Code:
REM ********************************************
REM
REM Script for Level 201
REM
REM ********************************************
REM ********** SETUP COMMANDS **********
REM ***** Set the Generation Speed of the *****
REM ***** Entrances *****
SET_GENERATE_SPEED(300)
REM ***** Set the computer players going *****
REM Player Player Type
COMPUTER_PLAYER(PLAYER1, 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, 15)
ADD_CREATURE_TO_POOL( TROLL, 10)
ADD_CREATURE_TO_POOL( ORC, 20)
ADD_CREATURE_TO_POOL( TENTACLE, 30)
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, 1, 1)
CREATURE_AVAILABLE( ALL_PLAYERS, SPIDER, 1, 1)
CREATURE_AVAILABLE( ALL_PLAYERS, SORCEROR, 1, 1)
CREATURE_AVAILABLE( ALL_PLAYERS, DEMONSPAWN, 1, 1)
CREATURE_AVAILABLE( ALL_PLAYERS, DRAGON, 1, 1)
CREATURE_AVAILABLE( ALL_PLAYERS, TROLL, 1, 1)
CREATURE_AVAILABLE( ALL_PLAYERS, ORC, 1, 1)
CREATURE_AVAILABLE( ALL_PLAYERS, TENTACLE, 1, 1)
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( 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)
REM ***** Set the doors available to each *****
REM ***** player *****
REM Player Door type Can be available Is available
DOOR_AVAILABLE( ALL_PLAYERS, WOOD, 0, 1)
DOOR_AVAILABLE( ALL_PLAYERS, BRACED, 0, 1)
DOOR_AVAILABLE( ALL_PLAYERS, STEEL, 0, 1)
DOOR_AVAILABLE( ALL_PLAYERS, MAGIC, 0, 1)
REM ***** Set the traps available to each *****
REM ***** player *****
REM Player Trap type Can be available Is available
TRAP_AVAILABLE( ALL_PLAYERS, BOULDER, 0, 1)
TRAP_AVAILABLE( ALL_PLAYERS, ALARM, 0, 1)
TRAP_AVAILABLE( ALL_PLAYERS, POISON_GAS, 0, 1)
TRAP_AVAILABLE( ALL_PLAYERS, LIGHTNING, 0, 1)
TRAP_AVAILABLE( ALL_PLAYERS, WORD_OF_POWER, 0, 1)
TRAP_AVAILABLE( ALL_PLAYERS, LAVA, 0, 1)
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, 10)
MAGIC_AVAILABLE( ALL_PLAYERS, POWER_SIGHT, 1, 1)
MAGIC_AVAILABLE( ALL_PLAYERS, POWER_CALL_TO_ARMS, 1, 1)
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, 1)
MAGIC_AVAILABLE( ALL_PLAYERS, POWER_LIGHTNING, 1, 0)
MAGIC_AVAILABLE( ALL_PLAYERS, POWER_SPEED, 1, 1)
MAGIC_AVAILABLE( ALL_PLAYERS, POWER_PROTECT, 1, 1)
MAGIC_AVAILABLE( ALL_PLAYERS, POWER_CONCEAL, 1, 0)
MAGIC_AVAILABLE( ALL_PLAYERS, POWER_DISEASE, 1, 0)
MAGIC_AVAILABLE( ALL_PLAYERS, POWER_CHICKEN, 1, 1)
MAGIC_AVAILABLE( ALL_PLAYERS, POWER_DESTROY_WALLS, 1, 0)
MAGIC_AVAILABLE( ALL_PLAYERS, POWER_ARMAGEDDON, 1, 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
RESEARCH( ALL_PLAYERS, MAGIC, POWER_DESTROY_WALLS, 500000)
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 ***** 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
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 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
The player the party is assigned to Party Name
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
REM QUICK_OBJECTIVE( 0, "In the caves of Savactor, an rival Keeper battles with the tireless forces of good. Vanquish the pathetic heroes and them proceed to conquer the rival Keeper to gain dominance over this land.", PLAYER0)
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
That is EXACTLY as it appears. Is sure makes for an awfully long post, sorry....