REM if viewing from WEB browser; use File|Save As option and save to KEEPER\levels directory REM /Keeper/level/Map00001.txt Dragon Keeper 97 Aug 24 REM xoxoxox@geocities.com REM Command script for Level 1 training REM Torture Chamber version; minimum resources needed for torture chamber & Dark Mistress. REM heroes easier to defeat REM Build Treasure room, Lair, Torture Chamber, Hatchery, Prison, and tunnel to Portal. REM Added graveyard to get Vampires. REM All other rooms available for practice. REM Select Imprison Button. REM Use GUARD POST room as trigger points to add heroes to begin battles. REM There will be 6 waves of heroes: REM 1 tunneller REM 2 witch REM 3 fairy & archer REM 4 thief, dwarf, & barbarian REM 5 wizard, giant, samurai, & monk REM 6 Lord of the Land REM Use Bridge to get the Lord of the Land faster. REM If you have imprisoned the Lord, then pressing Space will take you to the special Torture Dungeon. REM Normal play will resume at Level 2. REM May need to press Windows key or Ctrl-Esc to exit. REM uses modified Keeper/data/text.dat for messages for DISPLAY_INFORMATION & DISPLAY_OBJECTIVE SET_GENERATE_SPEED(400) MAX_CREATURES(PLAYER0,100) START_MONEY(PLAYER0,10000000) REM max money savable is around $16M REM max pool number = 3; change number as desired ADD_CREATURE_TO_POOL(DARK_MISTRESS,3) ADD_CREATURE_TO_POOL(FLY,1) ADD_CREATURE_TO_POOL(VAMPIRE,3) ADD_CREATURE_TO_POOL(BUG,1) REM aka beetle ADD_CREATURE_TO_POOL(BILE_DEMON,1) ADD_CREATURE_TO_POOL(DEMON_SPAWN,1) ADD_CREATURE_TO_POOL(DRAGON,1) ADD_CREATURE_TO_POOL(GHOST,3) ADD_CREATURE_TO_POOL(TROLL,1) ADD_CREATURE_TO_POOL(HELLHOUND,1) ADD_CREATURE_TO_POOL(HORNY,1) REM aka horned reaper ADD_CREATURE_TO_POOL(ORC,1) ADD_CREATURE_TO_POOL(SKELETON,3) ADD_CREATURE_TO_POOL(SPIDER,1) ADD_CREATURE_TO_POOL(TENTACLE,1) ADD_CREATURE_TO_POOL(SORCEROR,1) REM aka warlock REM creature will only appear with correct conditions CREATURE_AVAILABLE(PLAYER0,FLY,1,1) CREATURE_AVAILABLE(PLAYER0,DARK_MISTRESS,1,1) REM Dark Mistress attracted with torture chamber of 9 tiles CREATURE_AVAILABLE(PLAYER0,VAMPIRE,1,1) REM vampire attracted with lair of 9 tiles and graveyard of 30 tiles CREATURE_AVAILABLE(PLAYER0,BUG,1,1) CREATURE_AVAILABLE(PLAYER0,BILE_DEMON,1,1) CREATURE_AVAILABLE(PLAYER0,DEMON_SPAWN,1,1) CREATURE_AVAILABLE(PLAYER0,DRAGON,1,1) CREATURE_AVAILABLE(PLAYER0,GHOST,1,1) CREATURE_AVAILABLE(PLAYER0,TROLL,1,1) CREATURE_AVAILABLE(PLAYER0,HELLHOUND,1,1) CREATURE_AVAILABLE(PLAYER0,HORNY,1,1) CREATURE_AVAILABLE(PLAYER0,ORC,1,1) CREATURE_AVAILABLE(PLAYER0,SKELETON,1,1) CREATURE_AVAILABLE(PLAYER0,SPIDER,1,1) CREATURE_AVAILABLE(PLAYER0,TENTACLE,1,1) CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,1) REM All rooms will be made available during game play REM Remove rem's if you wish immediate availability ROOM_AVAILABLE(PLAYER0,TREASURE,1,1) rem ROOM_AVAILABLE(PLAYER0,LAIR,1,1) rem ROOM_AVAILABLE(PLAYER0,GARDEN,1,1) REM aka hatchery rem ROOM_AVAILABLE(PLAYER0,RESEARCH,1,1) rem ROOM_AVAILABLE(PLAYER0,TRAINING,1,1) rem ROOM_AVAILABLE(PLAYER0,BRIDGE,1,1) rem ROOM_AVAILABLE(PLAYER0,GUARD_POST,1,1) rem ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,1) rem ROOM_AVAILABLE(PLAYER0,BARRACKS,1,1) rem ROOM_AVAILABLE(PLAYER0,PRISON,1,1) rem ROOM_AVAILABLE(PLAYER0,TORTURE,1,1) rem ROOM_AVAILABLE(PLAYER0,TEMPLE,1,1) rem ROOM_AVAILABLE(PLAYER0,GRAVEYARD,1,1) rem ROOM_AVAILABLE(PLAYER0,SCAVENGER,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_HAND,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_SLAP,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_SIGHT,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_SPEED,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_OBEY,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_CALL_TO_ARMS,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_CONCEAL,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_HOLD_AUDIENCE,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_HEAL_CREATURE,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_LIGHTNING,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_PROTECT,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_CHICKEN,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_CAVE_IN,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_DISEASE,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_ARMAGEDDON,1,1) MAGIC_AVAILABLE(PLAYER0,POWER_DESTROY_WALLS,1,1) DOOR_AVAILABLE(PLAYER0,WOOD,1,1) DOOR_AVAILABLE(PLAYER0,BRACED,1,1) DOOR_AVAILABLE(PLAYER0,STEEL,1,1) DOOR_AVAILABLE(PLAYER0,MAGIC,1,1) TRAP_AVAILABLE(PLAYER0,BOULDER,1,1) TRAP_AVAILABLE(PLAYER0,ALARM,1,1) TRAP_AVAILABLE(PLAYER0,POISON_GAS,1,1) TRAP_AVAILABLE(PLAYER0,LIGHTNING,1,1) TRAP_AVAILABLE(PLAYER0,WORD_OF_POWER,1,1) TRAP_AVAILABLE(PLAYER0,LAVA,1,1) REM *** heroes *** CREATURE_AVAILABLE(PLAYER_GOOD,TUNNELLER,1,1) CREATURE_AVAILABLE(PLAYER_GOOD,WITCH,1,1) CREATURE_AVAILABLE(PLAYER_GOOD,FAIRY,1,1) CREATURE_AVAILABLE(PLAYER_GOOD,KNIGHT,1,1) REM aka lord of the land CREATURE_AVAILABLE(PLAYER_GOOD,THIEF,1,1) CREATURE_AVAILABLE(PLAYER_GOOD,ARCHER,1,1) CREATURE_AVAILABLE(PLAYER_GOOD,DWARFA,1,1) CREATURE_AVAILABLE(PLAYER_GOOD,BARBARIAN,1,1) CREATURE_AVAILABLE(PLAYER_GOOD,WIZARD,1,1) CREATURE_AVAILABLE(PLAYER_GOOD,GIANT,1,1) CREATURE_AVAILABLE(PLAYER_GOOD,SAMURAI,1,1) CREATURE_AVAILABLE(PLAYER_GOOD,MONK,1,1) SET_CREATURE_FEAR(TUNNELLER,0) SET_CREATURE_FEAR(WITCH,0) SET_CREATURE_FEAR(FAIRY,0) SET_CREATURE_FEAR(KNIGHT,0) SET_CREATURE_FEAR(THIEF,0) SET_CREATURE_FEAR(ARCHER,0) SET_CREATURE_FEAR(DWARFA,0) SET_CREATURE_FEAR(BARBARIAN,0) SET_CREATURE_FEAR(WIZARD,0) SET_CREATURE_FEAR(GIANT,0) SET_CREATURE_FEAR(SAMURAI,0) SET_CREATURE_FEAR(MONK,0) CREATE_PARTY(ONE) ADD_TO_PARTY(ONE,WITCH,1,1000,ATTACK_ENEMIES,0) CREATE_PARTY(TWO) ADD_TO_PARTY(TWO,FAIRY,1,1000,ATTACK_ENEMIES,0) ADD_TO_PARTY(TWO,ARCHER,1,1000,ATTACK_ENEMIES,0) CREATE_PARTY(THREE) ADD_TO_PARTY(THREE,THIEF,1,1000,ATTACK_ENEMIES,0) ADD_TO_PARTY(THREE,DWARFA,1,1000,ATTACK_ENEMIES,0) ADD_TO_PARTY(THREE,BARBARIAN,1,1000,ATTACK_ENEMIES,0) CREATE_PARTY(FOUR) ADD_TO_PARTY(FOUR,WIZARD,1,1000,ATTACK_ENEMIES,0) ADD_TO_PARTY(FOUR,GIANT,1,1000,ATTACK_ENEMIES,0) ADD_TO_PARTY(FOUR,SAMURAI,1,1000,ATTACK_ENEMIES,0) ADD_TO_PARTY(FOUR,MONK,1,1000,ATTACK_ENEMIES,0) CREATE_PARTY(KNIGHT) ADD_TO_PARTY(KNIGHT,KNIGHT,1,1000,ATTACK_ENEMIES,0) REM make heroes weaker; rem to reset to default SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,TUNNELLER,1) SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,WITCH,1) SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,FAIRY,1) SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,KNIGHT,1) SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,THIEF,1) SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,ARCHER,1) SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,DWARFA,1) SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,BARBARIAN,1) SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,WIZARD,1) SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,GIANT,1) SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,SAMURAI,1) SET_CREATURE_MAX_LEVEL(PLAYER_GOOD,MONK,1) SET_CREATURE_STRENGTH(TUNNELLER,0) SET_CREATURE_STRENGTH(WITCH,0) SET_CREATURE_STRENGTH(FAIRY,0) SET_CREATURE_STRENGHT(KNIGHT,0) SET_CREATURE_STRENGTH(THIEF,0) SET_CREATURE_STRENGTH(ARCHER,0) SET_CREATURE_STRENGTH(DWARFA,0) SET_CREATURE_STRENGTH(BARBARIAN,0) SET_CREATURE_STRENGTH(WIZARD,0) SET_CREATURE_STRENGTH(GIANT,0) SET_CREATURE_STRENGTH(SAMURAI,0) SET_CREATURE_STRENGTH(MONK,0) SET_CREATURE_ARMOUR(TUNNELLER,0) SET_CREATURE_ARMOUR(WITCH,0) SET_CREATURE_ARMOUR(FAIRY,0) SET_CREATURE_ARMOUR(KNIGHT,0) SET_CREATURE_ARMOUR(THIEF,0) SET_CREATURE_ARMOUR(ARCHER,0) SET_CREATURE_ARMOUR(DWARFA,0) SET_CREATURE_ARMOUR(BARBARIAN,0) SET_CREATURE_ARMOUR(WIZARD,0) SET_CREATURE_ARMOUR(GIANT,0) SET_CREATURE_ARMOUR(SAMURAI,0) SET_CREATURE_ARMOUR(MONK,0) REM lower heroes health; most unconscious at 150; if 0 -> dies SET_CREATURE_HEALTH(TUNNELLER,50) SET_CREATURE_HEALTH(WITCH,50) SET_CREATURE_HEALTH(FAIRY,50) SET_CREATURE_HEALTH(KNIGHT,200) SET_CREATURE_HEALTH(THIEF,50) SET_CREATURE_HEALTH(ARCHER,50) SET_CREATURE_HEALTH(DWARFA,50) SET_CREATURE_HEALTH(BARBARIAN,50) SET_CREATURE_HEALTH(WIZARD,50) SET_CREATURE_HEALTH(GIANT,50) SET_CREATURE_HEALTH(SAMURAI,50) SET_CREATURE_HEALTH(MONK,50) REM *** gameplay command scripts *** IF(PLAYER0,GAME_TURN > 20) DISPLAY_INFORMATION(1,PLAYER0) REM Welcome ENDIF IF(PLAYER0,GAME_TURN >= 120) DISPLAY_OBJECTIVE(2,PLAYER0) REM First, build Treasure Room SET_FLAG(PLAYER0,FLAG0,1) ENDIF IF(PLAYER0,TREASURE >= 1) DISPLAY_OBJECTIVE(4,PLAYER0) REM after treasure, dig out gold IF(PLAYER0,TOTAL_GOLD_MINED >= 1000) ROOM_AVAILABLE(PLAYER0,LAIR,1,1) DISPLAY_OBJECTIVE(7,PLAYER0) REM build lair ENDIF ENDIF IF(PLAYER0,LAIR >= 1) CREATURE_AVAILABLE(PLAYER0,FLY,1,1) DISPLAY_OBJECTIVE(8,PLAYER0) REM portal ENDIF IF(PLAYER0,TOTAL_CREATURES >= 1) ROOM_AVAILABLE(PLAYER0,TORTURE,1,1) DISPLAY_OBJECTIVE(10,PLAYER0) REM build torture chamber CREATURE_AVAILABLE(PLAYER0,DARK_MISTRESS,1,1) ENDIF IF(PLAYER0,DARK_MISTRESS >= 1) DISPLAY_INFORMATION(11,PLAYER0) ENDIF IF(PLAYER0,TORTURE >= 1) ROOM_AVAILABLE(PLAYER0,GRAVEYARD,1,1) DISPLAY_OBJECTIVE(12,PLAYER0) REM build graveyard CREATURE_AVAILABLE(PLAYER0,VAMPIRE,1,1) ENDIF IF(PLAYER0,VAMPIRE >= 1) DISPLAY_INFORMATION(13,PLAYER0) ENDIF IF(PLAYER0,GRAVEYARD >= 1) ROOM_AVAILABLE(PLAYER0,GARDEN,1,1) DISPLAY_OBJECTIVE(14,PLAYER0) REM build hatchery ENDIF IF(PLAYER0,GARDEN >= 1) ROOM_AVAILABLE(PLAYER0,PRISON,1,1) DISPLAY_OBJECTIVE(15,PLAYER0) REM build prison ENDIF IF(PLAYER0,PRISON >= 1) ROOM_AVAILABLE(PLAYER0,BRIDGE,1,1) ROOM_AVAILABLE(PLAYER0,GUARD_POST,1,1) REM bridge & guard posts available REM all other rooms made available ROOM_AVAILABLE(PLAYER0,RESEARCH,1,1) ROOM_AVAILABLE(PLAYER0,TRAINING,1,1) ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,1) ROOM_AVAILABLE(PLAYER0,BARRACKS,1,1) ROOM_AVAILABLE(PLAYER0,TEMPLE,1,1) ROOM_AVAILABLE(PLAYER0,GRAVEYARD,1,1) ROOM_AVAILABLE(PLAYER0,SCAVENGER,1,1) DISPLAY_OBJECTIVE(16,PLAYER0) REM use guard posts as trigger points to add heros REM use bridge as alternate trigger point get add Lord of the Land ENDIF REM *** Heroes enter to do battle *** REM *** uses guard posts as trigger point to add heroes to game REM tunneller IF(PLAYER0,GUARD_POST == 1) ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,1,DUNGEON,0,1,200) DISPLAY_OBJECTIVE(17,PLAYER0) REM intruder arrives IF(PLAYER_GOOD, TOTAL_CREATURES == 0) DISPLAY_OBJECTIVE(18,PLAYER0) ENDIF ENDIF REM party one IF(PLAYER0,GUARD_POST == 2) ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,1,1) DISPLAY_OBJECTIVE(17,PLAYER0) REM intruder arrives IF(PLAYER_GOOD, TOTAL_CREATURES == 0) DISPLAY_OBJECTIVE(18,PLAYER0) ENDIF ENDIF REM party two IF(PLAYER0,GUARD_POST == 3) ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,1,1) DISPLAY_OBJECTIVE(17,PLAYER0) REM intruder arrives IF(PLAYER_GOOD, TOTAL_CREATURES == 0) DISPLAY_OBJECTIVE(18,PLAYER0) ENDIF ENDIF REM party three IF(PLAYER0,GUARD_POST == 4) ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,1,1) DISPLAY_OBJECTIVE(17,PLAYER0) REM intruder arrives IF(PLAYER_GOOD, TOTAL_CREATURES == 0) DISPLAY_OBJECTIVE(18,PLAYER0) ENDIF ENDIF REM party four IF(PLAYER0,GUARD_POST == 5) ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FOUR,1,1) DISPLAY_OBJECTIVE(17,PLAYER0) REM intruder arrives IF(PLAYER_GOOD, TOTAL_CREATURES == 0) DISPLAY_OBJECTIVE(18,PLAYER0) ENDIF ENDIF REM lord of the land IF(PLAYER0,GUARD_POST == 6) ADD_PARTY_TO_LEVEL(PLAYER_GOOD,KNIGHT,1,1) DISPLAY_OBJECTIVE(19,PLAYER0) REM Lord of the Land arrives SET_FLAG(PLAYER0, FLAG0, 7) ENDIF REM lord of the land, alternate trigger point using bridge IF(PLAYER0,BRIDGE == 1) ADD_PARTY_TO_LEVEL(PLAYER_GOOD,KNIGHT,1,1) DISPLAY_OBJECTIVE(19,PLAYER0) REM Lord of the Land arrives SET_FLAG(PLAYER0, FLAG0, 7) ENDIF IF(PLAYER0, FLAG0 == 7) IF(PLAYER_GOOD, TOTAL_CREATURES == 0) DISPLAY_OBJECTIVE(20,PLAYER0) WIN_GAME ENDIF ENDIF IF(PLAYER0,TOTAL_IMPS==0) DISPLAY_INFORMATION(21,PLAYER0) MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1) ENDIF