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Text File  |  1996-08-19  |  8.2 KB  |  250 lines

  1. REM CREATED BY: THE WAAH MAN   8/14/97'
  2. REM LEVEL 1(NO MAN'S LAND) MAP0001
  3.  
  4. SET_GENERATE_SPEED(550)
  5.  
  6. MAX_CREATURES(PLAYER0,25)
  7. MAX_CREATURES(PLAYER1,22)
  8. MAX_CREATURES(PLAYER2,22)
  9. MAX_CREATURES(PLAYER3,22)
  10.  
  11. START_MONEY(PLAYER0,15000)
  12. START_MONEY(PLAYER1,15000)
  13. START_MONEY(PLAYER2,15000)
  14. START_MONEY(PLAYER3,15000)
  15.  
  16. REM     Computer Player stuff
  17.         COMPUTER_PLAYER(PLAYER1,0)
  18.         COMPUTER_PLAYER(PLAYER2,0)
  19.         COMPUTER_PLAYER(PLAYER3,0)
  20.  
  21.  
  22.  
  23.  
  24. ADD_CREATURE_TO_POOL(TROLL,20)
  25. ADD_CREATURE_TO_POOL(SORCEROR,25)
  26. ADD_CREATURE_TO_POOL(DARK_MISTRESS,20)
  27. ADD_CREATURE_TO_POOL(DRAGON,20)
  28. ADD_CREATURE_TO_POOL(HELL_HOUND,20)
  29. ADD_CREATURE_TO_POOL(VAMPIRE,20)
  30. ADD_CREATURE_TO_POOL(ORC,25)                                        
  31. ADD_CREATURE_TO_POOL(BILE_DEMON,15)
  32. ADD_CREATURE_TO_POOL(FLY,25)
  33. ADD_CREATURE_TO_POOL(SKELETON,20)
  34. ADD_CREATURE_TO_POOL(BUG,20)
  35. ADD_CREATURE_TO_POOL(DEMONSPAWN,20)
  36.  
  37.  
  38. REM ALL PLAYERS
  39.     REM Creature_Availability
  40.  
  41.         CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,1)
  42.         CREATURE_AVAILABLE(ALL_PLAYERS,SKELETON,1,1)
  43.         CREATURE_AVAILABLE(ALL_PLAYERS,FLY,1,1)
  44.         CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,1,1)
  45.         CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,1)
  46.         CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,1)
  47.         CREATURE_AVAILABLE(ALL_PLAYERS,DRAGON,1,1)
  48.         CREATURE_AVAILABLE(ALL_PLAYERS,HELL_HOUND,1,1)
  49.         CREATURE_AVAILABLE(ALL_PLAYERS,VAMPIRE,1,1)
  50.         CREATURE_AVAILABLE(ALL_PLAYERS,ORC,1,1)
  51.         CREATURE_AVAILABLE(ALL_PLAYERS,SKELETON,1,1)
  52.         CREATURE_AVAILABLE(ALL_PLAYERS,BUG,1,1)
  53.         CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,1,1)
  54.     
  55.         
  56.     REM Room_Availability
  57.  
  58.         ROOM_AVAILABLE(ALL_PLAYERS,TREASURE,1,1)
  59.         ROOM_AVAILABLE(ALL_PLAYERS,LAIR,1,1)
  60.         ROOM_AVAILABLE(ALL_PLAYERS,GARDEN,1,1)
  61.         ROOM_AVAILABLE(ALL_PLAYERS,TRAINING,1,1)
  62.         ROOM_AVAILABLE(ALL_PLAYERS,RESEARCH,1,1)
  63.         ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,0)
  64.         ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0)
  65.         ROOM_AVAILABLE(ALL_PLAYERS,GUARD_POST,1,0)
  66.         ROOM_AVAILABLE(ALL_PLAYERS,BRIDGE,1,0)
  67.         ROOM_AVAILABLE(ALL_PLAYERS,PRISON,1,0)
  68.         ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,1,0)
  69.         ROOM_AVAILABLE(ALL_PLAYERS,SCAVENGER,1,0)
  70.         ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,1,0)
  71.         ROOM_AVAILABLE(ALL_PLAYERS,GRAVEYARD,1,0)
  72.         
  73.  
  74.     REM Spells
  75.         
  76.         MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
  77.         MAGIC_AVAILABLE(ALL_PLAYERS,POWER_OBEY,1,1)
  78.         MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1)
  79.         MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1)
  80.         MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SIGHT,1,0)
  81.         MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,1,0)
  82.         MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0)
  83.         MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
  84.         MAGIC_AVAILABLE(ALL_PLAYERS,POWER_LIGHTNING,1,0)
  85.         MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
  86.         MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)
  87.         MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DISEASE,1,0)
  88.         MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CAVE_IN,1,0)
  89.         MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CHICKEN,1,0)
  90.         MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DESTROY_WALLS,1,0)
  91.         MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HOLD_AUDIENCE,1,0)
  92.         MAGIC_AVAILABLE(ALL_PLAYERS,POWER_ARMAGEDDON,1,0)
  93.  
  94.  
  95.     REM  doors & traps
  96.  
  97.          DOOR_AVAILABLE(ALL_PLAYERS,WOOD,1,0)
  98.         TRAP_AVAILABLE(ALL_PLAYERS,ALARM,1,0)
  99.         DOOR_AVAILABLE(ALL_PLAYERS,BRACED,1,0)
  100.         TRAP_AVAILABLE(ALL_PLAYERS,POISON_GAS,1,0)
  101.         DOOR_AVAILABLE(ALL_PLAYERS,STEEL,1,0)
  102.         DOOR_AVAILABLE(ALL_PLAYERS,MAGIC,1,0)
  103.         TRAP_AVAILABLE(ALL_PLAYERS,BOULDER,1,0)
  104.         TRAP_AVAILABLE(ALL_PLAYERS,LIGHTNING,1,0)
  105.         TRAP_AVAILABLE(ALL_PLAYERS,WORD_OF_POWER,1,0)
  106.         TRAP_AVAILABLE(ALL_PLAYERS,LAVA,1,0)
  107.  
  108.  
  109.     REM  research order    
  110.  
  111.  
  112. rem CREATE_TEXT(0,113"YOU ARE ONE OF THREE DUNGEON KEEPERS VYING FOR POWER IN THIS LAND.YOUR RIVALS WILL GIVE YOU NO QUARTER HERE.MAKE SURE NONE OF THEIR NUMBER ESCAPE YOUR TORTURE ROOM.")
  113. rem CREATE_TEXT(1,114"ONE OF YOUR OPPONANTS IS WEAK DESTROY HIM.")
  114. rem CREATE_TEXT(2,115"YOUR OTHER OPPONANT HAS FEW CREATURES, STRIKE NOW.")
  115. rem CREATE_TEXT(3,116"TAKE WHAT YOU CAN FROM THIS ANCIENT DUNGEON, IT MAY WE HOLD ITEMS WHICH MAY BE OF INTEREST TO YOU.")
  116. rem CREATE_TEXT(4,117"YOUR RESEARCHERS HAVE CRAFTED A DESTROY WALLS SPELL FROM THE ETHER. USE IT TO SMASH DOWN THE PROTECTED WALLS OF YOUR UNSUSPECTING ENEMY.")
  117. rem CREATE_TEXT(5,118"ONE OF YOUR OPPONENTS HAS DEVELOPED A SPELL WHICH CAN BREAK DOWN YOUR PROTECTED WALLS, BE ON YOUR GUARD.")
  118. rem CREATE_TEXT(6,119"YOU HAVE DEVELOPED A SPELL TO END WORLDS. YOU MAY SUMMON ARMAGEDDON, BUT WILL YOU BE THE VICTOR AT JUDGEMENT DAY.")
  119.  
  120. DISPLAY_OBJECTIVE(113,PLAYER0)
  121.  
  122. IF_AVAILABLE(PLAYER0,WORD_OF_POWER==1)
  123. rem    CREATE_TEXT(5,106"YOU HAVE THE WORD OF POWER TRAP AVAILABLE TO YOU.  THIS WILL DECIMATE ANY ATTACKERS WHO ARE UNFORTUNATE ENOUGH TO TRIGGER IT.")
  124.     DISPLAY_INFORMATION(106,PLAYER0)
  125. ENDIF
  126.  
  127. IF(PLAYER0,GAME_TURN >= 15000)
  128.     IF(PLAYER1,TOTAL_CREATURES >= 10)
  129.         IF(PLAYER1,DUNGEON_DESTROYED == 0)
  130.         DISPLAY_INFORMATION(114,PLAYER0)
  131.         ENDIF
  132.     ENDIF
  133. ENDIF
  134.  
  135. IF(PLAYER0,GAME_TURN >= 20000)
  136.     IF(PLAYER2,TOTAL_CREATURES >= 10)
  137.         IF(PLAYER2,DUNGEON_DESTROYED == 0)
  138.         DISPLAY_INFORMATION(115,PLAYER0)
  139.         ENDIF
  140.     ENDIF
  141. ENDIF
  142.  
  143. IF_AVAILABLE(PLAYER0,POWER_DESTROY_WALLS == 1)
  144.     DISPLAY_INFORMATION(116,PLAYER0)
  145.     SET_FLAG(PLAYER0,FLAG0,1)
  146. ENDIF
  147.  
  148. IF(PLAYER0,FLAG0 == 0)
  149.     IF_AVAILABLE(PLAYER1,POWER_DESTROY_WALLS == 1)
  150.     DISPLAY_INFORMATION(117,PLAYER0)
  151.     SET_FLAG(PLAYER0,FLAG0,1)
  152.     ENDIF
  153. ENDIF
  154.  
  155. IF(PLAYER0,FLAG0 == 0)
  156.     IF_AVAILABLE(PLAYER1,POWER_DESTROY_WALLS == 1)
  157.     DISPLAY_INFORMATION(118,PLAYER0)
  158.     SET_FLAG(PLAYER0,FLAG0,1)
  159.     ENDIF
  160. ENDIF
  161.  
  162. IF_AVAILABLE(PLAYER0,POWER_ARMAGEDDON == 1)
  163.     DISPLAY_INFORMATION(119,PLAYER0)
  164. ENDIF
  165.  
  166. IF(PLAYER0,DUNGEON_DESTROYED == 1)
  167.     LOSE_GAME
  168. ENDIF
  169.  
  170. IF(PLAYER1,DUNGEON_DESTROYED == 1)
  171.     IF(PLAYER2,DUNGEON_DESTROYED == 1)
  172.         IF(PLAYER3,DUNGEON_DESTROYED == 1)
  173.             IF(PLAYER_GOOD,DUNGEON_DESTROYED == 1)
  174.                 IF(PLAYER_GOOD,TOTAL_CREATURES =0)
  175.                     DISPLAY_OBJECTIVE(96,PLAYER0)
  176.                     WIN_GAME
  177.                 ENDIF
  178.             ENDIF
  179.         ENDIF
  180.     ENDIF
  181. ENDIF
  182.  
  183.  
  184. CREATE_PARTY(ONE)
  185.     ADD_TO_PARTY(ONE,TUNNELER,4,500,ATTACK_ENEMIES,0)
  186.     ADD_TO_PARTY(ONE,MONK,2,700,ATTACK_ENEMIES,0)
  187.     ADD_TO_PARTY(ONE,MONK,2,700,ATTACK_ENEMIES,0)
  188.     ADD_TO_PARTY(ONE,MONK,3,700,ATTACK_ENEMIES,0)
  189.     ADD_TO_PARTY(ONE,BARBARIAN,2,700,ATTACK_ENEMIES,0)
  190.     ADD_TO_PARTY(ONE,BARBARIAN,2,700,ATTACK_ENEMIES,0)
  191.     ADD_TO_PARTY(ONE,BARBARIAN,2,700,ATTACK_ENEMIES,0)
  192.     ADD_TO_PARTY(ONE,BARBARIAN,3,700,ATTACK_ENEMIES,0)
  193.     ADD_TO_PARTY(ONE,BARBARIAN,4,700,ATTACK_ENEMIES,0)
  194.     ADD_TO_PARTY(ONE,WIZARD,2,700,ATTACK_ENEMIES,0)
  195.     ADD_TO_PARTY(ONE,WITCH,3,500,ATTACK_ENEMIES,0)
  196.  
  197.  
  198. CREATE_PARTY(TWO)
  199.     ADD_TO_PARTY(ONE,TUNNELER,5,500,ATTACK_ENEMIES,0)
  200.     ADD_TO_PARTY(ONE,BARBARIAN,4,800,ATTACK_ENEMIES,0)
  201.     ADD_TO_PARTY(ONE,BARBARIAN,4,900,ATTACK_ENEMIES,0)
  202.     ADD_TO_PARTY(ONE,SAMURAI,4,900,ATTACK_ENEMIES,0)
  203.     ADD_TO_PARTY(ONE,SAMURAI,4,900,ATTACK_ENEMIES,0)
  204.     ADD_TO_PARTY(ONE,ARCHER,4,1000,ATTACK_ENEMIES,0)
  205.     ADD_TO_PARTY(ONE,ARCHER,4,1000,ATTACK_ENEMIES,0)
  206.     ADD_TO_PARTY(ONE,ARCHER,3,1000,ATTACK_ENEMIES,0)
  207.     ADD_TO_PARTY(ONE,ARCHER,3,1000,ATTACK_ENEMIES,0)
  208.     ADD_TO_PARTY(ONE,MONK,3,700,ATTACK_ENEMIES,0)
  209.     ADD_TO_PARTY(ONE,MONK,3,700,ATTACK_ENEMIES,0)
  210.     ADD_TO_PARTY(ONE,MONK,4,700,ATTACK_ENEMIES,0)
  211.     ADD_TO_PARTY(ONE,FAIRY,4,700,ATTACK_ENEMIES,0)
  212.  
  213. CREATE_PARTY(THREE)
  214.     ADD_TO_PARTY(ONE,KNIGHT,7,1800,ATTACK_ENEMIES,0)
  215.     ADD_TO_PARTY(ONE,WIZARD,5,900,ATTACK_ENEMIES,0)
  216.     ADD_TO_PARTY(ONE,WIZARD,5,900,ATTACK_ENEMIES,0)
  217.     ADD_TO_PARTY(ONE,SAMURAI,5,800,ATTACK_ENEMIES,0)
  218.     ADD_TO_PARTY(ONE,SAMURAI,5,800,ATTACK_ENEMIES,0)
  219.     ADD_TO_PARTY(ONE,ARCHER,6,600,ATTACK_ENEMIES,0)
  220.     ADD_TO_PARTY(ONE,ARCHER,6,600,ATTACK_ENEMIES,0)
  221.     ADD_TO_PARTY(ONE,MONK,5,700,ATTACK_ENEMIES,0)
  222.     ADD_TO_PARTY(ONE,MONK,5,700,ATTACK_ENEMIES,0)
  223.     ADD_TO_PARTY(ONE,THIEF,6,700,ATTACK_ENEMIES,0)
  224.     ADD_TO_PARTY(ONE,THIEF,6,700,ATTACK_ENEMIES,0)
  225.     ADD_TO_PARTY(ONE,BARBARIAN,5,700,ATTACK_ENEMIES,0)
  226.     ADD_TO_PARTY(ONE,BARBARIAN,6,700,ATTACK_ENEMIES,0)
  227.     ADD_TO_PARTY(ONE,GIANT,6,700,ATTACK_ENEMIES,0)
  228.     ADD_TO_PARTY(ONE,FAIRY,5,700,ATTACK_ENEMIES,0)
  229.     ADD_TO_PARTY(ONE,FAIRY,5,700,ATTACK_ENEMIES,0)
  230.     ADD_TO_PARTY(ONE,WITCH,6,700,ATTACK_ENEMIES,0)
  231.  
  232.  
  233.  
  234. SET_TIMER(PLAYER_GOOD,TIMER0)
  235. IF(PLAYER_GOOD,TIMER0 >= 1250)
  236. ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,1,1)
  237. ENDIF        
  238.  
  239.  
  240. SET_TIMER(PLAYER_GOOD,TIMER0)
  241. IF(PLAYER_GOOD,TIMER0 >= 2150)
  242. ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,2,1)
  243. ENDIF        
  244.  
  245.  
  246. SET_TIMER(PLAYER_GOOD,TIMER0)
  247. IF(PLAYER_GOOD,TIMER0 >= 3650)
  248. ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,3,1)
  249. ENDIF
  250.