REM if viewing from WEB browser; use File|Save As option and save to KEEPER\levels directory
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
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