REM ******************************************** REM REM Script for Level 203 REM REM ******************************************** REM Briefing REM ******************************************** REM On the surface, Loveyheart is a tranquil haven, REM bunnies frolic, flowers grow, and everyone REM is at peace with each other. REM Below, however, an immense war has struck the REM subterrenean underlands. The resident Keeper, days REM before his attack on the overland, has been REM overthrown by a sinister, equally, nay, even more so REM evil force. This may be the work of another reign of REM Keepers. REM You must take care of this new threat before it REM becomes a challange to yur own throne. Note, REM however, that resources are low and you have been REM given only a few rooms and spells to work with. See REM what you can find at the previous Keeper's dungeon REM ruins. REM Be wary Keeper, and flush out the intruders with REM extreme predijuice. SET_GENERATE_SPEED(600) MAX_CREATURES(ALL_PLAYERS,152) START_MONEY(ALL_PLAYERS,50000) COMPUTER_PLAYER(PLAYER1,10) ADD_CREATURE_TO_POOL(BILE_DEMON,40) ADD_CREATURE_TO_POOL(DRAGON,3) ADD_CREATURE_TO_POOL(DARK_MISTRESS,5) ADD_CREATURE_TO_POOL(HELL_HOUND,6) ADD_CREATURE_TO_POOL(DEMONSPAWN,30) ADD_CREATURE_TO_POOL(SORCEROR,35) ADD_CREATURE_TO_POOL(TROLL,4) ADD_CREATURE_TO_POOL(SPIDER,4) ADD_CREATURE_TO_POOL(BUG,2) ADD_CREATURE_TO_POOL(ORC,10) ADD_CREATURE_TO_POOL(SKELETON,5) CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,BUG,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,HELL_HOUND,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,DRAGON,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,ORC,1,1) CREATURE_AVAILABLE(PLAYER0,SKELETON,1,1) ROOM_AVAILABLE(ALL_PLAYERS,GUARD_POST,1,0) ROOM_AVAILABLE(ALL_PLAYERS,TREASURE,1,1) ROOM_AVAILABLE(ALL_PLAYERS,RESEARCH,1,1) ROOM_AVAILABLE(PLAYER1,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(PLAYER1,TEMPLE,1,0) ROOM_AVAILABLE(ALL_PLAYERS,BRIDGE,1,0) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_OBEY,1,1) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SIGHT,1,0) 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(PLAYER1,POWER_HOLD_AUDIENCE,1,0) MAGIC_AVAILABLE(PLAYER1,POWER_CHICKEN,1,0) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0) MAGIC_AVAILABLE(PLAYER1,POWER_LIGHTNING,1,0) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0) MAGIC_AVAILABLE(PLAYER1,POWER_DISEASE,1,0) MAGIC_AVAILABLE(PLAYER1,POWER_DESTROY_WALLS,1,0) DOOR_AVAILABLE(ALL_PLAYERS,WOOD,1,0) TRAP_AVAILABLE(ALL_PLAYERS,ALARM,1,0) DOOR_AVAILABLE(ALL_PLAYERS,BRACED,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) DISPLAY_OBJECTIVE(2,ALL_PLAYERS) IF(PLAYER0,GAME_TURN > 600) DISPLAY_INFORMATION(3) ENDIF IF(PLAYER1,DUNGEON_DESTROYED == 1) WIN_GAME ENDIF IF(PLAYER0,DUNGEON_DESTROYED == 1) LOSE_GAME ENDIF
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