REM **************************************************************************** REM Campaigns Consolidation Project for KeeperFX strategy game. REM **************************************************************************** REM Script for Level Wishvale REM Campaign: DK Original REM Authors: based on Bullfrog script REM KeeperFX CCP Team REM Date: 17 Dec 1996 - 11 Feb 2011 REM Copying and copyrights: REM This program is free software; you can redistribute it and/or modify REM it under the terms of the GNU General Public License as published by REM the Free Software Foundation; either version 2 of the License, or REM (at your option) any later version. REM **************************************************************************** REM New rooms for the player: REM BARRACKS - OK REM New creatures for the player: REM ORC - OK SET_GENERATE_SPEED(250) MAX_CREATURES(PLAYER0,25) MAX_CREATURES(PLAYER1,20) START_MONEY(PLAYER0,3000) START_MONEY(PLAYER1,7500) COMPUTER_PLAYER(PLAYER1,5) REM Name Priority MoneyMinimum TurnScale GoldDugAtOnce MaxDistance REM "DIG TO CLOSE GOLD", 0, 30999, 500, 5, 71 SET_COMPUTER_PROCESS(PLAYER1,"DIG TO CLOSE GOLD",0,1250,50000,5,20) SET_COMPUTER_CHECKS(PLAYER1,"CHECK FOR NEUTRAL PLACES",15000,0,0,0,65000) SET_COMPUTER_PROCESS(PLAYER1,"ATTACK SAFE ATTACK",-1,100,22,100,0) SET_CREATURE_MAX_LEVEL(PLAYER0,DEMONSPAWN,10) ADD_CREATURE_TO_POOL(BUG,20) ADD_CREATURE_TO_POOL(FLY,20) ADD_CREATURE_TO_POOL(DEMONSPAWN,20) ADD_CREATURE_TO_POOL(DARK_MISTRESS,20) ADD_CREATURE_TO_POOL(SORCEROR,30) ADD_CREATURE_TO_POOL(TROLL,20) ADD_CREATURE_TO_POOL(SPIDER,20) ADD_CREATURE_TO_POOL(BILE_DEMON,10) ADD_CREATURE_TO_POOL(ORC,10) REM Creature availability CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,FLY,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,BUG,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,1) REM Room availability ROOM_AVAILABLE(ALL_PLAYERS,TREASURE,1,1) ROOM_AVAILABLE(ALL_PLAYERS,LAIR,1,1) ROOM_AVAILABLE(ALL_PLAYERS,GARDEN,1,1) ROOM_AVAILABLE(ALL_PLAYERS,TRAINING,1,1) ROOM_AVAILABLE(ALL_PLAYERS,RESEARCH,1,1) ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,0) ROOM_AVAILABLE(ALL_PLAYERS,GUARD_POST,1,0) ROOM_AVAILABLE(ALL_PLAYERS,BRIDGE,1,0) ROOM_AVAILABLE(ALL_PLAYERS,PRISON,1,0) ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,1,0) REM Spells availability 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_SIGHT,1,0) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,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) REM Doors and traps availability DOOR_AVAILABLE(ALL_PLAYERS,WOOD,1,0) DOOR_AVAILABLE(ALL_PLAYERS,BRACED,1,0) TRAP_AVAILABLE(ALL_PLAYERS,POISON_GAS,1,0) TRAP_AVAILABLE(ALL_PLAYERS,LIGHTNING,1,0) CREATE_PARTY(ICHI) ADD_TO_PARTY(ICHI,DWARFA,2,200,ATTACK_ENEMIES,0) ADD_TO_PARTY(ICHI,DWARFA,2,200,ATTACK_ENEMIES,0) ADD_TO_PARTY(ICHI,THIEF,2,200,STEAL_GOLD,0) ADD_TO_PARTY(ICHI,THIEF,2,200,STEAL_GOLD,0) CREATE_PARTY(NI) ADD_TO_PARTY(NI,ARCHER,2,150,ATTACK_ENEMIES,0) ADD_TO_PARTY(NI,ARCHER,2,150,ATTACK_ENEMIES,0) ADD_TO_PARTY(NI,BARBARIAN,2,200,ATTACK_ENEMIES,0) CREATE_PARTY(SAN) ADD_TO_PARTY(SAN,ARCHER,2,150,ATTACK_ENEMIES,0) ADD_TO_PARTY(SAN,BARBARIAN,2,200,ATTACK_ENEMIES,0) ADD_TO_PARTY(SAN,WIZARD,2,300,STEAL_SPELLS,0) CREATE_PARTY(YON) ADD_TO_PARTY(YON,BARBARIAN,2,200,ATTACK_ENEMIES,0) ADD_TO_PARTY(YON,BARBARIAN,2,200,ATTACK_ENEMIES,0) ADD_TO_PARTY(YON,WIZARD,2,300,STEAL_SPELLS,0) CREATE_PARTY(GO) ADD_TO_PARTY(GO,BARBARIAN,2,200,ATTACK_ENEMIES,0) ADD_TO_PARTY(GO,BARBARIAN,2,200,ATTACK_ENEMIES,0) ADD_TO_PARTY(GO,GIANT,2,400,ATTACK_ENEMIES,0) CREATE_PARTY(LANDLORD) ADD_TO_PARTY(LANDLORD,BARBARIAN,2,200,ATTACK_ENEMIES,0) ADD_TO_PARTY(LANDLORD,BARBARIAN,2,200,ATTACK_ENEMIES,0) ADD_TO_PARTY(LANDLORD,KNIGHT,4,200,ATTACK_ENEMIES,0) REM **************************************************************************** REM "You have arrived in the middle of a battle already started. Try to avoid the crossfire until you can eliminate both sides." DISPLAY_OBJECTIVE(71,PLAYER0) IF(PLAYER0,TOTAL_CREATURES >= 5) ADD_CREATURE_TO_LEVEL(PLAYER0,ORC,4,1,2,0) CREATURE_AVAILABLE(ALL_PLAYERS,ORC,1,1) REM "An orc has joined you and brought with him the plans to a barracks room, wherein you will be able to form your creatures into teams." DISPLAY_INFORMATION(72) ROOM_AVAILABLE(PLAYER0,BARRACKS,1,1) ENDIF SET_TIMER(PLAYER_GOOD,TIMER0) IF(PLAYER_GOOD,FLAG0 == 0) IF(PLAYER_GOOD,TIMER0 > 2000) IF(PLAYER_GOOD,TOTAL_CREATURES <= 5) NEXT_COMMAND_REUSABLE ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ICHI,-1,1) NEXT_COMMAND_REUSABLE SET_TIMER(PLAYER_GOOD,TIMER0) ENDIF ENDIF ENDIF SET_TIMER(PLAYER_GOOD,TIMER1) IF(PLAYER_GOOD,FLAG0 == 0) IF(PLAYER_GOOD,TOTAL_CREATURES <= 5) IF(PLAYER_GOOD,TIMER1 > 4000) NEXT_COMMAND_REUSABLE ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NI,-2,1) NEXT_COMMAND_REUSABLE SET_TIMER(PLAYER_GOOD,TIMER1) ENDIF ENDIF ENDIF SET_TIMER(PLAYER_GOOD,TIMER2) IF(PLAYER_GOOD,FLAG0 == 0) IF(PLAYER_GOOD,TIMER2 > 7500) IF(PLAYER_GOOD,TOTAL_CREATURES <= 5) NEXT_COMMAND_REUSABLE ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SAN,-3,1) NEXT_COMMAND_REUSABLE SET_TIMER(PLAYER_GOOD,TIMER2) ENDIF ENDIF ENDIF SET_TIMER(PLAYER_GOOD,TIMER3) IF(PLAYER_GOOD,FLAG0 == 0) IF(PLAYER_GOOD,TIMER3 > 10000) IF(PLAYER_GOOD,TOTAL_CREATURES <= 5) NEXT_COMMAND_REUSABLE ADD_PARTY_TO_LEVEL(PLAYER_GOOD,YON,-2,1) NEXT_COMMAND_REUSABLE SET_TIMER(PLAYER_GOOD,TIMER3) ENDIF ENDIF ENDIF SET_TIMER(PLAYER_GOOD,TIMER4) IF(PLAYER_GOOD,FLAG0 == 0) IF(PLAYER_GOOD,TIMER4 > 15000) IF(PLAYER_GOOD,TOTAL_CREATURES <= 5) NEXT_COMMAND_REUSABLE ADD_PARTY_TO_LEVEL(PLAYER_GOOD,GO,-1,1) NEXT_COMMAND_REUSABLE SET_TIMER(PLAYER_GOOD,TIMER4) ENDIF ENDIF ENDIF SET_TIMER(PLAYER_GOOD,TIMER5) IF(PLAYER1,DUNGEON_DESTROYED == 1) SET_FLAG(PLAYER_GOOD,FLAG0,1) ENDIF IF(PLAYER_GOOD,TIMER5 >= 20000) SET_FLAG(PLAYER_GOOD,FLAG0,1) IF(PLAYER_GOOD,TOTAL_CREATURES == 0) ADD_PARTY_TO_LEVEL(PLAYER_GOOD,LANDLORD,-2,1) SET_FLAG(PLAYER_GOOD,FLAG1,1) REM "The heroes have been defeated and their lord arrives for one last desperate stand." DISPLAY_OBJECTIVE(73,PLAYER0) IF(PLAYER_GOOD,TOTAL_CREATURES == 0) IF(PLAYER_GOOD,FLAG0 == 0) REM "The heroes are decimated. Now destroy the enemy dungeon keeper." DISPLAY_OBJECTIVE(74,PLAYER0) ENDIF ENDIF ENDIF ENDIF IF(PLAYER_GOOD,FLAG1 == 1) IF(PLAYER_GOOD,TOTAL_CREATURES == 0) IF(PLAYER1,DUNGEON_DESTROYED == 1) REM "You have defeated both sides and now control the entire land." DISPLAY_OBJECTIVE(75,PLAYER0) WIN_GAME ENDIF ENDIF ENDIF
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