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,WITCH,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,GIANT,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,FAIRY,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,THIEF,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SAMURAI,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,HORNY,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SKELETON,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DRAGON,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,FLY,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,IMP,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,BUG,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,VAMPIRE,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,HELL_HOUND,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,GHOST,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,TENTACLE,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,ORC,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,FLOATING_SPIRIT,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,TIME_MAGE,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DRUID,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,BIRD,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,MAIDEN,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDERLING,0,0)
ADD_CREATURE_TO_POOL(THIEF,25)
CREATURE_AVAILABLE(PLAYER0,THIEF,1,30)
ADD_CREATURE_TO_POOL(ARCHER,25)
CREATURE_AVAILABLE(PLAYER0,ARCHER,1,30)
ADD_CREATURE_TO_POOL(DWARFA,25)
CREATURE_AVAILABLE(PLAYER0,DWARFA,1,30)
ADD_CREATURE_TO_POOL(WIZARD,25)
CREATURE_AVAILABLE(PLAYER0,WIZARD,1,30)
ADD_CREATURE_TO_POOL(BARBARIAN,25)
CREATURE_AVAILABLE(PLAYER0,BARBARIAN,1,30)
ADD_CREATURE_TO_POOL(BUG,30)
CREATURE_AVAILABLE(PLAYER1,BUG,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,BUG,3)
ADD_CREATURE_TO_POOL(FLY,30)
CREATURE_AVAILABLE(PLAYER1,FLY,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,FLY,3)
ADD_CREATURE_TO_POOL(TROLL,30)
CREATURE_AVAILABLE(PLAYER1,TROLL,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,TROLL,3)
ADD_CREATURE_TO_POOL(DEMONSPAWN,30)
CREATURE_AVAILABLE(PLAYER1,DEMONSPAWN,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,DEMONSPAWN,3)
ADD_CREATURE_TO_POOL(SPIDER,30)
CREATURE_AVAILABLE(PLAYER1,SPIDER,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,SPIDER,3)
ADD_CREATURE_TO_POOL(SORCEROR,2)
CREATURE_AVAILABLE(PLAYER1,SORCEROR,1,2)
SET_CREATURE_MAX_LEVEL(PLAYER1,SORCEROR,3)
ROOM_AVAILABLE(PLAYER0,TREASURE,1,1)
ROOM_AVAILABLE(PLAYER0,LAIR,1,1)
ROOM_AVAILABLE(PLAYER0,GARDEN,1,1)
ROOM_AVAILABLE(PLAYER0,TRAINING,1,1)
ROOM_AVAILABLE(PLAYER0,RESEARCH,1,1)
ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,0)
ROOM_AVAILABLE(PLAYER0,GUARD_POST,1,0)
ROOM_AVAILABLE(PLAYER0,BARRACKS,1,0)
ROOM_AVAILABLE(PLAYER0,BRIDGE,1,1)
ROOM_AVAILABLE(PLAYER0,PRISON,0,0)
ROOM_AVAILABLE(PLAYER0,TORTURE,0,0)
ROOM_AVAILABLE(PLAYER0,SCAVENGER,0,0)
ROOM_AVAILABLE(PLAYER0,TEMPLE,0,0)
ROOM_AVAILABLE(PLAYER0,GRAVEYARD,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HAND,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_IMP,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_OBEY,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_SLAP,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_SIGHT,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CALL_TO_ARMS,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CAVE_IN,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HEAL_CREATURE,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HOLD_AUDIENCE,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_LIGHTNING,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_SPEED,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_PROTECT,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CONCEAL,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_DISEASE,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CHICKEN,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_DESTROY_WALLS,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_TIME_BOMB,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_POSSESS,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_ARMAGEDDON,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_REBOUND,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_FREEZE,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_SLOW,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_FLIGHT,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_VISION,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_TUNNELLER,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HAND,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_SLAP,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_POSSESS,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_CALL_TO_ARMS,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_HEAL_CREATURE,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_SPEED,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_PROTECT,1,0)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_SPEED,4500)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_SIGHT,6000)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_PROTECT,7500)
RESEARCH_ORDER(PLAYER0,ROOM,WORKSHOP,6000)
RESEARCH_ORDER(PLAYER0,ROOM,GUARD_POST,3500)
RESEARCH_ORDER(PLAYER0,ROOM,BARRACKS,6000)
DOOR_AVAILABLE(PLAYER0,WOOD,1,0)
DOOR_AVAILABLE(PLAYER0,BRACED,1,0)
ROOM_AVAILABLE(PLAYER1,TREASURE,1,1)
ROOM_AVAILABLE(PLAYER1,LAIR,1,1)
ROOM_AVAILABLE(PLAYER1,GARDEN,1,1)
ROOM_AVAILABLE(PLAYER1,TRAINING,1,1)
ROOM_AVAILABLE(PLAYER1,RESEARCH,1,1)
ROOM_AVAILABLE(PLAYER1,WORKSHOP,1,0)
ROOM_AVAILABLE(PLAYER1,GUARD_POST,1,0)
ROOM_AVAILABLE(PLAYER1,BARRACKS,1,0)
ROOM_AVAILABLE(PLAYER1,BRIDGE,0,0)
ROOM_AVAILABLE(PLAYER1,PRISON,0,0)
ROOM_AVAILABLE(PLAYER1,TORTURE,0,0)
ROOM_AVAILABLE(PLAYER1,SCAVENGER,0,0)
ROOM_AVAILABLE(PLAYER1,TEMPLE,0,0)
ROOM_AVAILABLE(PLAYER1,GRAVEYARD,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_HAND,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_IMP,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_OBEY,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_SLAP,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_SIGHT,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CALL_TO_ARMS,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CAVE_IN,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_HEAL_CREATURE,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_HOLD_AUDIENCE,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_LIGHTNING,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_SPEED,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_PROTECT,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CONCEAL,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_DISEASE,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CHICKEN,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_DESTROY_WALLS,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_TIME_BOMB,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_POSSESS,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_ARMAGEDDON,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_REBOUND,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_FREEZE,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_SLOW,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_FLIGHT,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_VISION,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_TUNNELLER,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_HAND,1,1)
MAGIC_AVAILABLE(PLAYER1,POWER_SLAP,1,1)
MAGIC_AVAILABLE(PLAYER1,POWER_POSSESS,1,1)
MAGIC_AVAILABLE(PLAYER1,POWER_CALL_TO_ARMS,1,1)
MAGIC_AVAILABLE(PLAYER1,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_SPEED,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_PROTECT,1,0)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_HEAL_CREATURE,4500)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_SPEED,6000)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_SIGHT,7500)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_PROTECT,9000)
RESEARCH_ORDER(PLAYER1,ROOM,WORKSHOP,6000)
RESEARCH_ORDER(PLAYER1,ROOM,GUARD_POST,3500)
RESEARCH_ORDER(PLAYER1,ROOM,BARRACKS,6000)
DOOR_AVAILABLE(PLAYER1,WOOD,1,0)
DOOR_AVAILABLE(PLAYER1,BRACED,1,0)
SET_TIMER(PLAYER0,TIMER0)
QUICK_OBJECTIVE(1,"Nach Aschenwacht ruft Ordenskanzler Severin nach dir. Ein schwarzes Reliquiar sei gestohlen worden. Sichere das Zollhaus im Suedosten der versunkenen Feste und vernichte das blaue Herz. Niemand darf das Reliquiar oeffnen.",PLAYER0)
IF(PLAYER0,TIMER0 >= 650)
 QUICK_INFORMATION(2,"Unter dem Erdreich liegt noch ein Damm durch die Flut. Grabe dich ueber den Damm zum befestigten Suedtor. Die verstaerkte Holztuer ist zerstoerbar. Das Zollhaus liegt suedlich des Damms und muss von deinen Imps beansprucht werden.",PLAYER0)
ENDIF
IF(PLAYER0,RESEARCH >= 9)
 IF(PLAYER0,TIMER0 >= 1400)
  QUICK_INFORMATION(3,"Setze Magier oder andere Forscher in deine Bibliothek. Neue Zauber werden erst durch Forschung freigeschaltet. Der Gegner erforscht seine Zauber ebenfalls.",PLAYER0)
 ENDIF
ENDIF
IF_ACTION_POINT(2,PLAYER0)
 QUICK_INFORMATION(4,"Du hast den einzigen Toreingang der gegnerischen Festung erreicht. Die verstaerkte Holztuer versperrt den Eingang. Zerstoere sie mit deinen Truppen; dahinter ist der Weg zum Herz frei.",2)
ENDIF
IF_SLAB_OWNER(48,51,PLAYER0)
 SET_FLAG(PLAYER0,FLAG1,1)
 ADD_GOLD_TO_PLAYER(PLAYER0,1500)
 QUICK_INFORMATION(10,"Im Zollbuch stehen keine Waren: nur Namen, Alter und das Zeichen des Ordens. Unter dem Reliquiar klebt frisches Blut. Ein Brief traegt Severins Siegel: Die Fracht muss lebend eintreffen.",3)
 SET_TIMER(PLAYER0,TIMER1)
ENDIF
IF(PLAYER0,FLAG1 == 1)
 IF(PLAYER0,TIMER1 >= 250)
  IF(PLAYER0,FLAG7 == 0)
   QUICK_OBJECTIVE(11,"Das Zollhaus ist gesichert. Bewahre das versiegelte Buch auf und zerstoere jetzt das blaue Dungeonherz. Der Orden erwartet angeblich nur das Reliquiar.",3)
  ENDIF
 ENDIF
ENDIF
IF(PLAYER0,DUNGEON_DESTROYED == 1)
 LOSE_GAME
ENDIF
IF(PLAYER1,DUNGEON_DESTROYED == 1)
 IF(PLAYER0,FLAG1 == 0)
  QUICK_OBJECTIVE(20,"Das blaue Herz ist gefallen, aber dein Auftrag ist noch offen. Sichere die markierten Dokumente mit deinen Imps. Die Geschichte geht dort weiter.",3)
 ENDIF
ENDIF
IF(PLAYER1,DUNGEON_DESTROYED == 1)
 IF(PLAYER0,DUNGEON_DESTROYED == 0)
IF(PLAYER0,FLAG1 == 1)
IF(PLAYER0,TIMER1 >= 300)
 SET_FLAG(PLAYER0,FLAG7,1)
 QUICK_OBJECTIVE(30,"Severin nimmt das Reliquiar entgegen, ohne die Toten zu erwaehnen. Dein Mentor Aurel Voss steckt dir heimlich den naechsten Auftrag zu: Silbermine. Frag nach den Stimmen. Traue keinem Siegel.",PLAYER0)
 SET_TIMER(PLAYER0,TIMER7)
ENDIF
ENDIF
ENDIF
ENDIF
IF(PLAYER0,FLAG7 == 1)
 IF(PLAYER0,TIMER7 >= 300)
  IF(PLAYER0,DUNGEON_DESTROYED == 0)
   WIN_GAME
  ENDIF
 ENDIF
ENDIF

REM v0.7: Standard portal limits exclude special diggers. Player imps remain available.
