REM Generic Script Base 30.7.96

REM Level 108

REM Higher Game Functions
	REM NEUTRAL_ENTRANCE_LEVEL(0)
	SET_GENERATE_SPEED(800)



	MAX_CREATURES(PLAYER0,20)
	MAX_CREATURES(PLAYER1,20)



		REM Player0
			START_MONEY(PLAYER0,3000)


		REM Player1
			START_MONEY(PLAYER1,3000)
	


 REM     Computer Player stuff
		REM COMPUTER_PLAYER(PLAYER1)
		COMPUTER_PLAYER(PLAYER1, 10)

		REM COMPUTER_SPEED(PLAYER1,5,10)
		REM player, speed (0 fastest), dig_speed (1, slowest)

		REM COMPUTER_DESIRE(PLAYER1,5,5,5,5)
		REM player, gold, creatures, blood, building 1-10



REM CREATURE_INBY(TROLL,1)
REM CREATURE_INBY(DEMONSPAWN,2)
REM CREATURE_INBY(FLY,3)
REM CREATURE_INBY(DARK_MISTRESS,1)
REM CREATURE_INBY(SORCEROR,2)
REM CREATURE_INBY(BILE_DEMON,4)
REM CREATURE_INBY(BUG,4)
REM CREATURE_INBY(VAMPIRE,3)
REM CREATURE_INBY(SPIDER,2)
REM CREATURE_INBY(HELL_HOUND,0)
REM CREATURE_INBY(DRAGON,5)

ADD_CREATURE_TO_POOL(TROLL,2)
ADD_CREATURE_TO_POOL(DEMONSPAWN,3)
ADD_CREATURE_TO_POOL(FLY,4)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,2)
ADD_CREATURE_TO_POOL(SORCEROR,3)
ADD_CREATURE_TO_POOL(BILE_DEMON,5)
ADD_CREATURE_TO_POOL(BUG,5)
ADD_CREATURE_TO_POOL(VAMPIRE,4)
ADD_CREATURE_TO_POOL(SPIDER,3)
ADD_CREATURE_TO_POOL(HELL_HOUND,1)
ADD_CREATURE_TO_POOL(DRAGON,6)


REM Player Properties

REM Player 0



	REM Creature_Availability

		CREATURE_AVAILABLE(PLAYER0,TROLL,1,1)
		CREATURE_AVAILABLE(PLAYER0,DEMONSPAWN,1,1)
		CREATURE_AVAILABLE(PLAYER0,FLY,1,1)
		CREATURE_AVAILABLE(PLAYER0,DARK_MISTRESS,1,1)
		CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,1)
		CREATURE_AVAILABLE(PLAYER0,BILE_DEMON,1,1)
		CREATURE_AVAILABLE(PLAYER0,BUG,1,1)
		CREATURE_AVAILABLE(PLAYER0,VAMPIRE,1,1)
		CREATURE_AVAILABLE(PLAYER0,SPIDER,1,1)
		CREATURE_AVAILABLE(PLAYER0,HELL_HOUND,1,1)
		CREATURE_AVAILABLE(PLAYER0,DRAGON,1,1)


	REM Room_Availability

		ROOM_AVAILABLE(PLAYER0,TREASURE,1,1)
		ROOM_AVAILABLE(PLAYER0,RESEARCH,1,1)
		ROOM_AVAILABLE(PLAYER0,PRISON,1,1)
		ROOM_AVAILABLE(PLAYER0,TORTURE,1,1)
		ROOM_AVAILABLE(PLAYER0,TRAINING,1,1)
		ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,1)
		ROOM_AVAILABLE(PLAYER0,BARRACKS,1,1)
		ROOM_AVAILABLE(PLAYER0,GARDEN,1,1)
		ROOM_AVAILABLE(PLAYER0,LAIR,1,1)
		REM ROOM_AVAILABLE(PLAYER0,TEMPLE,1,1)

	REM Spells
		
		MAGIC_AVAILABLE(PLAYER0,POWER_HAND,1,1)
		MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1)
		MAGIC_AVAILABLE(PLAYER0,POWER_SLAP,1,1)
		MAGIC_AVAILABLE(PLAYER0,POWER_SIGHT,1,1)
		MAGIC_AVAILABLE(PLAYER0,POWER_CALL_TO_ARMS,1,1)
		MAGIC_AVAILABLE(PLAYER0,POWER_CAVE_IN,1,1)
		MAGIC_AVAILABLE(PLAYER0,POWER_HEAL_CREATURE,1,1)
		MAGIC_AVAILABLE(PLAYER0,POWER_HOLD_AUDIENCE,1,0)
		MAGIC_AVAILABLE(PLAYER0,POWER_LIGHTNING,1,1)
		MAGIC_AVAILABLE(PLAYER0,POWER_CONCEAL,1,1)
		MAGIC_AVAILABLE(PLAYER0,POWER_PROTECT,1,1)
		MAGIC_AVAILABLE(PLAYER0,POWER_SPEED,1,1)

	REM  doors & traps

		REM DOOR_AVAILABLE(PLAYER0,WOODEN,1,3)
		DOOR_AVAILABLE(PLAYER0,WOOD,1,3)
		DOOR_AVAILABLE(PLAYER0,BRACED,1,3)
		DOOR_AVAILABLE(PLAYER0,STEEL,1,3)
		DOOR_AVAILABLE(PLAYER0,MAGIC,1,3)
		TRAP_AVAILABLE(PLAYER0,BOULDER,1,3)
		TRAP_AVAILABLE(PLAYER0,POISON_GAS,1,3)


	REM Creature_Availability



		CREATURE_AVAILABLE(PLAYER1,TROLL,1,1)
		CREATURE_AVAILABLE(PLAYER1,DEMONSPAWN,1,1)
		CREATURE_AVAILABLE(PLAYER1,FLY,1,1)
		CREATURE_AVAILABLE(PLAYER1,DARK_MISTRESS,1,1)
		CREATURE_AVAILABLE(PLAYER1,SORCEROR,1,1)
		CREATURE_AVAILABLE(PLAYER1,BILE_DEMON,1,1)
		CREATURE_AVAILABLE(PLAYER1,IMP,1,1)
		CREATURE_AVAILABLE(PLAYER1,BUG,1,1)
		CREATURE_AVAILABLE(PLAYER1,VAMPIRE,1,1)
		CREATURE_AVAILABLE(PLAYER1,SPIDER,1,1)
		CREATURE_AVAILABLE(PLAYER1,HELL_HOUND,1,1)
		CREATURE_AVAILABLE(PLAYER1,DRAGON,1,1)



	REM Room_Availability

		ROOM_AVAILABLE(PLAYER1,TREASURE,1,1)
		ROOM_AVAILABLE(PLAYER1,RESEARCH,1,1)
		ROOM_AVAILABLE(PLAYER1,PRISON,1,1)
		ROOM_AVAILABLE(PLAYER1,TORTURE,1,1)
		ROOM_AVAILABLE(PLAYER1,TRAINING,1,1)
		ROOM_AVAILABLE(PLAYER1,WORKSHOP,1,1)
		ROOM_AVAILABLE(PLAYER1,BARRACKS,1,1)
		ROOM_AVAILABLE(PLAYER1,GARDEN,1,1)
		ROOM_AVAILABLE(PLAYER1,LAIR,1,1)
		REM ROOM_AVAILABLE(PLAYER1,TEMPLE,1,1)

	REM Spells
		
		MAGIC_AVAILABLE(PLAYER1,POWER_HAND,1,1)
		MAGIC_AVAILABLE(PLAYER1,POWER_IMP,1,1)
		MAGIC_AVAILABLE(PLAYER1,POWER_SLAP,1,1)
		MAGIC_AVAILABLE(PLAYER1,POWER_SIGHT,1,1)
		MAGIC_AVAILABLE(PLAYER1,POWER_CALL_TO_ARMS,1,1)
		MAGIC_AVAILABLE(PLAYER1,POWER_CAVE_IN,1,1)
		MAGIC_AVAILABLE(PLAYER1,POWER_HEAL_CREATURE,1,1)
		MAGIC_AVAILABLE(PLAYER1,POWER_LIGHTNING,1,1)
		MAGIC_AVAILABLE(PLAYER1,POWER_CONCEAL,1,1)
		MAGIC_AVAILABLE(PLAYER1,POWER_PROTECT,1,1)
		MAGIC_AVAILABLE(PLAYER1,POWER_SPEED,1,1)


	REM  doors & traps
		REM DOOR_AVAILABLE(PLAYER1,WOODEN,1,3)
		DOOR_AVAILABLE(PLAYER1,WOOD,1,3)
		DOOR_AVAILABLE(PLAYER1,BRACED,1,3)
		DOOR_AVAILABLE(PLAYER1,STEEL,1,3)
		DOOR_AVAILABLE(PLAYER1,MAGIC,1,1)
		TRAP_AVAILABLE(PLAYER1,BOULDER,1,1)
		TRAP_AVAILABLE(PLAYER1,POISON_GAS,1,1)



			
CREATURE_AVAILABLE(PLAYER_GOOD,MONK,1,1)


	
REM		---------------------------------------------------------------------------------------

REM CREATE_TEXT(0"THIS IS A HOLY PLACE, AND THE MOST POWERFUL MAGIC WILL BECOME AVAILABLE TO YOU HERE FROM RESEARCH. SUBORDINATE YOUR COMPETITION AND THEN RAISE THE ELECTRIC CHURCH TO REVEAL ITS POWERS.")
REM DISPLAY_OBJECTIVE(0)
REM CREATE_TEXT(1,"YOUR COMPETITON HAS BEEN PUT IN ITS RIGHTFUL PLACE, TAKE WHAT IS NOW YOURS. YOU WILL FIND THE ELECTRIC CHURCH TO THE SOUTH. YOU WILL REQUIRE THE ULTIMATE WEAPON.")
REM CREATE_TEXT(2"YOU HAVE RESEARCH THE EVIL AUDIENCE, IF YOU ARE SUFFICIENTLY POWERFUL ENOUGH, VICTORY IS NOW YOURS FOR THE TAKING")
REM CREATE_TEXT(3,"YOU HAVE DISCOVERED AN EVIL TEMPLE, A SOURCE OF GREAT POWER, THE USES OF WHICH WILL ONLY BE REVEALED TO YOU IN THE WORLDS TO COME.")

REM 0, "This is a holy place, and the most powerful magic will become available to you here from research. Subordinate your competition and then raise the electric church to reveal its powers.", ALL_PLAYERS)
DISPLAY_OBJECTIVE(104, PLAYER0)

REM IF(PLAYER0,RESEARCH >= 10000)
IF(PLAYER0,RESEARCH >= 1000)
	REM 2, "You have researched the evil audience; if you are powerful enough, victory is now yours for the taking.", ALL_PLAYERS)
	DISPLAY_OBJECTIVE(105, PLAYER0)
ENDIF

IF(PLAYER0,TEMPLE >= 1)
	REM 3, "You have discovered an evil Temple, a source of great power, the uses of which will only be revealed to you in the worlds to come.", ALL_PLAYERS)
	DISPLAY_OBJECTIVE(106, PLAYER0)
	ROOM_AVAILABLE(PLAYER0,TEMPLE,1,1)
	IF(PLAYER1,DUNGEON_DESTROYED == 1)
		WIN_GAME
	ENDIF
ENDIF	

IF(PLAYER1,DUNGEON_DESTROYED == 1)
	REM 1, "Your competition has been put in its rightful place; take what is now yours. You will find the electric church to the south. You will require the ultimate weapon.", ALL_PLAYERS)
	DISPLAY_OBJECTIVE(107, PLAYER0)
	ROOM_AVAILABLE(PLAYER0,BRIDGE,1,1)
ENDIF	

RESEARCH(PLAYER0,MAGIC,POWER_HOLD_AUDIENCE,1000)



IF_ACTION_POINT(1,PLAYER0)
	SET_TIMER(PLAYER_GOOD,TIMER0)
	ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,2,8,3,500)
	ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,3,8,3,500)
	REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,8,1,500)
	REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,8,1,500)
	REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,8,1,500)
	REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,8,1,500)
	REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,8,1,500)
	ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,40,2,500)
		REM IF(PLAYER_GOOD,TIMER1 >= 6000)
		IF(PLAYER_GOOD,TIMER0 >= 6000)
		NEXT_COMMAND_REUSABLE
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,2,8,3,500)
		NEXT_COMMAND_REUSABLE
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,3,8,3,500)
		REM NEXT_COMMAND_REUSABLE
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,8,1,500)
		REM NEXT_COMMAND_REUSABLE
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,8,1,500)
		REM NEXT_COMMAND_REUSABLE
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,8,1,500)
		REM NEXT_COMMAND_REUSABLE
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,8,1,500)
		REM NEXT_COMMAND_REUSABLE
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,8,1,500)
		NEXT_COMMAND_REUSABLE
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,40,2,500)
		NEXT_COMMAND_REUSABLE
		SET_TIMER(PLAYER_GOOD,TIMER0)
		REM SET_TIMER(PLAYER_GOOD,TIMER1)
		ENDIF
ENDIF

IF_ACTION_POINT(8,PLAYER0)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,8,1,500)
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,9,56,2,500)
ENDIF

IF_ACTION_POINT(9,PLAYER0)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,10,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,10,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,10,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,10,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,10,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,10,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,10,8,1,500)
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,10,56,2,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,11,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,11,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,11,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,11,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,11,8,1,500)
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,11,40,2,500)
ENDIF

IF_ACTION_POINT(6,PLAYER0)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,7,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,7,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,7,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,7,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,7,8,1,500)
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,7,40,2,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,12,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,12,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,12,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,12,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,12,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,12,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,12,8,1,500)
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,12,56,2,500)
ENDIF

IF_ACTION_POINT(4,PLAYER0)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,5,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,5,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,5,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,5,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,5,8,1,500)
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,5,40,2,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,11,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,11,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,11,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,11,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,11,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,11,8,1,500)
		REM ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,11,8,1,500)
		ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,11,56,2,500)
ENDIF

REM IF(PLAYER0,DUNGEON_DESTROYED == 1)
REM	LOSE_GAME
REM ENDIF
