REM ********************************************
REM
REM             Script for Level 201
REM
REM ********************************************



REM ***** Add this following line to       *****
REM ***** both the levels.txt and the      *****
REM ***** dd1lev.txt which can be found in *****
REM ***** the Levels directory of your     *****
REM ***** Keeper directory. Please include *****
REM ***** this text will all multiplayer   *****
REM ***** levels you release               *****

REM	201,4,550,300,Multi Example

REM	:   : :   :   :
REM	:   : :   :   Name of map
REM	:   : :   Y coordinate of flag on Levels Map
REM	:   : X coordinate of flag on Levels Map
REM	:   Number of players
REM	Level number (change this if you change the level number)

REM	This is a normal Keeper level



REM **********     SETUP COMMANDS     **********


REM ***** Set the Generation Speed of the  *****
REM ***** Entrances                        *****

SET_GENERATE_SPEED(400)


REM ***** Set the maximum number of        *****
REM ***** creatures each player can have   *****

REM		Player		Number of creatures

MAX_CREATURES(	ALL_PLAYERS,	40)


REM ***** Set the amount of gold each      *****
REM ***** player starts with               *****

REM		Player		Amount of gold

START_MONEY(	ALL_PLAYERS,	30000)




REM **********       SET MAGIC        **********
REM **********     AND CREATURES      **********

REM ***** Setup the creature pool          *****

REM			Creature Name	Number of creatures

ADD_CREATURE_TO_POOL(	BILE_DEMON,	20)
ADD_CREATURE_TO_POOL(	DRAGON,		20)
ADD_CREATURE_TO_POOL(	DARK_MISTRESS,	20)
ADD_CREATURE_TO_POOL(	HELL_HOUND,	20)
ADD_CREATURE_TO_POOL(	TENTACLE,	20)
ADD_CREATURE_TO_POOL(	DEMONSPAWN,	20)
ADD_CREATURE_TO_POOL(	SORCEROR,	20)
ADD_CREATURE_TO_POOL(	TROLL,		20)
ADD_CREATURE_TO_POOL(	SPIDER,		20)
ADD_CREATURE_TO_POOL(	ORC,		20)


REM ***** Enable each player to recieve    *****
REM ***** creatures from pool              *****

REM			Player		Creatures	Can be available	Is now available

CREATURE_AVAILABLE(	ALL_PLAYERS,	TROLL,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	TENTACLE,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	DEMONSPAWN,	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,	SPIDER,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	HELL_HOUND,	1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	DRAGON,		1,			1)
CREATURE_AVAILABLE(	ALL_PLAYERS,	ORC,		1,			1)
	

REM ***** Set the rooms available to each  *****
REM ***** player                           *****

REM			Player		Room type	Can be available	Is available

ROOM_AVAILABLE(		ALL_PLAYERS,	TREASURE,	1,			1)
ROOM_AVAILABLE(		ALL_PLAYERS,	RESEARCH,	1,			1)
ROOM_AVAILABLE(		ALL_PLAYERS,	WORKSHOP,	1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	GARDEN,		1,			1)
ROOM_AVAILABLE(		ALL_PLAYERS,	LAIR,		1,			1)

ROOM_AVAILABLE(		ALL_PLAYERS,	GUARD_POST,	1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	GRAVEYARD,	1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	PRISON,		1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	TORTURE,	1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	TRAINING,	1,			1)
ROOM_AVAILABLE(		ALL_PLAYERS,	SCAVENGER,	1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	BARRACKS,	1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	TEMPLE,		1,			0)
ROOM_AVAILABLE(		ALL_PLAYERS,	BRIDGE,		1,			0)


REM ***** Set the doors available to each  *****
REM ***** player                           *****

REM			Player		Door type		Can be available	Is available

DOOR_AVAILABLE(		ALL_PLAYERS,	WOOD,			1,			0)
DOOR_AVAILABLE(		ALL_PLAYERS,	BRACED,			1,			0)
DOOR_AVAILABLE(		ALL_PLAYERS,	STEEL,			1,			0)
DOOR_AVAILABLE(		ALL_PLAYERS,	MAGIC,			1,			0)



REM ***** Set the traps available to each  *****
REM ***** player                           *****

REM			Player		Trap type		Can be available	Is available

TRAP_AVAILABLE(		ALL_PLAYERS,	ALARM,			1,			0)
TRAP_AVAILABLE(		ALL_PLAYERS,	POISON_GAS,		1,			0)
TRAP_AVAILABLE(		ALL_PLAYERS,	LAVA,			1,			0)
TRAP_AVAILABLE(		ALL_PLAYERS,	BOULDER,		1,			0)
TRAP_AVAILABLE(		ALL_PLAYERS,	LIGHTNING,		1,			0)
TRAP_AVAILABLE(		ALL_PLAYERS,	WORD_OF_POWER,		1,			0)


REM ***** Set the spells available to each *****
REM ***** player                           *****

REM			Player		Spell type		Can be available	Is available

MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_OBEY,		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_CAVE_IN,		1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_HEAL_CREATURE,	1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_HOLD_AUDIENCE,	1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_CHICKEN,		1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_SPEED,		1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_LIGHTNING,	1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_CONCEAL,		1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_PROTECT,		1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_DISEASE,		1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_DESTROY_WALLS,	1,			0)
MAGIC_AVAILABLE(	ALL_PLAYERS,	POWER_ARMAGEDDON,	1,			0)




REM **********  WIN / LOSE COMMANDS   **********

REM ***** This section detects which       *****
REM ***** player has won the multiplayer   *****
REM ***** game. The last player standing   *****
REM ***** wins                             *****

REM	Player		Variable		Comparison	Value

IF(	PLAYER0,	ALL_DUNGEONS_DESTROYED	==		1)

	WIN_GAME

ENDIF

IF(PLAYER1,ALL_DUNGEONS_DESTROYED==1)

	WIN_GAME

ENDIF

IF(PLAYER2,ALL_DUNGEONS_DESTROYED==1)

	WIN_GAME

ENDIF

IF(PLAYER3,ALL_DUNGEONS_DESTROYED==1)

	WIN_GAME

ENDIF