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REM /Keeper/level/Map00001.txt  Dragon Keeper 97 Aug 24
REM xoxoxox@geocities.com

REM Command script for Level 1 training
REM Torture Chamber version; minimum resources needed for torture chamber & Dark Mistress.
REM  heroes easier to defeat
REM Build Treasure room, Lair, Torture Chamber, Hatchery, Prison, and tunnel to Portal.
REM Added graveyard to get Vampires.
REM All other rooms available for practice.

REM Select Imprison Button.
REM Use GUARD POST room as trigger points to add heroes to begin battles.
REM There will be 6 waves of heroes:
REM 1  tunneller
REM 2  witch
REM 3  fairy & archer
REM 4  thief, dwarf, & barbarian
REM 5  wizard, giant, samurai, & monk
REM 6  Lord of the Land
REM Use Bridge to get the Lord of the Land faster.
REM If you have imprisoned the Lord, then pressing Space will take you to the special Torture Dungeon.
REM Normal play will resume at Level 2.
REM May need to press Windows key or Ctrl-Esc to exit.

REM uses modified Keeper/data/text.dat for messages for DISPLAY_INFORMATION & DISPLAY_OBJECTIVE

SET_GENERATE_SPEED(400)

MAX_CREATURES(PLAYER0,100)

START_MONEY(PLAYER0,10000000)
REM max money savable is around $16M


   REM max pool number = 3; change number as desired
ADD_CREATURE_TO_POOL(DARK_MISTRESS,3)
ADD_CREATURE_TO_POOL(FLY,1)
ADD_CREATURE_TO_POOL(VAMPIRE,3)

ADD_CREATURE_TO_POOL(BUG,1)
    REM  aka beetle
ADD_CREATURE_TO_POOL(BILE_DEMON,1)
ADD_CREATURE_TO_POOL(DEMON_SPAWN,1)
ADD_CREATURE_TO_POOL(DRAGON,1)
ADD_CREATURE_TO_POOL(GHOST,3)
ADD_CREATURE_TO_POOL(TROLL,1)
ADD_CREATURE_TO_POOL(HELLHOUND,1)
ADD_CREATURE_TO_POOL(HORNY,1)
    REM aka horned reaper
ADD_CREATURE_TO_POOL(ORC,1)
ADD_CREATURE_TO_POOL(SKELETON,3)
ADD_CREATURE_TO_POOL(SPIDER,1)
ADD_CREATURE_TO_POOL(TENTACLE,1)
ADD_CREATURE_TO_POOL(SORCEROR,1)
    REM aka warlock
 
    REM creature will only appear with correct conditions
CREATURE_AVAILABLE(PLAYER0,FLY,1,1)
CREATURE_AVAILABLE(PLAYER0,DARK_MISTRESS,1,1)
    REM Dark Mistress attracted with torture chamber of 9 tiles
CREATURE_AVAILABLE(PLAYER0,VAMPIRE,1,1)
    REM vampire attracted with lair of 9 tiles and graveyard of 30 tiles

CREATURE_AVAILABLE(PLAYER0,BUG,1,1)
CREATURE_AVAILABLE(PLAYER0,BILE_DEMON,1,1)
CREATURE_AVAILABLE(PLAYER0,DEMON_SPAWN,1,1)
CREATURE_AVAILABLE(PLAYER0,DRAGON,1,1)
CREATURE_AVAILABLE(PLAYER0,GHOST,1,1)
CREATURE_AVAILABLE(PLAYER0,TROLL,1,1)
CREATURE_AVAILABLE(PLAYER0,HELLHOUND,1,1)
CREATURE_AVAILABLE(PLAYER0,HORNY,1,1)
CREATURE_AVAILABLE(PLAYER0,ORC,1,1)
CREATURE_AVAILABLE(PLAYER0,SKELETON,1,1)
CREATURE_AVAILABLE(PLAYER0,SPIDER,1,1)
CREATURE_AVAILABLE(PLAYER0,TENTACLE,1,1)
CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,1)


REM All rooms will be made available during game play
REM Remove rem's if you wish immediate availability
    ROOM_AVAILABLE(PLAYER0,TREASURE,1,1)

rem ROOM_AVAILABLE(PLAYER0,LAIR,1,1)
rem ROOM_AVAILABLE(PLAYER0,GARDEN,1,1)
       REM aka hatchery
rem ROOM_AVAILABLE(PLAYER0,RESEARCH,1,1)
rem ROOM_AVAILABLE(PLAYER0,TRAINING,1,1)
rem ROOM_AVAILABLE(PLAYER0,BRIDGE,1,1)
rem ROOM_AVAILABLE(PLAYER0,GUARD_POST,1,1)
rem ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,1)
rem ROOM_AVAILABLE(PLAYER0,BARRACKS,1,1)
rem ROOM_AVAILABLE(PLAYER0,PRISON,1,1)
rem ROOM_AVAILABLE(PLAYER0,TORTURE,1,1)
rem ROOM_AVAILABLE(PLAYER0,TEMPLE,1,1)
rem ROOM_AVAILABLE(PLAYER0,GRAVEYARD,1,1)
rem ROOM_AVAILABLE(PLAYER0,SCAVENGER,1,1)


MAGIC_AVAILABLE(PLAYER0,POWER_HAND,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_SLAP,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_SIGHT,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_SPEED,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_OBEY,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_CALL_TO_ARMS,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_CONCEAL,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_HOLD_AUDIENCE,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_HEAL_CREATURE,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_LIGHTNING,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_PROTECT,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_CHICKEN,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_CAVE_IN,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_DISEASE,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_ARMAGEDDON,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_DESTROY_WALLS,1,1)

DOOR_AVAILABLE(PLAYER0,WOOD,1,1)
DOOR_AVAILABLE(PLAYER0,BRACED,1,1)
DOOR_AVAILABLE(PLAYER0,STEEL,1,1)
DOOR_AVAILABLE(PLAYER0,MAGIC,1,1)

TRAP_AVAILABLE(PLAYER0,BOULDER,1,1)
TRAP_AVAILABLE(PLAYER0,ALARM,1,1)
TRAP_AVAILABLE(PLAYER0,POISON_GAS,1,1)
TRAP_AVAILABLE(PLAYER0,LIGHTNING,1,1)
TRAP_AVAILABLE(PLAYER0,WORD_OF_POWER,1,1)
TRAP_AVAILABLE(PLAYER0,LAVA,1,1)



   REM *** heroes ***

CREATURE_AVAILABLE(PLAYER_GOOD,TUNNELLER,1,1)
CREATURE_AVAILABLE(PLAYER_GOOD,WITCH,1,1)
CREATURE_AVAILABLE(PLAYER_GOOD,FAIRY,1,1)
CREATURE_AVAILABLE(PLAYER_GOOD,KNIGHT,1,1)
   REM aka lord of the land

CREATURE_AVAILABLE(PLAYER_GOOD,THIEF,1,1)
CREATURE_AVAILABLE(PLAYER_GOOD,ARCHER,1,1)
CREATURE_AVAILABLE(PLAYER_GOOD,DWARFA,1,1)
CREATURE_AVAILABLE(PLAYER_GOOD,BARBARIAN,1,1)
CREATURE_AVAILABLE(PLAYER_GOOD,WIZARD,1,1)
CREATURE_AVAILABLE(PLAYER_GOOD,GIANT,1,1)
CREATURE_AVAILABLE(PLAYER_GOOD,SAMURAI,1,1)
CREATURE_AVAILABLE(PLAYER_GOOD,MONK,1,1)


SET_CREATURE_FEAR(TUNNELLER,0)
SET_CREATURE_FEAR(WITCH,0)
SET_CREATURE_FEAR(FAIRY,0)
SET_CREATURE_FEAR(KNIGHT,0)
SET_CREATURE_FEAR(THIEF,0)
SET_CREATURE_FEAR(ARCHER,0)
SET_CREATURE_FEAR(DWARFA,0)
SET_CREATURE_FEAR(BARBARIAN,0)
SET_CREATURE_FEAR(WIZARD,0)
SET_CREATURE_FEAR(GIANT,0)
SET_CREATURE_FEAR(SAMURAI,0)
SET_CREATURE_FEAR(MONK,0)

CREATE_PARTY(ONE)
  ADD_TO_PARTY(ONE,WITCH,1,1000,ATTACK_ENEMIES,0)

CREATE_PARTY(TWO)
  ADD_TO_PARTY(TWO,FAIRY,1,1000,ATTACK_ENEMIES,0)
  ADD_TO_PARTY(TWO,ARCHER,1,1000,ATTACK_ENEMIES,0)

CREATE_PARTY(THREE)
  ADD_TO_PARTY(THREE,THIEF,1,1000,ATTACK_ENEMIES,0)
  ADD_TO_PARTY(THREE,DWARFA,1,1000,ATTACK_ENEMIES,0)
  ADD_TO_PARTY(THREE,BARBARIAN,1,1000,ATTACK_ENEMIES,0)

CREATE_PARTY(FOUR)
  ADD_TO_PARTY(FOUR,WIZARD,1,1000,ATTACK_ENEMIES,0)
  ADD_TO_PARTY(FOUR,GIANT,1,1000,ATTACK_ENEMIES,0)
  ADD_TO_PARTY(FOUR,SAMURAI,1,1000,ATTACK_ENEMIES,0)
  ADD_TO_PARTY(FOUR,MONK,1,1000,ATTACK_ENEMIES,0)

CREATE_PARTY(KNIGHT)
  ADD_TO_PARTY(KNIGHT,KNIGHT,1,1000,ATTACK_ENEMIES,0)




REM  make heroes weaker; rem to reset to default
SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,TUNNELLER,1)
SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,WITCH,1)
SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,FAIRY,1)
SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,KNIGHT,1)
SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,THIEF,1)
SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,ARCHER,1)
SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,DWARFA,1)
SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,BARBARIAN,1)
SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,WIZARD,1)
SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,GIANT,1)
SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,SAMURAI,1)
SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,MONK,1)


SET_CREATURE_STRENGTH(TUNNELLER,0)
SET_CREATURE_STRENGTH(WITCH,0)
SET_CREATURE_STRENGTH(FAIRY,0)
SET_CREATURE_STRENGHT(KNIGHT,0)
SET_CREATURE_STRENGTH(THIEF,0)
SET_CREATURE_STRENGTH(ARCHER,0)
SET_CREATURE_STRENGTH(DWARFA,0)
SET_CREATURE_STRENGTH(BARBARIAN,0)
SET_CREATURE_STRENGTH(WIZARD,0)
SET_CREATURE_STRENGTH(GIANT,0)
SET_CREATURE_STRENGTH(SAMURAI,0)
SET_CREATURE_STRENGTH(MONK,0)


SET_CREATURE_ARMOUR(TUNNELLER,0)
SET_CREATURE_ARMOUR(WITCH,0)
SET_CREATURE_ARMOUR(FAIRY,0)
SET_CREATURE_ARMOUR(KNIGHT,0)
SET_CREATURE_ARMOUR(THIEF,0)
SET_CREATURE_ARMOUR(ARCHER,0)
SET_CREATURE_ARMOUR(DWARFA,0)
SET_CREATURE_ARMOUR(BARBARIAN,0)
SET_CREATURE_ARMOUR(WIZARD,0)
SET_CREATURE_ARMOUR(GIANT,0)
SET_CREATURE_ARMOUR(SAMURAI,0)
SET_CREATURE_ARMOUR(MONK,0)



REM lower heroes health; most unconscious at 150; if 0 -> dies
SET_CREATURE_HEALTH(TUNNELLER,50)
SET_CREATURE_HEALTH(WITCH,50)
SET_CREATURE_HEALTH(FAIRY,50)
SET_CREATURE_HEALTH(KNIGHT,200)
SET_CREATURE_HEALTH(THIEF,50)
SET_CREATURE_HEALTH(ARCHER,50)
SET_CREATURE_HEALTH(DWARFA,50)
SET_CREATURE_HEALTH(BARBARIAN,50)
SET_CREATURE_HEALTH(WIZARD,50)
SET_CREATURE_HEALTH(GIANT,50)
SET_CREATURE_HEALTH(SAMURAI,50)
SET_CREATURE_HEALTH(MONK,50)




REM *** gameplay command scripts ***

IF(PLAYER0,GAME_TURN > 20)
  DISPLAY_INFORMATION(1,PLAYER0)
  REM Welcome
ENDIF

IF(PLAYER0,GAME_TURN >= 120)
  DISPLAY_OBJECTIVE(2,PLAYER0)
  REM First, build Treasure Room
  SET_FLAG(PLAYER0,FLAG0,1)
ENDIF


IF(PLAYER0,TREASURE >= 1)
  DISPLAY_OBJECTIVE(4,PLAYER0)
  REM after treasure, dig out gold
  IF(PLAYER0,TOTAL_GOLD_MINED >= 1000)
    ROOM_AVAILABLE(PLAYER0,LAIR,1,1)
    DISPLAY_OBJECTIVE(7,PLAYER0)
    REM build lair
  ENDIF
ENDIF


IF(PLAYER0,LAIR >= 1)
  CREATURE_AVAILABLE(PLAYER0,FLY,1,1)
  DISPLAY_OBJECTIVE(8,PLAYER0)
  REM portal
ENDIF

IF(PLAYER0,TOTAL_CREATURES >= 1)
  ROOM_AVAILABLE(PLAYER0,TORTURE,1,1)
  DISPLAY_OBJECTIVE(10,PLAYER0)
  REM build torture chamber
  CREATURE_AVAILABLE(PLAYER0,DARK_MISTRESS,1,1)
ENDIF

IF(PLAYER0,DARK_MISTRESS >= 1)
  DISPLAY_INFORMATION(11,PLAYER0)
ENDIF

IF(PLAYER0,TORTURE >= 1)
  ROOM_AVAILABLE(PLAYER0,GRAVEYARD,1,1)
  DISPLAY_OBJECTIVE(12,PLAYER0)
  REM build graveyard
  CREATURE_AVAILABLE(PLAYER0,VAMPIRE,1,1)
ENDIF

IF(PLAYER0,VAMPIRE >= 1)
  DISPLAY_INFORMATION(13,PLAYER0)
ENDIF

IF(PLAYER0,GRAVEYARD >= 1)
  ROOM_AVAILABLE(PLAYER0,GARDEN,1,1)
  DISPLAY_OBJECTIVE(14,PLAYER0)
  REM build hatchery
ENDIF

IF(PLAYER0,GARDEN >= 1)
  ROOM_AVAILABLE(PLAYER0,PRISON,1,1)
  DISPLAY_OBJECTIVE(15,PLAYER0)
  REM build prison
ENDIF

IF(PLAYER0,PRISON >= 1)
  ROOM_AVAILABLE(PLAYER0,BRIDGE,1,1)
  ROOM_AVAILABLE(PLAYER0,GUARD_POST,1,1)
  REM bridge & guard posts available

  REM all other rooms made available
  ROOM_AVAILABLE(PLAYER0,RESEARCH,1,1)
  ROOM_AVAILABLE(PLAYER0,TRAINING,1,1)
  ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,1)
  ROOM_AVAILABLE(PLAYER0,BARRACKS,1,1)
  ROOM_AVAILABLE(PLAYER0,TEMPLE,1,1)
  ROOM_AVAILABLE(PLAYER0,GRAVEYARD,1,1)
  ROOM_AVAILABLE(PLAYER0,SCAVENGER,1,1)

  DISPLAY_OBJECTIVE(16,PLAYER0)
  REM use guard posts as trigger points to add heros
  REM use bridge as alternate trigger point get add Lord of the Land
ENDIF



REM *** Heroes enter to do battle ***
REM *** uses guard posts as trigger point to add heroes to game

REM tunneller
IF(PLAYER0,GUARD_POST == 1)
  ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,1,DUNGEON,0,1,200)
  DISPLAY_OBJECTIVE(17,PLAYER0)
  REM intruder arrives
  IF(PLAYER_GOOD, TOTAL_CREATURES == 0)
    DISPLAY_OBJECTIVE(18,PLAYER0)
  ENDIF
ENDIF

REM party one
IF(PLAYER0,GUARD_POST == 2)
  ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,1,1)
  DISPLAY_OBJECTIVE(17,PLAYER0)
  REM intruder arrives
  IF(PLAYER_GOOD, TOTAL_CREATURES == 0)
    DISPLAY_OBJECTIVE(18,PLAYER0)
  ENDIF
ENDIF

REM party two
IF(PLAYER0,GUARD_POST == 3)
  ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,1,1)
  DISPLAY_OBJECTIVE(17,PLAYER0)
  REM intruder arrives
  IF(PLAYER_GOOD, TOTAL_CREATURES == 0)
    DISPLAY_OBJECTIVE(18,PLAYER0)
  ENDIF
ENDIF

REM party three
IF(PLAYER0,GUARD_POST == 4)
  ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,1,1)
  DISPLAY_OBJECTIVE(17,PLAYER0)
  REM intruder arrives
  IF(PLAYER_GOOD, TOTAL_CREATURES == 0)
    DISPLAY_OBJECTIVE(18,PLAYER0)
  ENDIF
ENDIF

REM party four
IF(PLAYER0,GUARD_POST == 5)
  ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FOUR,1,1)
  DISPLAY_OBJECTIVE(17,PLAYER0)
  REM intruder arrives
  IF(PLAYER_GOOD, TOTAL_CREATURES == 0)
    DISPLAY_OBJECTIVE(18,PLAYER0)
  ENDIF
ENDIF



REM lord of the land
IF(PLAYER0,GUARD_POST == 6)
  ADD_PARTY_TO_LEVEL(PLAYER_GOOD,KNIGHT,1,1)
  DISPLAY_OBJECTIVE(19,PLAYER0)
  REM Lord of the Land arrives
  SET_FLAG(PLAYER0, FLAG0, 7)
ENDIF

REM lord of the land, alternate trigger point using bridge
IF(PLAYER0,BRIDGE == 1)
  ADD_PARTY_TO_LEVEL(PLAYER_GOOD,KNIGHT,1,1)
  DISPLAY_OBJECTIVE(19,PLAYER0)
  REM Lord of the Land arrives
  SET_FLAG(PLAYER0, FLAG0, 7)
ENDIF

IF(PLAYER0, FLAG0 == 7)
  IF(PLAYER_GOOD, TOTAL_CREATURES == 0)
    DISPLAY_OBJECTIVE(20,PLAYER0)
    WIN_GAME
  ENDIF
ENDIF

IF(PLAYER0,TOTAL_IMPS==0)
  DISPLAY_INFORMATION(21,PLAYER0)
  MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1)
ENDIF

    Source: geocities.com/timessquare/dungeon/9363

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