REM **************************************************************************** REM Campaigns Consolidation Project for KeeperFX strategy game. REM **************************************************************************** REM Script for Level Eversmile REM Campaign: DK Original REM Authors: based on Bullfrog script REM KeeperFX CCP Team REM Date: 17 Aug 1997 - 06 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 TREASURE - at start REM LAIR - after treasury is filled with gold REM GARDEN - when BUG comes REM New creatures for the player: REM FLY - first creature REM BUG - when got at least one fly SET_GENERATE_SPEED(400) MAX_CREATURES(PLAYER0,7) START_MONEY(PLAYER0,2500) ADD_CREATURE_TO_POOL(FLY,3) ADD_CREATURE_TO_POOL(BUG,12) CREATURE_AVAILABLE(PLAYER0,FLY,1,1) ROOM_AVAILABLE(PLAYER0,TREASURE,1,1) ROOM_AVAILABLE(PLAYER0,LAIR,1,0) ROOM_AVAILABLE(PLAYER0,GARDEN,1,0) MAGIC_AVAILABLE(PLAYER0,POWER_SLAP,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_HAND,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,0) SET_CREATURE_FEAR(TUNNELLER,0) SET_CREATURE_FEAR(THIEF,0) SET_CREATURE_FEAR(KNIGHT,0) SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,KNIGHT,1) SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,THIEF,1) SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,TUNNELLER,1) SET_CREATURE_STRENGTH(KNIGHT,30) SET_CREATURE_ARMOUR(KNIGHT,30) SET_CREATURE_STRENGTH(TUNNELLER,20) SET_CREATURE_ARMOUR(TUNNELLER,20) CREATE_PARTY(LANDLORD) ADD_TO_PARTY(LANDLORD,KNIGHT,1,1000,ATTACK_ENEMIES,0) CREATE_PARTY(THIEF) ADD_TO_PARTY(THIEF,THIEF,1,100,ATTACK_ENEMIES,0) REM **************************************************************************** DISPLAY_OBJECTIVE(2,PLAYER0) TUTORIAL_FLASH_BUTTON(6,-1) IF(PLAYER0,TREASURE >= 1) IF(PLAYER0,GAME_TURN > 175) DISPLAY_INFORMATION(3) ENDIF ENDIF IF(PLAYER0,GAME_TURN > 125) DISPLAY_INFORMATION(1) ENDIF IF(PLAYER0,TREASURE >= 9) DISPLAY_OBJECTIVE(4,PLAYER0) SET_FLAG(PLAYER0,FLAG0,1) ENDIF REM Started mining gold IF(PLAYER0,TOTAL_GOLD_MINED > 0) SET_FLAG(PLAYER1,FLAG0,1) ENDIF REM Show infos during the mining; when mined go to stage FLAG0=3 IF(PLAYER0,FLAG0 == 1) IF(PLAYER1,FLAG0 == 1) IF(PLAYER0,TOTAL_GOLD_MINED >= 1000) DISPLAY_INFORMATION(5) IF(PLAYER0,TOTAL_GOLD_MINED >= 5000) DISPLAY_INFORMATION(6) IF(PLAYER0,TOTAL_GOLD_MINED >= 9000) SET_FLAG(PLAYER0,FLAG1,1) DISPLAY_OBJECTIVE(7,PLAYER0) ROOM_AVAILABLE(PLAYER0,LAIR,1,1) TUTORIAL_FLASH_BUTTON(8,-1) IF(PLAYER0,LAIR >= 9) DISPLAY_OBJECTIVE(8,PLAYER0) SET_FLAG(PLAYER0,FLAG0,3) ENDIF ENDIF ENDIF ENDIF ENDIF ENDIF REM Show other infos when mining without treasure room built IF(PLAYER0,FLAG0 == 0) IF(PLAYER1,FLAG0 == 1) DISPLAY_OBJECTIVE(9,PLAYER0) IF(PLAYER0,TOTAL_GOLD_MINED >= 1000) DISPLAY_INFORMATION(10) IF(PLAYER0,TOTAL_GOLD_MINED >= 5000) DISPLAY_INFORMATION(11) IF(PLAYER0,TOTAL_GOLD_MINED >= 9000) SET_FLAG(PLAYER0,FLAG1,1) DISPLAY_OBJECTIVE(12,PLAYER0) ENDIF ENDIF ENDIF ENDIF ENDIF REM When have first creature, allow building LAIR IF(PLAYER0,TOTAL_CREATURES >= 1) IF(PLAYER0,TREASURE >= 9) ROOM_AVAILABLE(PLAYER0,LAIR,1,1) ENDIF ENDIF REM Built LAIR IF(PLAYER0,FLAG0 == 3) IF(PLAYER0,TOTAL_CREATURES >= 1) DISPLAY_OBJECTIVE(13,PLAYER0) CREATURE_AVAILABLE(PLAYER0,FLY,1,0) CREATURE_AVAILABLE(PLAYER0,BUG,1,1) IF(PLAYER0,BUG >= 1) DISPLAY_OBJECTIVE(14,PLAYER0) CREATURE_AVAILABLE(PLAYER0,FLY,1,1) ROOM_AVAILABLE(PLAYER0,GARDEN,1,1) TUTORIAL_FLASH_BUTTON(7,-1) IF(PLAYER0,GARDEN >= 9) DISPLAY_OBJECTIVE(15,PLAYER0) MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1) TUTORIAL_FLASH_BUTTON(21,-1) SET_TIMER(PLAYER0,TIMER1) SET_FLAG(PLAYER0,FLAG0,4) ENDIF ENDIF ENDIF ENDIF REM Built GARDEN IF(PLAYER0,FLAG0 == 4) IF(PLAYER0,TOTAL_CREATURES >= 7) SET_FLAG(PLAYER0,FLAG0,5) ENDIF ENDIF REM Has eight or more creatures IF(PLAYER0,FLAG0 == 5) IF(PLAYER0,TIMER1 >= 600) DISPLAY_INFORMATION(16) TUTORIAL_FLASH_BUTTON(5,-1) IF(PLAYER0,TIMER1 >= 800) ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,THIEF,1,DUNGEON,0,1,200) ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,THIEF,1,DUNGEON,0,1,200) DISPLAY_OBJECTIVE(17,PLAYER0) TUTORIAL_FLASH_BUTTON(37,-1) IF(PLAYER_GOOD,TOTAL_CREATURES == 0) DISPLAY_OBJECTIVE(18,PLAYER0) SET_TIMER(PLAYER0,TIMER2) SET_FLAG(PLAYER0,FLAG0,6) ENDIF ENDIF ENDIF ENDIF REM Has won first battle IF(PLAYER0,FLAG0 == 6) IF(PLAYER0,TIMER2 >= 500) IF(PLAYER0,TOTAL_CREATURES >= 7) ADD_PARTY_TO_LEVEL(PLAYER_GOOD,LANDLORD,1,1) DISPLAY_OBJECTIVE(19,PLAYER0) SET_FLAG(PLAYER0,FLAG0,7) ENDIF ENDIF ENDIF REM END LEVEL CHECK - doesn't need a flag, as third battle is always LANDLORD, REM however it may be better to use the flag and then test if good player has no creatures. IF(PLAYER0,FLAG0 == 7) IF(PLAYER_GOOD,TOTAL_CREATURES == 0) DISPLAY_OBJECTIVE(20,PLAYER0) WIN_GAME ENDIF ENDIF REM If the player has run out of imps, somehow IF(PLAYER0,TOTAL_IMPS == 0) DISPLAY_INFORMATION(21) MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1) TUTORIAL_FLASH_BUTTON(21,-1) ENDIF
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