REM Play Level Final Countdown REM ******* Basic settings ******* SET_GENERATE_SPEED(275) MAX_CREATURES(PLAYER0,30) START_MONEY(PLAYER0,66600) ADD_CREATURE_TO_POOL(SPIDER,20) ADD_CREATURE_TO_POOL(SORCEROR,20) ADD_CREATURE_TO_POOL(BILE_DEMON,15) ADD_CREATURE_TO_POOL(DRAGON,15) ADD_CREATURE_TO_POOL(ORC,20) ADD_CREATURE_TO_POOL(DARK_MISTRESS,15) ADD_CREATURE_TO_POOL(TENTACLE,15) REM ********** Available creatures ********** CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,DRAGON,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,ORC,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,TENTACLE,1,1) REM ********** Available rooms ********** 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,1,0) ROOM_AVAILABLE(ALL_PLAYERS,RESEARCH,1,1) ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,0) ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0) ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,1,0) ROOM_AVAILABLE(ALL_PLAYERS,GRAVEYARD,1,0) REM ********** Available spells ********** MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1) 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_HOLD_AUDIENCE,1,0) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DISEASE,1,0) SET_TIMER(PLAYER_GOOD,TIMER0) IF(PLAYER_GOOD,TIMER0 >= 25) IF(PLAYER0,TOTAL_IMPS >= 31) NEXT_COMMAND_REUSABLE ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,TENTACLE,-1,1,10,0) NEXT_COMMAND_REUSABLE SET_TIMER(PLAYER_GOOD,TIMER0) ENDIF ENDIF REM ********** Available doors & traps ********** 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) 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,WORD_OF_POWER,1,0) REM ********** Game settings ********** IF(PLAYER0,DUNGEON_DESTROYED == 1) LOSE_GAME ENDIF SET_CREATURE_HEALTH(AVATAR,3500) REM ********** Parties ********** CREATE_PARTY(ONE) ADD_TO_PARTY(ONE,THIEF,5,0,ATTACK_ENEMIES,0) ADD_TO_PARTY(ONE,THIEF,5,0,ATTACK_ENEMIES,0) ADD_TO_PARTY(ONE,THIEF,5,0,ATTACK_ENEMIES,0) ADD_TO_PARTY(ONE,DWARFA,3,0,ATTACK_ENEMIES,0) ADD_TO_PARTY(ONE,DWARFA,3,0,ATTACK_ENEMIES,0) ADD_TO_PARTY(ONE,ARCHER,3,0,ATTACK_ENEMIES,0) ADD_TO_PARTY(ONE,ARCHER,3,0,ATTACK_ENEMIES,0) CREATE_PARTY(TWO) ADD_TO_PARTY(TWO,KNIGHT,10,0,ATTACK_ENEMIES,0) ADD_TO_PARTY(TWO,KNIGHT,10,0,ATTACK_ENEMIES,0) ADD_TO_PARTY(TWO,BARBARIAN,9,0,ATTACK_ENEMIES,0) ADD_TO_PARTY(TWO,BARBARIAN,9,0,ATTACK_ENEMIES,0) CREATE_PARTY(THREE) ADD_TO_PARTY(THREE,SAMURAI,10,0,ATTACK_ENEMIES,0) ADD_TO_PARTY(THREE,SAMURAI,10,0,ATTACK_ENEMIES,0) ADD_TO_PARTY(THREE,SAMURAI,10,0,ATTACK_ENEMIES,0) ADD_TO_PARTY(THREE,SAMURAI,10,0,ATTACK_ENEMIES,0) ADD_TO_PARTY(THREE,SAMURAI,10,0,ATTACK_ENEMIES,0) ADD_TO_PARTY(THREE,SAMURAI,10,0,ATTACK_ENEMIES,0) REM ********** Triggers & End game ********** ADD_CREATURE_TO_LEVEL(PLAYER0,GHOST,6,1,1,0) IF(PLAYER_GOOD,TENTACLE == 2) SET_TIMER(PLAYER_GOOD,TIMER1) ENDIF IF(PLAYER_GOOD,TIMER1 >= 3750) NEXT_COMMAND_REUSABLE ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,-1,1) NEXT_COMMAND_REUSABLE SET_TIMER(PLAYER_GOOD,TIMER1) ENDIF SET_TIMER(PLAYER_GOOD,TIMER2) IF(PLAYER_GOOD,TIMER2 >= 20000) SET_TIMER(PLAYER_GOOD,TIMER3) SET_TIMER(PLAYER_GOOD,TIMER4) SET_TIMER(PLAYER_GOOD,TIMER5) SET_TIMER(PLAYER_GOOD,TIMER7) SET_TIMER(PLAYER0,TIMER0) SET_TIMER(PLAYER0,TIMER1) ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,AVATAR,6,1,10,0) IF(PLAYER_GOOD,AVATAR == 0) WIN_GAME ENDIF ENDIF IF(PLAYER_GOOD,TIMER2 >= 29000) SET_TIMER(PLAYER_GOOD,TIMER6) ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WITCH,3,1,10,0) ENDIF IF(PLAYER_GOOD,TIMER2 >= 110000) ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,6,ACTION_POINT,7,10,0) ENDIF IF(PLAYER_GOOD,TIMER3 >= 9000) IF(PLAYER_GOOD,TIMER2 < 110000) NEXT_COMMAND_REUSABLE ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WIZARD,1,1,10,0) NEXT_COMMAND_REUSABLE SET_TIMER(PLAYER_GOOD,TIMER3) ENDIF ENDIF IF(PLAYER_GOOD,TIMER4 >= 9000) IF(PLAYER_GOOD,TIMER2 < 110000) NEXT_COMMAND_REUSABLE ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,GIANT,2,1,10,0) NEXT_COMMAND_REUSABLE SET_TIMER(PLAYER_GOOD,TIMER4) ENDIF ENDIF IF(PLAYER_GOOD,TIMER5 >= 18000) IF(PLAYER_GOOD,TIMER2 < 110000) NEXT_COMMAND_REUSABLE ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,3,1,10,0) NEXT_COMMAND_REUSABLE SET_TIMER(PLAYER_GOOD,TIMER5) ENDIF ENDIF IF(PLAYER_GOOD,TIMER6 >= 18000) IF(PLAYER_GOOD,TIMER2 < 110000) NEXT_COMMAND_REUSABLE ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WITCH,3,1,10,0) NEXT_COMMAND_REUSABLE SET_TIMER(PLAYER_GOOD,TIMER6) ENDIF ENDIF IF(PLAYER_GOOD,TIMER7 >= 9000) IF(PLAYER_GOOD,TIMER2 < 110000) NEXT_COMMAND_REUSABLE ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,4,1,10,0) NEXT_COMMAND_REUSABLE SET_TIMER(PLAYER_GOOD,TIMER7) ENDIF ENDIF IF(PLAYER0,TIMER0 >= 9000) IF(PLAYER_GOOD,TIMER2 < 110000) NEXT_COMMAND_REUSABLE ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,5,1,10,0) NEXT_COMMAND_REUSABLE SET_TIMER(PLAYER0,TIMER0) ENDIF ENDIF IF(PLAYER0,TIMER1 >= 27000) IF(PLAYER_GOOD,TIMER2 < 110000) NEXT_COMMAND_REUSABLE ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,6,1,10,0) NEXT_COMMAND_REUSABLE SET_TIMER(PLAYER0,TIMER1) ENDIF ENDIF IF(PLAYER_GOOD,TOTAL_CREATURES < 5) ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,6,1) ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,TENTACLE,-1,5,10,0) ENDIF
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