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Cleaned up Syndika and Kzelbatu (#3503)
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- LEVEL_VERSION(1)
- Kzelbatu no longer has problems with creature limit
- Objective eyes set correctly
- IF_CONTROLS used to win with heroes in prison
- Cosmetic changes to scripts
- Removed some empty lines on Thug of War too
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Loobinex authored Sep 30, 2024
1 parent 9e46b6e commit c322891
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Showing 4 changed files with 80 additions and 116 deletions.
2 changes: 1 addition & 1 deletion lang/levels/classic/text_eng.pot
Original file line number Diff line number Diff line change
Expand Up @@ -55,7 +55,7 @@ msgstr ""
#. Syndika (lv206)
#: guitext:4
msgctxt "In-game message"
msgid "The syndicate has been eradicated! Congratulations Keeper on your victory against the Director. "
msgid "The syndicate has been eradicated! Congratulations Keeper on your victory against the Director."
msgstr ""

#. Kzelbatu (lv207)
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85 changes: 35 additions & 50 deletions levels/classic/map00206.txt
Original file line number Diff line number Diff line change
@@ -1,21 +1,21 @@
REM ********************************************
REM
REM Script for Level Syndika
REM v1.2.0 created by Stanza on 21 Jan 2008
REM updated by Mefistotelis
REM updated for pot file by dayokay (Dec2020) for inclusion in 'classic' KeeperFX map-pack
REM Script for Level Syndika
REM v1.2.0 created by Stanza on 21 Jan 2008
REM updated by Mefistotelis
REM updated for pot file by dayokay (Dec2020) for inclusion in 'classic' KeeperFX map-pack
REM converted to keeperfx format sep 2024
REM
REM Author Description: The kind of map where heroes come knocking at your door. Although there's no
REM background nor campaign, heroes are now smugglers in the 'history' of the map, eager of gold and
REM lands, a bit like Keepers in fact. Anyway the map is rather difficult. It was made easier from
REM original version, but still it's hard.
REM Author Description: The kind of map where heroes come knocking at your door. Although there's no
REM background nor campaign, heroes are now smugglers in the 'history' of the map, eager of gold and
REM lands, a bit like Keepers in fact. Anyway the map is rather difficult. It was made easier from
REM original version, but still it's hard.
REM
REM ********************************************
LEVEL_VERSION(1)

SET_GENERATE_SPEED(400)

MAX_CREATURES(PLAYER0,15)

START_MONEY(PLAYER0,2500)

ADD_CREATURE_TO_POOL(TROLL,10)
Expand All @@ -27,25 +27,26 @@ ADD_CREATURE_TO_POOL(ORC,10)
ADD_CREATURE_TO_POOL(SPIDER,7)
ADD_CREATURE_TO_POOL(BUG,6)

CREATURE_AVAILABLE(PLAYER0,FLY,1,1)
CREATURE_AVAILABLE(PLAYER0,BILE_DEMON,1,1)
CREATURE_AVAILABLE(PLAYER0,TROLL,1,1)
CREATURE_AVAILABLE(PLAYER0,TENTACLE,1,1)
CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,1)
CREATURE_AVAILABLE(PLAYER0,SPIDER,1,1)
CREATURE_AVAILABLE(PLAYER0,HELL_HOUND,1,1)
CREATURE_AVAILABLE(PLAYER0,BUG,1,1)
CREATURE_AVAILABLE(PLAYER0,ORC,1,1)
CREATURE_AVAILABLE(PLAYER0,FLY,1,0)
CREATURE_AVAILABLE(PLAYER0,BILE_DEMON,1,0)
CREATURE_AVAILABLE(PLAYER0,TROLL,1,0)
CREATURE_AVAILABLE(PLAYER0,TENTACLE,1,0)
CREATURE_AVAILABLE(PLAYER0,SORCEROR,1,0)
CREATURE_AVAILABLE(PLAYER0,SPIDER,1,0)
CREATURE_AVAILABLE(PLAYER0,HELL_HOUND,1,0)
CREATURE_AVAILABLE(PLAYER0,BUG,1,0)
CREATURE_AVAILABLE(PLAYER0,ORC,1,0)

ROOM_AVAILABLE(PLAYER0,TREASURE,1,1)
ROOM_AVAILABLE(PLAYER0,GARDEN,1,1)
ROOM_AVAILABLE(PLAYER0,LAIR,1,1)
ROOM_AVAILABLE(PLAYER0,TRAINING,1,1)
ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,0)
ROOM_AVAILABLE(PLAYER0,WORKSHOP,2,0)
ROOM_AVAILABLE(PLAYER0,GUARD_POST,1,0)
ROOM_AVAILABLE(PLAYER0,BARRACKS,1,0)
ROOM_AVAILABLE(PLAYER0,TEMPLE,1,0)
ROOM_AVAILABLE(PLAYER0,BRIDGE,1,0)
ROOM_AVAILABLE(PLAYER0,RESEARCH,3,0)

DOOR_AVAILABLE(PLAYER0,WOOD,1,0)
DOOR_AVAILABLE(PLAYER0,BRACED,1,0)
Expand All @@ -63,16 +64,6 @@ MAGIC_AVAILABLE(PLAYER0,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CHICKEN,1,0)

REM QUICK_OBJECTIVE(1,"Here you are into enemy territory, Keeper. The smugglers are organised and have numerous defense posts at their disposal. Be quick and tactical to insure your victory.",PLAYER0)
DISPLAY_OBJECTIVE(1,PLAYER0)

IF(PLAYER0,KNIGHT == 1)
REM QUICK_OBJECTIVE(2,"A baron whose lands have been pillaged has joined your lines. Maybe is it here your chance to defeat the syndicate's agents.",PLAYER0)
DISPLAY_OBJECTIVE(2,PLAYER0)
MAGIC_AVAILABLE(PLAYER0,POWER_PROTECT,1,0)
ENDIF


CREATE_PARTY(SYNDIK1)
ADD_TO_PARTY(SYNDIK1,THIEF,3,300,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(SYNDIK1,SAMURAI,2,300,ATTACK_DUNGEON_HEART,0)
Expand Down Expand Up @@ -101,7 +92,6 @@ CREATE_PARTY(SYNDIK4)
ADD_TO_PARTY(SYNDIK4,BARBARIAN,4,700,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(SYNDIK4,SAMURAI,5,700,ATTACK_DUNGEON_HEART,0)


CREATE_PARTY(SYNDIK5)
ADD_TO_PARTY(SYNDIK5,BARBARIAN,6,300,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(SYNDIK5,SAMURAI,6,300,ATTACK_DUNGEON_HEART,0)
Expand Down Expand Up @@ -182,7 +172,6 @@ CREATE_PARTY(SYNDIK14)
ADD_TO_PARTY(SYNDIK14,WIZARD,6,700,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(SYNDIK14,BARBARIAN,9,700,ATTACK_DUNGEON_HEART,0)


CREATE_PARTY(SYNDIK15)
ADD_TO_PARTY(SYNDIK15,BARBARIAN,8,800,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(SYNDIK15,BARBARIAN,8,800,ATTACK_DUNGEON_HEART,0)
Expand All @@ -191,6 +180,14 @@ CREATE_PARTY(SYNDIK15)
ADD_TO_PARTY(SYNDIK15,WIZARD,7,700,ATTACK_DUNGEON_HEART,0)
ADD_TO_PARTY(SYNDIK15,SAMURAI,7,700,ATTACK_DUNGEON_HEART,0)

REM "Here you are into enemy territory, Keeper. The smugglers are organised and have numerous defense posts at their disposal. Be quick and tactical to insure your victory."
DISPLAY_OBJECTIVE(1)

IF(PLAYER0,KNIGHT == 1)
REM "A baron whose lands have been pillaged has joined your lines. Maybe is it here your chance to defeat the syndicate's agents."
DISPLAY_OBJECTIVE(2)
MAGIC_AVAILABLE(PLAYER0,POWER_PROTECT,1,0)
ENDIF

IF_ACTION_POINT(7,PLAYER0)
ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,7,ACTION_POINT,6,1,250)
Expand Down Expand Up @@ -264,7 +261,6 @@ IF(PLAYER_GOOD,TIMER0 >= 48000)
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK15,-4,1)
ENDIF


REM Timer 1 triggers

IF_ACTION_POINT(5,PLAYER0)
Expand All @@ -289,7 +285,6 @@ IF(PLAYER_GOOD,TIMER1 >= 31000)
SET_TIMER(PLAYER_GOOD,TIMER2)
ENDIF


REM Now timer 2 triggers - this one is continous

IF(PLAYER_GOOD,TIMER2 >= 4500)
Expand All @@ -303,7 +298,6 @@ IF(PLAYER_GOOD,TIMER2 >= 4500)
SET_TIMER(PLAYER_GOOD,TIMER2)
ENDIF


REM Action points code

IF_ACTION_POINT(3,PLAYER0)
Expand Down Expand Up @@ -367,9 +361,9 @@ REM FLAG1=1 means final party defeated
REM FLAG2=1 means final party can arrive, as all standard partys have ended

IF(PLAYER_GOOD,FLAG2 == 1)
IF(PLAYER_GOOD,TOTAL_CREATURES == 0)
REM QUICK_OBJECTIVE(3,"Now that you have slaughtered the syndicate's troops, his director seems pretty angry, atrociously played, Keeper.One thing left to do though, decimate his army, an easy condition to fill in order to take control over the lands.",PLAYER0)
DISPLAY_OBJECTIVE(3,PLAYER0)
IF_CONTROLS(PLAYER_GOOD,TOTAL_CREATURES == 0)
REM "Now that you have slaughtered the syndicate's troops, his director seems pretty angry. Atrociously played Keeper! Now you must decimate his army, a necessary task in order to take control over these lands."
DISPLAY_OBJECTIVE(3,PLAYER0)
SET_FLAG(PLAYER_GOOD,FLAG1,1)
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK8,-7,2)
ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SYNDIK10,-7,2)
Expand All @@ -384,22 +378,13 @@ REM QUICK_OBJECTIVE(3,"Now that you have slaughtered the syndicate's troops, his
ENDIF
ENDIF

REM Room takeover triggers

IF(PLAYER0,WORKSHOP >= 1)
ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,1)
ENDIF

IF(PLAYER0,RESEARCH >= 1)
ROOM_AVAILABLE(PLAYER0,RESEARCH,1,1)
ENDIF

REM Win and lose conditions

IF(PLAYER_GOOD,FLAG1 == 1)
IF(PLAYER_GOOD,TOTAL_CREATURES == 0)
IF_CONTROLS(PLAYER_GOOD,TOTAL_CREATURES == 0)
IF(PLAYER_GOOD,DUNGEON_DESTROYED == 1)
DISPLAY_OBJECTIVE(4,PLAYER0)
REM "The syndicate has been eradicated! Congratulations Keeper on your victory against the Director. "
DISPLAY_OBJECTIVE(4)
WIN_GAME
ENDIF
ENDIF
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