REM ******************************************** REM REM Script for Level 209 REM REM ******************************************** REM Briefing REM ******************************************** REM So, the little buggers managed something as pitifully easy as raising the REM dead. This may cause some inconvinience to you but you should overcome it easily. REM Proceed to Castle Hangdamien, where the first experiment to try and coax REM our demons out of the dimensional void is taking place. Kill them all and REM make sure they stay dead. SET_GENERATE_SPEED(600) MAX_CREATURES(ALL_PLAYERS,152) START_MONEY(ALL_PLAYERS,60000) ADD_CREATURE_TO_POOL(DRAGON,20) ADD_CREATURE_TO_POOL(DARK_MISTRESS,20) ADD_CREATURE_TO_POOL(TROLL,5) ADD_CREATURE_TO_POOL(BUG,5) ADD_CREATURE_TO_POOL(ORC,15) ADD_CREATURE_TO_POOL(SPIDER,15) ADD_CREATURE_TO_POOL(BILE_DEMON,20) ADD_CREATURE_TO_POOL(VAMPIRE,3) ADD_CREATURE_TO_POOL(SORCEROR,9) CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,1) CREATURE_AVAILABLE(PLAYER0,SPIDER,1,1) CREATURE_AVAILABLE(PLAYER0,DRAGON,1,1) CREATURE_AVAILABLE(PLAYER0,TROLL,1,1) CREATURE_AVAILABLE(PLAYER0,DARK_MISTRESS,1,1) CREATURE_AVAILABLE(PLAYER0,BUG,1,1) CREATURE_AVAILABLE(PLAYER0,ORC,1,1) CREATURE_AVAILABLE(PLAYER0,BILE_DEMON,1,1) CREATURE_AVAILABLE(PLAYER0,VAMPIRE,1,1) ROOM_AVAILABLE(ALL_PLAYERS,GUARD_POST,1,0) ROOM_AVAILABLE(ALL_PLAYERS,TREASURE,1,1) ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,0) ROOM_AVAILABLE(ALL_PLAYERS,GARDEN,1,1) ROOM_AVAILABLE(ALL_PLAYERS,LAIR,1,1) ROOM_AVAILABLE(ALL_PLAYERS,GRAVEYARD,1,0) ROOM_AVAILABLE(ALL_PLAYERS,PRISON,1,0) ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,1,0) ROOM_AVAILABLE(ALL_PLAYERS,TRAINING,1,1) ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0) ROOM_AVAILABLE(ALL_PLAYERS,BRIDGE,1,0) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,1,0) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CAVE_IN,1,0) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_LIGHTNING,1,0) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DISEASE,1,0) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DESTROY_WALLS,1,0) DOOR_AVAILABLE(ALL_PLAYERS,WOOD,1,0) TRAP_AVAILABLE(ALL_PLAYERS,ALARM,1,0) TRAP_AVAILABLE(ALL_PLAYERS,POISON_GAS,1,0) TRAP_AVAILABLE(ALL_PLAYERS,LAVA,1,0) DOOR_AVAILABLE(ALL_PLAYERS,STEEL,1,0) TRAP_AVAILABLE(ALL_PLAYERS,BOULDER,1,0) DOOR_AVAILABLE(ALL_PLAYERS,MAGIC,1,0) TRAP_AVAILABLE(ALL_PLAYERS,LIGHTNING,1,0) TRAP_AVAILABLE(ALL_PLAYERS,WORD_OF_POWER,1,0) CREATE_PARTY(PORTAL1) ADD_TO_PARTY(PORTAL1,BILE_DEMON,5,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL1,DEMONSPAWN,10,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL1,BUG,10,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL1,SPIDER,2,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL1,FLY,5,400,ATTACK_ENEMIES,0) CREATE_PARTY(PORTAL2) ADD_TO_PARTY(PORTAL2,BILE_DEMON,10,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL2,FLY,10,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL2,DRAGON,2,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL2,DRAGON,5,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL2,SORCEROR,10,400,ATTACK_ENEMIES,0) CREATE_PARTY(PORTAL3) ADD_TO_PARTY(PORTAL3,ORC,10,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL3,TROLL,4,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL3,SKELETON,10,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL3,FLY,10,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL3,TENTACLE,3,400,ATTACK_ENEMIES,0) CREATE_PARTY(PORTAL4) ADD_TO_PARTY(PORTAL4,ORC,10,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL4,ORC,10,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL4,DEMONSPAWN,5,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL4,GHOST,5,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL4,TROLL,10,400,ATTACK_ENEMIES,0) CREATE_PARTY(PORTAL5) ADD_TO_PARTY(PORTAL5,DRAGON,8,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL5,DARK_MISTRESS,6,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL5,HORNY,10,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL5,FLY,1,400,ATTACK_ENEMIES,0) ADD_TO_PARTY(PORTAL5,BUG,1,400,ATTACK_ENEMIES,0) DISPLAY_OBJECTIVE(42,ALL_PLAYERS) IF(PLAYER_GOOD,TOTAL_CREATURES <= 1) ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PORTAL1,1,2) ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PORTAL2,2,1) ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PORTAL3,3,1) ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PORTAL4,4,1) ADD_PARTY_TO_LEVEL(PLAYER_GOOD,PORTAL5,5,1) ENDIF IF(PLAYER_GOOD,TOTAL_CREATURES == 0) WIN_GAME ENDIF IF(PLAYER0,DUNGEON_DESTROYED == 1) LOSE_GAME ENDIF
nowy070