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457 changes: 457 additions & 0 deletions campgns/keeporig_archipelago.cfg

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07, Wishvale
4 changes: 4 additions & 0 deletions campgns/keeporig_archipelago/MAP00007.rules.cfg
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[game]
DungeonHeartHealHealth = 1
MapCreatureLimit = 255

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102, Secret 3
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01, Eversmile
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4 changes: 4 additions & 0 deletions campgns/keeporig_archipelago/map00001.rules.cfg
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[game]
DungeonHeartHealHealth = 1
MapCreatureLimit = 255

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226 changes: 226 additions & 0 deletions campgns/keeporig_archipelago/map00001.txt
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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 - 07 Sep 2014
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 ****************************************************************************
LEVEL_VERSION(1)

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

REM Flags used:
REM PLAYER0,FLAG2 - Gold mining; 0-no gold mined; 1-gold mined > 0.
REM PLAYER0,FLAG1 - Rooms building; 1-treasury built AND almost all gold mined
REM PLAYER0,FLAG0 - Progress state; 1-treasury built; 3-lair built;
REM 4-hatchery built; 5-ready for 1st battle;
REM 6-won 1st battle; 7-lord of the land has appeared.

SET_GENERATE_SPEED(400)

START_MONEY(PLAYER0,2500)

MAX_CREATURES(PLAYER0,7)

ADD_CREATURE_TO_POOL(FLY,3)
ADD_CREATURE_TO_POOL(BUG,12)

CREATURE_AVAILABLE(PLAYER0,FLY,1,0)

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_WOUNDED(TUNNELLER,0)
SET_CREATURE_FEAR_STRONGER(TUNNELLER,10000)
SET_CREATURE_FEAR_WOUNDED(THIEF,0)
SET_CREATURE_FEAR_STRONGER(THIEF,10000)
SET_CREATURE_FEAR_WOUNDED(KNIGHT,0)
SET_CREATURE_FEAR_STRONGER(KNIGHT,10000)

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(THIEVES)
ADD_TO_PARTY(THIEVES,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,ALL_PLAYERS)
ENDIF
ENDIF

IF(PLAYER0,GAME_TURN > 125)
DISPLAY_INFORMATION(1,ALL_PLAYERS)
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(PLAYER0,FLAG2,1)
ENDIF

REM Show infos during the mining; when mined go to stage FLAG0=3
IF(PLAYER0,FLAG0 >= 1)
IF(PLAYER0,FLAG2 == 1)
IF(PLAYER0,TOTAL_GOLD_MINED >= 1000)
REM "If you want to make your creatures work harder, slap them..."
DISPLAY_INFORMATION(5,ALL_PLAYERS)
IF(PLAYER0,TOTAL_GOLD_MINED >= 5000)
REM "Use the left mouse button to pluck your creatures..."
DISPLAY_INFORMATION(6,ALL_PLAYERS)
IF(PLAYER0,TOTAL_GOLD_MINED >= 9000)
SET_FLAG(PLAYER0,FLAG1,1)
REM "Now, you need to turn some of your dungeon into a Lair..."
DISPLAY_OBJECTIVE(7,PLAYER0)
ROOM_AVAILABLE(PLAYER0,LAIR,1,1)
TUTORIAL_FLASH_BUTTON(8,-1)
IF(PLAYER0,LAIR >= 9)
REM "Dig a tunnel that connects to the Portal to the north..."
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(PLAYER0,FLAG2 == 1)
DISPLAY_OBJECTIVE(9,PLAYER0)
IF(PLAYER0,TOTAL_GOLD_MINED >= 1000)
REM "Pick up creatures by left clicking on them..."
DISPLAY_INFORMATION(10,ALL_PLAYERS)
IF(PLAYER0,TOTAL_GOLD_MINED >= 5000)
REM "If you want your creatures to work harder, slap them..."
DISPLAY_INFORMATION(11,ALL_PLAYERS)
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,0,0)
CREATURE_AVAILABLE(PLAYER0,BUG,1,0)
IF(PLAYER0,BUG >= 1)
DISPLAY_OBJECTIVE(14,PLAYER0)
CREATURE_AVAILABLE(PLAYER0,FLY,1,0)
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)
REM "To pick up creatures quickly, left click on them..."
DISPLAY_INFORMATION(16,ALL_PLAYERS)
TUTORIAL_FLASH_BUTTON(5,-1)
IF(PLAYER0,TIMER1 >= 800)
ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,THIEVES,1,DUNGEON,0,1,200)
ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,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_CONTROLS(PLAYER_GOOD,TOTAL_CREATURES <= 0)
DISPLAY_OBJECTIVE(20,PLAYER0)
WIN_GAME
ENDIF
ENDIF

REM If the player has run out of imps, somehow
IF_CONTROLS(PLAYER0,TOTAL_DIGGERS <= 0)
DISPLAY_INFORMATION(21,ALL_PLAYERS)
MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1)
TUTORIAL_FLASH_BUTTON(21,-1)
ENDIF

REM ****************************************************************************
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02, Cosyton
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4 changes: 4 additions & 0 deletions campgns/keeporig_archipelago/map00002.rules.cfg
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[game]
DungeonHeartHealHealth = 1
MapCreatureLimit = 255

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