REM ******************************************** REM TEMPLATE REM Script for Level TEMPLATE REM TEMPLATE REM ******************************************** REM ************************************ REM ********** SETUP COMMANDS ********** REM ************************************ REM ********** Set up player information ********** REM *** Number of turns wait for new creature (max 12 turns per second depending on computer speed) *** SET_GENERATE_SPEED(?) REM *** agressiveness = 0 everything on, 1 small aggressive, 3 small defensive, 4 large defensive, 5 large aggressive, 10 medium all rounder *** COMPUTER_PLAYER(PLAYER?, agressiveness) REM *** money sart with - duh *** START_MONEY(PLAYER?, ?) REM *** remember max of 255 in all dungeons on level at any time *** MAX_CREATURES(PLAYER?, ?) REM *** join forces *** ALLY_PLAYERS(PLAYER?, PLAYER?) REM ********** Set up rooms, traps, doors and magic ********** REM *** rooms available to players also ENTRANCE but don't need here *** ROOM_AVAILABLE(PLAYER?, TREASURE, whether can be researched, whether available from start) ROOM_AVAILABLE(PLAYER?, RESEARCH, whether can be researched, whether available from start) ROOM_AVAILABLE(PLAYER?, PRISON, whether can be researched, whether available from start) ROOM_AVAILABLE(PLAYER?, TORTURE, whether can be researched, whether available from start) ROOM_AVAILABLE(PLAYER?, TRAINING, whether can be researched, whether available from start) ROOM_AVAILABLE(PLAYER?, WORKSHOP, whether can be researched, whether available from start) ROOM_AVAILABLE(PLAYER?, SCAVENGER, whether can be researched, whether available from start) ROOM_AVAILABLE(PLAYER?, TEMPLE, whether can be researched, whether available from start) ROOM_AVAILABLE(PLAYER?, GRAVEYARD, whether can be researched, whether available from start) ROOM_AVAILABLE(PLAYER?, BARRACKS, whether can be researched, whether available from start) ROOM_AVAILABLE(PLAYER?, GARDEN, whether can be researched, whether available from start) ROOM_AVAILABLE(PLAYER?, LAIR, whether can be researched, whether available from start) ROOM_AVAILABLE(PLAYER?, BRIDGE, whether can be researched, whether available from start) ROOM_AVAILABLE(PLAYER?, GUARD_POST,whether can be researched, whether available from start) REM *** spells available to players *** MAGIC_AVAILABLE(PLAYER?, POWER_IMP, whether can be researched, whether available from start) MAGIC_AVAILABLE(PLAYER?, POWER_OBEY, whether can be researched, whether available from start) MAGIC_AVAILABLE(PLAYER?, POWER_SIGHT, whether can be researched, whether available from start) MAGIC_AVAILABLE(PLAYER?, POWER_CALL_TO_ARMS, whether can be researched, whether available from start) MAGIC_AVAILABLE(PLAYER?, POWER_CAVE_IN, whether can be researched, whether available from start) MAGIC_AVAILABLE(PLAYER?, POWER_HEAL_CREATURE,whether can be researched, whether available from start) MAGIC_AVAILABLE(PLAYER?, POWER_HOLD_AUDIENCE,whether can be researched, whether available from start) MAGIC_AVAILABLE(PLAYER?, POWER_LIGHTNING, whether can be researched, whether available from start) MAGIC_AVAILABLE(PLAYER?, POWER_SPEED, whether can be researched, whether available from start) MAGIC_AVAILABLE(PLAYER?, POWER_PROTECT, whether can be researched, whether available from start) MAGIC_AVAILABLE(PLAYER?, POWER_CONCEAL, whether can be researched, whether available from start) MAGIC_AVAILABLE(PLAYER?, POWER_DISEASE, whether can be researched, whether available from start) MAGIC_AVAILABLE(PLAYER?, POWER_CHICKEN, whether can be researched, whether available from start) MAGIC_AVAILABLE(PLAYER?, POWER_DESTROY_WALLS,whether can be researched, whether available from start) MAGIC_AVAILABLE(PLAYER?, POWER_ARMAGEDDON, whether can be researched, whether available from start) REM *** doors available to players *** DOOR_AVAILABLE(PLAYER?, WOOD, whether can be researched, whether available from start) DOOR_AVAILABLE(PLAYER?, BRACED,whether can be researched, whether available from start) DOOR_AVAILABLE(PLAYER?, STEEL, whether can be researched, whether available from start) DOOR_AVAILABLE(PLAYER?, MAGIC, whether can be researched, whether available from start) REM *** traps available to players *** TRAP_AVAILABLE(PLAYER?, BOULDER, whether can be researched, whether available from start) TRAP_AVAILABLE(PLAYER?, ALARM, whether can be researched, whether available from start) TRAP_AVAILABLE(PLAYER?, POISON_GAS, whether can be researched, whether available from start) TRAP_AVAILABLE(PLAYER?, LIGHTNING, whether can be researched, whether available from start) TRAP_AVAILABLE(PLAYER?, WORD_OF_POWER,whether can be researched, whether available from start) TRAP_AVAILABLE(PLAYER?, LAVA, whether can be researched, whether available from start) REM *** type = ROOM, MAGIC. name = room or spell name. ? = 0 - 16777216 *** RESEARCH(PLAYER?, type, name, ?) REM ********** Set up creature information ********** REM *** remember to have enough to cover all players *** ADD_CREATURE_TO_POOL(TROLL, no of creatures) ADD_CREATURE_TO_POOL(DRAGON, no of creatures) ADD_CREATURE_TO_POOL(DEMONSPAWN, no of creatures) ADD_CREATURE_TO_POOL(FLY, no of creatures) ADD_CREATURE_TO_POOL(DARK_MISTRESS,no of creatures) ADD_CREATURE_TO_POOL(SORCEROR, no of creatures) ADD_CREATURE_TO_POOL(BILE_DEMON, no of creatures) ADD_CREATURE_TO_POOL(BUG, no of creatures) ADD_CREATURE_TO_POOL(SPIDER, no of creatures) ADD_CREATURE_TO_POOL(HELL_HOUND, no of creatures) ADD_CREATURE_TO_POOL(ORC, no of creatures) REM *** normally good creatures *** ADD_CREATURE_TO_POOL(WIZARD, no of creatures) ADD_CREATURE_TO_POOL(BARBARIAN, no of creatures) ADD_CREATURE_TO_POOL(ARCHER, no of creatures) ADD_CREATURE_TO_POOL(MONK, no of creatures) ADD_CREATURE_TO_POOL(DWARFA, no of creatures) ADD_CREATURE_TO_POOL(KNIGHT, no of creatures) ADD_CREATURE_TO_POOL(WITCH, no of creatures) ADD_CREATURE_TO_POOL(GIANT, no of creatures) ADD_CREATURE_TO_POOL(FAIRY, no of creatures) ADD_CREATURE_TO_POOL(THIEF, no of creatures) ADD_CREATURE_TO_POOL(SAMURAI, no of creatures) REM *** special types - may not work - if you know that they do then move them up above *** ADD_CREATURE_TO_POOL(SKELETON, no of creatures) ADD_CREATURE_TO_POOL(VAMPIRE, no of creatures) ADD_CREATURE_TO_POOL(GHOST, no of creatures) ADD_CREATURE_TO_POOL(TENTACLE, no of creatures) ADD_CREATURE_TO_POOL(HORNY, no of creatures) ADD_CREATURE_TO_POOL(TUNNELLER, no of creatures) ADD_CREATURE_TO_POOL(AVATAR, no of creatures) ADD_CREATURE_TO_POOL(IMP, no of creatures) REM *** the 1 field must be in here *** CREATURE_AVAILABLE(PLAYER?,TROLL, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,DRAGON, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,DEMONSPAWN, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,FLY, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,DARK_MISTRESS,1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,SORCEROR, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,BILE_DEMON, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,BUG, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,SPIDER, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,HELL_HOUND, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,ORC, 1, whether can come out of portal(1)) REM *** normally good creatures *** CREATURE_AVAILABLE(PLAYER?,WIZARD, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,BARBARIAN, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,ARCHER, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,MONK, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,DWARFA, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,KNIGHT, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,WITCH, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,GIANT, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,FAIRY, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,THIEF, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,SAMURAI, 1, whether can come out of portal(1)) REM *** You may need these for prisons, torture, temples and graveyards also remember sorceror for temple *** CREATURE_AVAILABLE(PLAYER?,SKELETON, 1, 0) CREATURE_AVAILABLE(PLAYER?,VAMPIRE, 1, 0) CREATURE_AVAILABLE(PLAYER?,GHOST, 1, 0) CREATURE_AVAILABLE(PLAYER?,HORNY, 1, 0) REM *** special types - may not work - if you know that they do then move them up above *** CREATURE_AVAILABLE(PLAYER?,TENTACLE, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,TUNNELLER, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,AVATAR, 1, whether can come out of portal(1)) CREATURE_AVAILABLE(PLAYER?,IMP, 1, whether can come out of portal(1)) REM *** ? = 1 - 10 *** SET_CREATURE_MAX_LEVEL(PLAYER?, creature, ?) REM *** ? = 0 - 255 *** SET_CREATURE_STRENGTH(creature, ?) REM *** ? = 0 - 1024 *** SET_CREATURE_HEALTH(creature, ?) REM *** ? = 0 - 255 *** SET_CREATURE_ARMOUR(creature, ?) REM *** ? = 0 - 255 *** SET_CREATURE_FEAR(creature, ?) REM *** PARTY? can actually be any name in capitals as long as not one used elsewhere eg VAMPYRES but not VAMPIRE *** CREATE_PARTY(PARTY?) REM *** objective = STEAL_GOLD, STEAL_SPELLS, ATTACK_ENEMIES, ATTACK_DUNGEON_HEART, ATTACK_ROOMS, DEFEND_PARTY *** ADD_TO_PARTY(PARTY?, creature, experience, gold, objective, 0) REM ********** Set flags and timer up ********* REM *** value = 0 - 255. Only 8 flags *** SET_FLAG(PLAYER?, FLAG?, value) REM *** sets timer to 0 *** SET_TIMER(PLAYER?, TIMER?) REM ************************************************ REM ********** CONDITIONS & GAME COMMANDS ********** REM ************************************************ REM *** condition = variable followed by either == != > < <= >= followed by a whole number (integer) *** IF(PLAYER?, condition) ENDIF REM *** if PLAYER? creature sets foot near action pt *** IF_ACTION_POINT(action pt no, PLAYER?) ENDIF REM *** condition = room, trap, door, creature or spell *** IF_AVAILABLE(PLAYER?, condition) ENDIF REM *** ? is just an action pt no *** RESET_ACTION_POINT(?) REM *** command following this can be activated each game turn instead of just once as with all others *** NEXT_COMMAND_REUSABLE REM *** drops beasty at action pt *** ADD_CREATURE_TO_LEVEL(PLAYER?, creature, action pt no, no of cretures, experience, gold) REM *** head for = ACTION_POINT, DUNGEON, DUNGEON_HEART, APPROPIATE_DUNGEON (one whos winning) *** ADD_TUNNELLER_TO_LEVEL(PLAYER?, action pt no appear at, head for, action pt no or player to head for, experience, gold) REM *** see above for head for *** ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER?, PARTY?, appear at action pt no, head for, action pt no or player to head for, experience, gold) REM *** drops pre defined party at action pt or hero gate (if hero gate then use negative number eg -1 for gate 1) *** ADD_PARTY_TO_LEVEL(PLAYER?, PARTY?, action pt no, no of copies) REM *** Might require this to be in an IF statement, also needs to be less than certain number of characters to appear ? = 1 - 30. Cannot use ALL_PLAYERS *** QUICK_OBJECTIVE(?, "text", PLAYER?) REM *** As above *** QUICK_INFORMATION(?, "text") REM ************************************************ REM ********** WIN / LOSE GAME CONDITIONS ********** REM ************************************************ REM *** Win or lose condition *** IF(PLAYER?, condition) WIN_GAME or LOSE_GAME ENDIF