REM **************************************************************************** REM Campaigns Consolidation Project for KeeperFX strategy game. REM **************************************************************************** REM Script for Level Tickle 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 TEMPLE - OK REM New creatures for the player: REM HORNED_REAPER - Next level, but can be possible to summon here if the player is testing the sacrifices REM New powers for the player: REM POWER_PROTECT - OK REM POWER_CONCEAL - OK REM New manufacture for the player: REM STEEL - OK SET_GENERATE_SPEED(550) MAX_CREATURES(PLAYER0,30) MAX_CREATURES(PLAYER1,27) START_MONEY(PLAYER0,9000) START_MONEY(PLAYER1,9000) COMPUTER_PLAYER(PLAYER1,2) SET_CREATURE_MAX_LEVEL(PLAYER0,DEMONSPAWN,10) ADD_CREATURE_TO_POOL(FLY,10) ADD_CREATURE_TO_POOL(DEMONSPAWN,20) ADD_CREATURE_TO_POOL(TROLL,20) ADD_CREATURE_TO_POOL(DARK_MISTRESS,20) ADD_CREATURE_TO_POOL(SORCEROR,30) ADD_CREATURE_TO_POOL(BILE_DEMON,10) ADD_CREATURE_TO_POOL(ORC,10) REM Creature availability CREATURE_AVAILABLE(ALL_PLAYERS,FLY,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,1) CREATURE_AVAILABLE(ALL_PLAYERS,ORC,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,BARRACKS,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) ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,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) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0) MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,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) DOOR_AVAILABLE(ALL_PLAYERS,STEEL,1,0) REM **************************************************************************** REM "Tread carefully dungeon keeper. Rivers of fire snake through this realm. Find the enemy keeper and despatch him to hell." DISPLAY_OBJECTIVE(76,PLAYER0) IF_AVAILABLE(PLAYER0,POWER_CONCEAL == 1) REM "You have researched the power of invisibility. Cast it on a creature to hide them from enemy eyes." DISPLAY_INFORMATION(77) ENDIF IF_AVAILABLE(PLAYER0,POWER_PROTECT == 1) REM "The power to protect your creatures has been researched. Cast it on a creature to strengthen their resilience." DISPLAY_INFORMATION(78) ENDIF IF_AVAILABLE(PLAYER0,TEMPLE == 1) REM "A temple has been researched. Sacrifice creatures into the pool for gifts from the gods." DISPLAY_INFORMATION(80) ENDIF IF_AVAILABLE(PLAYER0,STEEL == 1) REM "You have manufactured a steel door. This is the most powerful physical door." DISPLAY_INFORMATION(87) ENDIF IF(PLAYER0,HORNY >= 1) DISPLAY_INFORMATION(83) ENDIF IF(PLAYER1,DUNGEON_DESTROYED == 1) IF(PLAYER_GOOD,TOTAL_CREATURES == 0) DISPLAY_OBJECTIVE(19,PLAYER0) ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-1,1,5,3000) ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,-1,2,3,3000) ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,-1,2,3,3000) SET_FLAG(PLAYER0,FLAG0,1) ENDIF ENDIF IF(PLAYER0,FLAG0 == 1) IF(PLAYER_GOOD,TOTAL_CREATURES == 0) REM "The enemy is no more. The inhabitants of this region will bow down before your evil." DISPLAY_OBJECTIVE(79,PLAYER0) WIN_GAME ENDIF ENDIF
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