Dungeon Keeper Script Commands Reference v1.3

Modified by fans


Contents

Contents

1.0 Introduction to level scripts

1.1 Finding the level script

1.2 Script Layout

1.3 Example Maps

2.0 Script Parameters and Variables

2.1 Game Turns

2.2 Players

2.3 Variables

2.4 Comparisons

2.5 Action Points

2.6 Creature Names

2.7 Room Names

2.8 Door and Trap Names

2.9 Spell Names

3.0 Miscellaneous Commands

3.1 REM

3.2 WIN_GAME

3.3 LOSE_GAME

3.4 SET_FLAG([player],[flag],[a])

3.5 SET_TIMER([player],[timer])

3.6 IF([player],[variable][comparison][a])

3.7 IF_ACTION_POINT([action point],[player])

3.8 IF_AVAILABLE([player],[name][comparison][a])

3.9 ENDIF

3.10 RESET_ACTION_POINT([action point])

3.11 NEXT_COMMAND_REUSABLE

4.0 Setup Commands

4.1 SET_GENERATE_SPEED([a])

4.2 COMPUTER_PLAYER([player],[a])

4.3 START_MONEY([player],[gold])

4.4 MAX_CREATURES([player],[a])

4.5 ALLY_PLAYERS([player],[player])

5.0 Creatures, Spells, Traps and Doors

5.1 ADD_CREATURE_TO_POOL([creature],[a])

5.2 CREATURE_AVAILABLE([player],[creature],[can be available],[is available])

5.3 ROOM_AVAILABLE([player],[room],[can be available],[is available])

5.4 DOOR_AVAILABLE([player],[door],[can be available],[number available])

5.5 TRAP_AVAILABLE([player],[trap],[can be available],[number available])

5.6 MAGIC_AVAILABLE([player],[spell],[can be available],[is available])

5.7 DEAD_CREATURES_RETURN_TO_POOL([a])

6.0 Manipulating Creatures

6.1 SET_CREATURE_MAX_LEVEL([player],[creature],[max experience])

6.2 SET_CREATURE_STRENGTH([creature],[a])

6.3 SET_CREATURE_HEALTH([creature],[a])

6.4 SET_CREATURE_ARMOUR([creature],[a])

6.5 SET_CREATURE_FEAR([creature],[a])

7.0 Manipulating Research

7.1 Default Research Values

7.2 RESEARCH([player],[research type],[room or spell],[a])

8.0 Adding New Creatures and Parties to the Level

8.1 ADD_CREATURE_TO_LEVEL([player],[creature],[action point],[a],[experience],[gold])

8.2 ADD_TUNNELLER_TO_LEVEL([player],[action point],[head for],[action point/target player],[experience],[gold])

8.3 CREATE_PARTY([party name])

8.4 ADD_TO_PARTY([party name],[creature],[experience],[gold],[objective],[countdown])

8.5 ADD_TUNNELLER_PARTY_TO_LEVEL([player],[party name],[action point],[head for],[action point/target player],[experience],[gold])

8.6 ADD_PARTY_TO_LEVEL([player],[name],[action point],[a])

9.0 Displaying information and affecting interface

9.1 DISPLAY_OBJECTIVE([a],[player])

9.2 DISPLAY_OBJECTIVE_WITH_POS([a],[x],[y])

9.3 DISPLAY_INFORMATION([a])

9.4 DISPLAY_INFORMATION_WITH_POS([a],[x],[y])

9.5 QUICK_OBJECTIVE([a],["objective"],[where])

9.6 QUICK_INFORMATION([a],["information"])

9.7 TUTORIAL_FLASH_BUTTON([button],[player])

9.8 BONUS_LEVEL_TIME([a])

9.9 SET_MUSIC([a])

10.0 Tweaking computer players

10.1 Computer Player Control Parameters

10.2 SET_COMPUTER_PROCESS([player],["process name"],[priority],[data1],[data2],[data3],[data4])

10.3 SET_COMPUTER_CHECKS([player],["checks name"],[check every],[data1],[data2],[data3],[data4])

10.4 SET_COMPUTER_EVENT([player],["event name"],[data1],[data2])

10.5 SET_COMPUTER_GLOBALS([player],[a],[a],[a],[a],[a],[a])

11.0 Script commands index

12.0 Credits

13.0 Changes log

14.0 References


1.0 Introduction to level scripts

To get your map to work in Dungeon Keeper, you will need to script it first. If you do not, the map will not load properly and you will not be able to play it. The script will tell Dungeon Keeper what spells are available on the level, what creatures appear and other settings that are unique to the level.


1.1 Finding the level script

When you first save your level, a number of files are created in the Levels directory. For example, for level 200 (the example map), the following files are created:

Map00200.apt
Map00200.clm
Map00200.dat
Map00200.inf
Map00200.lgt
Map00200.lif
Map00200.own
Map00200.slb
Map00200.tng
Map00200.txt
Map00200.wib
Map00200.wlb

You will notice that there is a .txt file included in the list. This is the script file which you will edit.

If you open it, you will see that it contains many commands which the game uses to create the level. When you have looked at the example script, open the script file of your own level.

1.2 Script Layout

You can enter commands into the script in any order. The script does not run like a proper program or an HTML script. Instead, Dungeon Keeper stores it all in memory. This means that IF commands will be triggered immediately when their conditions are met. Bear this in mind when you are writing your scripts.

The example scripts are laid out in the following way:

Setup Commands

Set up Generation Speed
Set up Computer Players (is applicable)
Set up Starting Gold
Set up Maximum Creatures

Set up Creature Pool
Set up available Creatures
Set up available Rooms
Set up available Doors
Set up available Traps
Set up available Spells

Adjust any creature statistics
Adjust any research values

Set up Flags
Set up Timers

Setup Parties
Add all creatures to Parties

Main Script

IF commands

IF commands for Objectives
IF commands for Information Icons

IF command resulting in a lost level (if necessary)
IF command resulting in a won level (if necessary)


This is done to keep the script readable and easy to look at when searching for errors. Although not necessary, it is good practice to keep to this format so others can look at your script without finding it incomprehensible.

Each subsection of this manual has a different theme and you should try and go through each subsection and place the commands into your script in the same order. This is to keep the scripts similar so that other people can reference them easily.

Note: All action commands in the script (such as ADD_PARTY_TO_LEVEL) will only be triggered once. IF commands will keep triggering every time their conditions are met but the commands inside them will only trigger the one time. You will need to use the NEXT_COMMAND_REUSABLE command if you want them to keep triggering.


1.3 Example Maps

Included with the Dungeon Keeper Editor are two example maps that you can use to study and cut and paste from. The single player example map is level 200 and the multiplayer example map is level 201. They are playable levels with as many features included as possible. The script files have been heavily commented using the REM command to explain the script at every step.


2.0 Script Parameters and Variables

This section will describe parameters to script commands available to use in Dungeon Keeper.

Below are a few common references explained:


2.1 Game Turns

A game turn is a counter that counts how many times Dungeon Keeper has run through it’s main loop. The main loop is a series of commands which tells the game to update and then draw everything on the screen. Each time it runs through these instructions, the game turn counter increases by one and the loop is run again.

On slower PCs, the game turns will increase slowly, while on fast machines the game turns will increase faster. To stop the game becoming too fast, there is a limit of 20 game turns a second. Bear these things in mind when you write your script so that timers are balanced on all machines.

If a script command requires number of game turns as a parameter (for example delay before some action), then it must be in range from 0 to 2147483647. The maximum value is equivalent to delay of approx. 3 years, so it should be enough for all cases. To make one minute delay, you should use 1200 game turns.

Note: The limit is 20 turns, not 12 turns how other sources claim.


2.2 Players

There are six players in the editor. Each has a number and colour.

Player

Player Command

Colour

Player 1 (single player)

PLAYER0

red

Player 2 (enemy)

PLAYER1

blue

Player 3 (enemy)

PLAYER2

green

Player 4 (enemy)

PLAYER3

yellow

Hero Dungeon

PLAYER_GOOD

white

Neutral


no colour/multicoloured

All Players

ALL_PLAYERS


Neutral is used for creatures and rooms that have not been claimed by any players, e.g. unclaimed Portals and bonus creatures hidden on the level.

Note: The player numbers start at 0 and not 1. The main (red) player is player 0 and the one you will always use for single player games.


2.3 Variables

Variables are names that have a number associated with them, e.g. the MONEY variable contains the amount of gold that player has. Most variables in Dungeon Keeper are individual to each player and are constantly updated with the correct information. Some, such as the FLAGS (see SET_FLAG command for more information) need to be created and updated by the script.

The following variables are used by Dungeon Keeper:

Command

Description

MONEY

The amount of money the player has

GAME_TURN

The current game turn (player independent)

TOTAL_IMPS

The number of Imps that player has got

TOTAL_CREATURES

The number of creatures that player has got

TOTAL_RESEARCH

The amount of research points that player has got (see manipulating research section for more information)

TOTAL_DOORS

The amount of doors that player has got

TOTAL_AREA

The amount of tiles that player owns

TOTAL_CREATURES_LEFT

The amount of creatures that have left that player’s dungeon because they were annoyed

CREATURES_ANNOYED

The number of creatures annoyed in that player’s dungeon

BATTLES_WON

The number of battles won by that player

BATTLES_LOST

The number of battles lost by that player

ROOMS_DESTROYED

The number of rooms belonging to the player which were sold or destroyed

SPELLS_STOLEN

The number of spells stolen from that player

TIMES_BROKEN_INTO

The number of times that players walls have been breached

DUNGEON_DESTROYED

Whether that players Dungeon Heart has been destroyed (0 if still active, 1 if destroyed)

CREATURES_SCAVENGED_LOST

Number of creatures lost by that player due to scavenging

CREATURES_SCAVENGED_GAINED

Number of creatures gained by that player through scavenging

ALL_DUNGEONS_DESTROYED

Whether all the other players Dungeon Hearts (besides given player) has been destroyed (0 if still active, 1 if destroyed)

DOORS_DESTROYED

The number of doors belonging to the player which were sold or destroyed

TOTAL_GOLD_MINED

Total amount of gold mined by the player

GOLD_POTS_STOLEN

Number of gold pots that were stolen from the player

BREAK_IN

FLAGn

FLAG number: n is a number between 0 and 7

TIMERn

TIMER number: n is a number between 0 and 7

RANDOM(min,max)

A random number in range from given min to max

Note: Room names, door names, trap names and creature names can also be used as variables for IF statement. Those will return:

Variable type

Return value

Room name

Number of tiles of this room a player has

Door name

Number of doors of this type a player has

Trap name

Number of traps of this type a player has

Creature name

Number of creatures of this type a player has


2.4 Comparisons

The Comparisons are symbols which you can use to compare two values. These will be mainly used by the IF commands.

Command

Description

==

Equal to

!=

Not equal to

<

Less than

>

Greater than

<=

Less than or equal to

>=

Greater than or equal to


Note: If possible, use ‘Less than or equal to’ or ‘Greater than or equal to’ instead of the ‘Equal to’ command because the IF command isn’t checked every game turn. This may cause the game to miss things and therefore cause errors.
For example, instead of asking whether the player has 30 creatures, ask if the player has 30 creatures or more.


2.5 Action Points

Action points are areas of the map that are triggered if a creature steps into it. The Action Point can only be triggered once (unless you use the RESET_ACTION_POINT command) and is player independent so you can only detect which player triggered it.

Each Action Point has a number which you will have to remember. You will use this number in the script.

Hero Gates are special Action Points that act as Portals for Heroes. They do not have trigger areas so you cannot use them as traps, only as entry points for parties or new creatures. Like the Action Points, each Hero Gate has a number and you will need to use this number in the script.


2.6 Creature Names

All the creatures in the Dungeon Keeper have special names which you have to use when referring to them in the script. The following list shows you their proper name and the script name you should use.

Heroes

Command

Wizard

WIZARD

Barbarian

BARBARIAN

Archer

ARCHER

Monk

MONK

Dwarf

DWARFA

Knight

KNIGHT

Avatar

AVATAR

Tunneller Dwarf

TUNNELLER

Witch

WITCH

Giant

GIANT

Fairy

FAIRY

Thief

THIEF

Samurai

SAMURAI


Creatures

Command

Imp

IMP

Horned Reaper

HORNY

Skeleton

SKELETON

Troll

TROLL

Dragon

DRAGON

Demonspawn

DEMONSPAWN

Fly

FLY

Dark Mistress

DARK_MISTRESS

Warlock

SORCEROR

Bile Demon

BILE_DEMON

Beetle

BUG

Vampire

VAMPIRE

Spider

SPIDER

Hellhound

HELL_HOUND

Ghost

GHOST

Tentacle

TENTACLE

Orc

ORC


Helpers

Command

Floating spirit

FLOATING_SPIRIT

Buffer 1 for creature swaping

NEW_CREATURE_A

Buffer 2 for creature swaping

NEW_CREATURE_B

How you design your level is up to you but when Dungeon Keeper was being developed, it was decided that some creatures should not come through the Portals (although they can be placed on the map for the player to find). The reasons for this are: Ghosts are created when a creature dies on a torture table and Skeletons are created when a creature dies in a Prison. Horned Reapers are only available through a sacrifice in the Temple and Vampires only rise from the Graveyard. Tentacles like water and are only bonuses on those levels with water. Bear this in mind when you are scripting your level.

Note: The three last creacures are not real game creatures, but only helpers. They should not be used. Floating Spirits are mainly used when your dungeon heart is destroyed (when you click on the Possess icon), or at the very beginning of any levels (when you "enter" into the Dungeon Heart).

Fanfact: Floating Spirits can be added into creature pool, but when they come out the portal they are completely useless - have no attack, and seem to crash the game if you slap them or a Boulder Trap hits them.


2.7 Room Names

Like the creatures, the rooms in Dungeon Keeper have special script names.

Room

Command

Portal

ENTRANCE

Treasure Room

TREASURE

Dark Library

RESEARCH

Prison

PRISON

Torture Chamber

TORTURE

Training Room

TRAINING

Workshop

WORKSHOP

Scavenger Room

SCAVENGER

Temple

TEMPLE

Graveyard

GRAVEYARD

Barracks

BARRACKS

Hatchery

GARDEN

Lair

LAIR

Bridge

BRIDGE

Guard Post

GUARD_POST


2.8 Door and Trap Names

Doors and Traps have script names which must be used when referring to them.

Door or Trap

Command

Wooden Door

WOOD

Braced Door

BRACED

Steel Door

STEEL

Magic Door

MAGIC

Boulder Trap

BOULDER

Alarm Trap

ALARM

Poison Gas Trap

POISON_GAS

Lightning Trap

LIGHTNING

Word of Power Trap

WORD_OF_POWER

Lava Trap

LAVA


2.9 Spell Names

Spells have script names which must be used when referring to them.

Spell

Command

Create Imp

POWER_IMP

Obey

POWER_OBEY

Sight of Evil

POWER_SIGHT

Call to Arms

POWER_CALL_TO_ARMS

Cave-in

POWER_CAVE_IN

Heal Creature

POWER_HEAL_CREATURE

Hold Audience

POWER_HOLD_AUDIENCE

Lightning Strike

POWER_LIGHTNING

Speed Creature

POWER_SPEED

Protect Creature

POWER_PROTECT

Conceal Creature

POWER_CONCEAL

Disease

POWER_DISEASE

Chicken

POWER_CHICKEN

Destroy Walls

POWER_DESTROY_WALLS

Armageddon

POWER_ARMAGEDDON

Possess creature

POWER_POSSESS

Ability to slap creatures

POWER_SLAP

Power to pick creatures

POWER_HAND

Note: The three last powers are given to you at start of the level, and you don't need library to store them. Other spells need to be enabled in you want to allow the player to research them or have them at start.


3.0 Miscellaneous Commands

These commands can be placed anywhere in your script and do not directly affect the level.

3.1 REM

This can be placed at the start of a line to tell the game to ignore any text after it.

Example:

REM ***** Setup Level Section              *****

3.2 WIN_GAME

Tells the game that you have won the level.

This command must be included in single player games to tell the player he has won. In multiplayer levels, it is not necessary. You should always use them with IF commands to make sure something happens to cause the game to end.

Example:

REM ***** Win the level if Player 1's      *****
REM ***** dungeon is destroyed             *****

IF(PLAYER1,DUNGEON_DESTROYED==1)

       WIN_GAME

ENDIF

3.3 LOSE_GAME

Tells the game you have lost the level.

This command does not always need to be included as you will automatically lose the level if you Dungeon Heart is destroyed. You should include it if there is a strict goal the player needs to attain.

Example:

REM ***** Lose the level if Player 0's     *****
REM ***** total battles lost is 30         *****

IF(PLAYER0,BATTLES_LOST >= 30)

       LOSE_GAME

ENDIF

3.4 SET_FLAG([player],[flag],[a])

Sets up a flag that is assigned a number.

[player] - The player’s name, e.g. PLAYER1. See players section for more information.

[flag] - The flag’s name. There are eight flag names which can be used for multiple players:

Flag name

FLAG0

FLAG1

FLAG2

FLAG3

FLAG4

FLAG5

FLAG6

FLAG7


[a] - The number assigned to the flag. This can be between 0 and 255.

Example:

REM ***** Setup FLAG0                      *****

SET_FLAG(PLAYER0,FLAG0,0)

..

REM ***** If Player 0's total creatures    *****
REM ***** is larger than 40 then set the   *****
REM ***** flag to 1                        *****

IF(PLAYER0,TOTAL_CREATURES > 40)

       SET_FLAG(PLAYER0,FLAG0,1)

ENDIF

..

REM ***** If FLAG0 is equal to 1 then win  *****
REM ***** the game                         *****

IF(PLAYER0,FLAG0==1)

       WIN_GAME

ENDIF

3.5 SET_TIMER([player],[timer])

Sets up a timer that increases by 1 every game turn from when it was triggered.

[player] - The player’s name, e.g. PLAYER1. See players section for more information.

[timer] - The timer’s name. Each player has their own set of eight timers you can trigger.

Timer name

TIMER0

TIMER1

TIMER2

TIMER3

TIMER4

TIMER5

TIMER6

TIMER7


Example:

REM ***** Setup Player 0's TIMER0          *****

SET_TIMER(PLAYER0,TIMER0)

..

REM ***** When TIMER0 reaches 1000, win    *****
REM ***** the game                         *****

IF(PLAYER0,TIMER0 >= 1000)

       WIN_GAME

ENDIF

3.6 IF([player],[variable][comparison][a])

This is used to test the differences between two values ([variable] and [a]). If those two values agree with the comparison, the script will continue. If the two values do not agree with the comparison, the script will find the next ENDIF and continue from there.

[player] - The player’s name, e.g. PLAYER1. See players section for more information.

[variable] - The name of a variable used by Dungeon Keeper. See variables section for more information.

[comparison] - A comparison, e.g. == (equal to). See comparisons section for more information.

[a] - A number to compare the variable to.

Note: You can only have a maximum of 48 IF conditions (all types) in your script.

Example

REM ***** Detect whether Player 0's total  *****
REM ***** number of creatures is larger    *****
REM ***** than 40. If so, win the game, if *****
REM ***** not, continue                    *****

IF(PLAYER0,TOTAL_CREATURES >= 40)

      WIN_GAME

ENDIF

..

REM ***** If Player 0's Dungeon Heart is   *****
REM ***** destroyed then lose the game     *****

IF(PLAYER0,DUNGEON_DESTROYED==1)

       LOSE_GAME

ENDIF

3.7 IF_ACTION_POINT([action point],[player])

Detects whether an Action Point has been trigger by one of that players creatures. The Action point is only triggered once (unless you use the RESET_ACTION_POINT command) and you can only detect which player triggered it.

[action point] - Action Point number. See action points section for more information.

[player] - The player’s name, e.g. PLAYER1. See players section for more information.

Note: You can only have a maximum of 48 IF conditions (all types) in your script.

Example:

REM ***** If Action Point 2 has been       *****
REM ***** triggered by one of Player 1's   *****
REM ***** creatures then perform the       *****
REM ***** following tasks                  *****

IF_ACTION_POINT(2,PLAYER1)

       ..

ENDIF

3.8 IF_AVAILABLE([player],[name][comparison][a])

Allows you to ask whether something is available to that player. If it is not, then the answer will be 0. If it is then the answer will be 1.

[player] - The player’s name, e.g. PLAYER1. See players section for more information.

[name] - The name of a creature, spell, trap or door. See sections creature names section and three sections following it for more information.

[comparison] - A comparison, e.g == (equal to). See comparisons section for more information.

[a] - A number to compare the variable to

Note:You can only have a maximum of 48 IF conditions (all types) in your script.

Example:

REM ***** If Player 2 has a Temple then    *****
REM ***** perform the following tasks      *****

IF_AVAILABLE(PLAYER2,ROOM_TEMPLE >= 1)

       ..

ENDIF

3.9 ENDIF

This command must be placed at the end of all IF statements. This tells the IF command where to jump to when the comparisons in the statement are not met.

See IF commands for examples.


3.10 RESET_ACTION_POINT([action point])

Once an Action Point has been triggered, it cannot be triggered again unless it has been reset by this command.

[action point] - Action Point number. See action points section for more information.

Example:

RESET_ACTION_POINT(3)


3.11 NEXT_COMMAND_REUSABLE

Once any action command, such as ADD_CREATURE_TO_LEVEL or SET_TIMER, has been triggered once, it cannot be triggered again. This means that you cannot create loops or generators that add heroes to the level each time one of your creatures steps foot in a room. To get around this, the Dungeon Keeper script has a special command called NEXT_COMMAND_REUSABLE. You will need to place this in front of every command in the loop to make it work (it does not need to be placed in front of IF commands)

Example:

REM ***** This loop adds a new hero to the *****
REM ***** level at Action Point 5 while a  *****
REM ***** creature belonging to Player 0   *****
REM ***** is within the boundaries of      *****
REM ***** Action Point 5. It will only     *****
REM ***** stop when the Hero Dungeon Heart *****
REM ***** has been destroyed               *****

IF_ACTION_POINT(5,PLAYER0)

       IF(PLAYER_GOOD,DUNGEON_DESTROYED==0)

              NEXT_COMMAND_REUSABLE
              ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,5,1,3,300)

       ENDIF

ENDIF

..

REM ***** This loop adds a new hero to the *****
REM ***** level at Hero Gate 3 every 1000  *****
REM ***** game turns. This is done by      *****
REM ***** starting a timer, adding the     *****
REM ***** hero when it reaches 1000 and    *****
REM ***** then resetting it again          *****

SET_TIMER(PLAYER0,TIMER0)

IF(PLAYER0,TIMER0 >= 1000)

       NEXT_COMMAND_REUSABLE
       ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WITCH,-3,1,6,600)

       NEXT_COMMAND_REUSABLE
       SET_TIMER(PLAYER0,TIMER0)

ENDIF

4.0 Setup Commands

These commands set up your level and initialise your computer players (if you have any).


4.1 SET_GENERATE_SPEED([a])

This command tells the game how long to wait before generating a new creature for each player. The type of creatures that appear cannot be scripted and will depend on the rooms the player has built. This is a global setting and will apply to all Portals.

[a] - The number of game turns between each creature.

Example:

REM ***** Create a new creature for each   *****
REM ***** player every 500 game turns      *****

SET_GENERATE_SPEED(500)

4.2 COMPUTER_PLAYER([player],[a])

If you have placed down an enemy dungeon heart (not a hero dungeon heart), this command tells Dungeon Keeper that a computer player needs to be assigned.

[player] - The player’s name, e.g. PLAYER1. See players section for more information.

[a] - A single number telling the game what attitude the computer player has:

Player

Description

0

A general computer player with everything turned on. Builds rooms quickly and is aggressive.

1

Medium aggressive computer player. Builds rooms slowly.

2

Medium defensive computer player.

3

A defensive computer player that only builds rooms 3x3 tiles in size.

4

A defensive computer player that only builds rooms 4x4 tiles in size.

5

An aggressive computer player that only builds rooms 4x4 tiles in size.

6

General aggressive computer player.

7

General defensive computer player.

8

Constructive defensive player that builds 5x5 rooms. Doesn't dig for gold, doesn't move creatures.

9

A computer player which only moves creatures.

10

A medium computer player.

Note: The official manual claims that numbers for computer players other than 0, 1, 3, 4, 5, or 10 will not make the game work properly.

Example:

REM ***** Set up and aggressive computer   *****
REM ***** that uses Player 2's dungeon     *****

COMPUTER_PLAYER(PLAYER2,1)

4.3 START_MONEY([player],[gold])

How much gold each player has at the start of the level.

[player] - The player’s name, e.g. PLAYER1. See players section for more information.

[gold] - The amount of gold for that player.

Example:

REM ***** Give all players 40000 in gold   *****
REM ***** at the start of the level        *****

START_MONEY(ALL_PLAYERS,40000)

4.4 MAX_CREATURES([player],[a])

The maximum number of creatures a player can have. The player can still gain creatures through Scavenging and Torturing but no more will come through the portal until the number of creatures drops below the maximum again.

[player] - The player name, e.g. PLAYER1. See players section for more information.

[a] - The maximum number of creatures. This must be a number below 255.

Example:

REM ***** Player 1 will not gain any more  *****
REM ***** creatures through his Portal     *****
REM ***** once he has 40 creatures in his  *****
REM ***** dungeon                          *****

MAX_CREATURES(PLAYER1,40)

4.5 ALLY_PLAYERS([player],[player])

This command sets two players as allies at the start of the game.

[player] - The player’s name, e.g. PLAYER1. See players section for more information.

Example:

ALLY_PLAYERS(PLAYER1,PLAYER2)

5.0 Creatures, Spells, Traps and Doors

These commands set what creatures, spells, traps and doors appear on the level and whether they need to be researched or not. You do not need to use these commands for Heroes and their traps and doors.


5.1 ADD_CREATURE_TO_POOL([creature],[a])

The creature pool is a set number of creatures that can be attracted by all the players. Imagine a large group of creatures waiting outside the Dungeon Area (all Portals share this group). A player puts down a room, e.g. a Torture Chamber, and a creature (Dark Mistress) is attracted. The Mistress is taken from this group. If there are no more Mistresses in the group then the player will not be able to gain any more unless he uses other means, e.g. scavenging. This is a first come, first serve system so players will need to hurry if they want to gain the rarest creatures. If a creature becomes angry, it will exit via an Portal and return to the pool. Dead creatures do not return to the pool so be careful the players do not run out.

This command sets the number of creatures that are placed in this pool. If you leave any creatures off the list then they will not appear in the pool.

[creature] - The creature’s name, e.g. BILE_DEMON. See creature names section for more information.

[a] - The number of creature’s of that type in the pool.

Example:

ADD_CREATURE_TO_POOL(BILE_DEMON,20)


5.2 CREATURE_AVAILABLE([player],[creature],[can be available],[is available])

This command tells the game that a specific creature can come through that player’s Portal.

[player] - The player’s name, e.g. PLAYER1. See players section for more information.

[creature] - The creature’s name, e.g. SORCEROR. See creature names section for more information.

[can be available] - This value should always be set to 1. Creatures, unlike spells and rooms, do not have to be pre-enabled.

[is available] - This value should either be 0 or 1. Set it to 1 to enable the creature to appear from the Portal.

Since the default value for [can be available] is 0, you can just include in the script file only those creatures you want the player to be able to attract. This will cut down your script file considerably.

Remember, you can use the ALL_PLAYERS option for [player] to cover all the players with one command.

Example:

REM ***** A Warlock can now appear at the  *****
REM ***** Portal if owned by player 2      *****

CREATURE_AVAILABLE(PLAYER2,SORCEROR,1,1)

5.3 ROOM_AVAILABLE([player],[room],[can be available],[is available])

This command tells the game that a specific room is available for the player to place down.

[player] - The player’s name, e.g. PLAYER1. See players section for more information.

[room] - The room’s name, e.g. TEMPLE. See room names section for more information.

[can be available] - This value can be set to 0 or 1. If it is 1 then you are telling the game that the room may be researched at some point.

[is available] - This value should either be 0 or 1. If it is 1 then the room is available straight away. If it is 0 then the room cannot become available until it is set to 1 or it is researched.

Since the default value for [can be available] is 0, you can just include in the script file only those rooms you want the player to be able to research. This will cut down your script file considerably.

Remember, you can use the ALL_PLAYERS option for [player] to cover all the players with one command.

Note: The Treasure Room, Lair, Hatchery, Training Room and Research Room should all be available at the start of each level.

Example:

REM ***** This Treasure Room has been set  *****
REM ***** so that it is available from     *****
REM ***** the start of the level.          *****

ROOM_AVAILABLE(ALL_PLAYERS,TREASURE,1,1)

REM ***** This Torture Chamber has been    *****
REM ***** set do that it needs to be       *****
REM ***** researched before it becomes     *****
REM ***** available.                       *****

ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,1,0)

5.4 DOOR_AVAILABLE([player],[door],[can be available],[number available])

This command tells the game that a specific door is available for the player to construct.

[player] - The player’s name, e.g. PLAYER1. See players section for more information.

[door] - The door’s name, e.g. BRACED. See doors/traps names section for more information.

[can be available] - This value can be set to 0 or 1. If it is 1 then you are telling the game that the door can be constructed.

[number available] - The number of doors available to the player at the start of the level or when they become available.

Since the default value for [can be available] is 0, you can just include in the script file only those doors you want the player to construct. This will cut down your script file considerably.

Remember, you can use the ALL_PLAYERS option for [player] to cover all the players with one command.

Example:

REM ***** The Wooden Door is now available *****
REM ***** to the player to manufacture     *****
REM ***** and none have been given to him  *****
REM ***** at the start                     *****

DOOR_AVAILABLE(PLAYER1,WOOD,1,0)

5.5 TRAP_AVAILABLE([player],[trap],[can be available],[number available])

This command tells the game that a specific trap is available for the player to construct.

[player] - The player’s name, e.g. PLAYER1. See players section for more information.

[trap] - The trap’s name, e.g. LAVA. See doors/traps names section for more information.

[can be available] - This value can be set to 0 or 1. If it is 1 then you are telling the game that the trap may be constructed at some point.

[number available] - The number of doors available to the player at the start of the level or when they become available. Bear in mind that without a Workshop, the traps cannot be armed. This may cause problems in the game. It is best to leave this at 0 when you write your scripts.

Since the default value for [can be available] is 0, you can just include in the script file only those traps you want the player to construct. This will cut down your script file considerably.

Remember, you can use the ALL_PLAYERS option for [player] to cover all the players with one command.

The computer player may sometimes build too much traps, expanding the workshop or placing traps in wrong places. In original DK campaign, computer type 0 puts all its traps on a single tile. This is corrected in DD, but the computer player there places traps all over, which may also lead to problems. To make sure the computer won't build too much traps, it is wise to set a limit, e.g. disable trap after three have been built, and disable the workshop building after it has 16 or 25 files.

Example:

REM ***** The Word of Power Trap is now    *****
REM ***** available to the player to       *****
REM ***** manufacture and none have been   *****
REM ***** given to him at the start        *****

TRAP_AVAILABLE(PLAYER1,WORD_OF_POWER,1,0)

5.6 MAGIC_AVAILABLE([player],[spell],[can be available],[is available])

This command tells the game that a specific spell is available for the player to cast.

[player] - The player’s name, e.g. PLAYER1. See players section for more information.

[spell] - The spell’s name, e.g. POWER_LIGHTNING. See spell names section for more information.

[can be available] - This value can be set to 0 or 1. If it is 1 then you are telling the game that the spell may be researched at some point.

[is available] - This value should either be 0 or 1. If it is 1 then the spell is available straight away. If it is 0 then the spell cannot become available until it is set to 1 or researched.

Since the default value for [can be available] is 0, you can just include in the script file only those spells you want the player to research. This will cut down your script file considerably.

Remember, you can use the ALL_PLAYERS option for [player] to cover all the players with one command.

Example:

REM ***** This Speed Creature spell has    *****
REM ***** been set so that it is available *****
REM ***** from the start of the level.     *****

MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,1)

REM ***** This Conceal Creature spell has  *****
REM ***** been set do that it needs to be  *****
REM ***** researched before it becomes     *****
REM ***** available.                       *****

MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)

5.7 DEAD_CREATURES_RETURN_TO_POOL([a])

Normally, when a creature dies, and its body vanishes, it is added to the creature pool again. This command allows you to ensure that all dead creatures are dead forever.

[a] - Logic value to control the creatures returning after death. The default value is 1, allowing dead creatures to come through portal again. Setting it to 0 will prevent dead creatures from returning.

Note: This function should be used only in special maps, where there are sources of new creatures other than portals.

Example:

REM ***** Dead creatures will not return   *****
REM ***** to pool on this map.             *****

DEAD_CREATURES_RETURN_TO_POOL(0)

6.0 Manipulating Creatures

With the following commands, you can manipulate the creature statistic directly and alter them specifically for your level. This will not affect the statistics in the creature.txt file and can be set for a specific player.


6.1 SET_CREATURE_MAX_LEVEL([player],[creature],[max experience])

This command sets the maximum experience level the creature can train to. You can use this to stop certain creatures from becoming too powerful.

[player] - The player’s name, e.g. PLAYER1. See players section for more information.

[creature] - The creature’s name, e.g. SKELETON. See creature names section for more information.

[max experience] - The maximum experience level for that creature. The highest and default maximum experience level of any creature is 10, but setting it to 10 with this command has influence on the game - it prevents creatures from transforming when they reach level 10 and are still training.

Example:

REM ***** Do not allow human player Hell   *****
REM ***** Hounds to go higher than level 5 *****

SET_CREATURE_MAX_LEVEL(PLAYER0,HELL_HOUND,5)

6.2 SET_CREATURE_STRENGTH([creature],[a])

This command sets the strength of all the creatures of that type on the level. Each creature has a default strength which can be found in the creature.txt file, e.g. the BILE_DEMON has a strength level of 80.

[creature] - The creature’s name, e.g. HORNY. See creature names section for more information.

[a] - The new strength of that creature. The strength must be between 0 and 255. Putting higher values will still make a final value smaller than 256, ie. 257 will set it to 1.

Example:

SET_CREATURE_STRENGTH(DEMON_SPAWN,190)


6.3 SET_CREATURE_HEALTH([creature],[a])

This command sets the health of all the creatures of that type on the level. Each creature has a default full health level which can be found in the creature.txt file, e.g. the DRAGON has a full health level of 900.

[creature] - The creature’s name, e.g. ORC. See creature names section for more information.

[a] - The new health level of that creature. The health level must be between 0 and 7895. If the value is greater, some creatures may instantly die when reaching certain level of experience.

Example:

SET_CREATURE_HEALTH(ORC,1000)


6.4 SET_CREATURE_ARMOUR([creature],[a])

This command sets the armour of all the creatures of that type on the level. Each creature has a default armour level which can be found in the creature.txt file, e.g. the Dark Mistress has a armour level of 50.

[creature] - The creature’s name, e.g. HORNY. See creature names section for more information.

[a] - The new armour level of that creature. The armour level must be between 0 and 255. Putting higher values will still make a final value smaller than 256.

Example:

SET_CREATURE_ARMOUR(DEMON_SPAWN,60)


6.5 SET_CREATURE_FEAR([creature],[a])

This command sets the fear of all the creatures of that type on the level. Each creature has a default fear which can be found in the creature.txt file, e.g. the FLY has a fear level of 30.

[creature] - The creature’s name, e.g. BUG. See creature names section for more information.

[a] - The new fear level of that creature. The fear level must be between 0 and 255. Putting higher values will still make a final value smaller than 256.

Example:

SET_CREATURE_FEAR(SPIDER,190)


7.0 Manipulating Research

When you put creatures into the Library and they start to research, a research counter will start to increase. The rate at which it increases depends on the number of creatures in the Library and their individual abilities and experience levels. Each spell and room has a research number assigned to it. When this number is reached by the research counter, the room or spell is deemed to be researched. All the rooms and spells have default research values (see below) but you can adjust these for individual levels if you want to.


7.1 Default Research Values

These are the default research values for the rooms.

Room

Command

Research Value

Treasure Room

TREASURE

1000

Hatchery

GARDEN

1000

Lair

LAIR

1000

Library

RESEARCH

1000

Training Room

TRAINING

1000

Bridge

BRIDGE

4600

Guard Post

GUARD_POST

6700

Workshop

WORKSHOP

9000

Barracks

BARRACKS

12000

Prison

PRISON

20000

Torture

TORTURE

20000

Temple

TEMPLE

25000

Graveyard

GRAVEYARD

25000

Scavenger

SCAVENGER

27500

These are the default research values for spells.

Spell

Command

Research Value

Create Imp

POWER_IMP

1000

Sight of Evil

POWER_SIGHT

3800

Speed Creature

POWER_SPEED

5700

Obey

POWER_OBEY

6000

Call to Arms

POWER_CALL_TO_ARMS

7400

Conceal Creature

POWER_CONCEAL

9400

Hold Audience

POWER_HOLD_AUDIENCE

11000

Cave-in

POWER_CAVE_IN

25000

Heal Creature

POWER_HEAL_CREATURE

14000

Lightning Strike

POWER_LIGHTNING

15000

Protect Creature

POWER_PROTECT

15000

Chicken

POWER_CHICKEN

20000

Disease

POWER_DISEASE

20000

Armageddon

POWER_ARMAGEDDON

100000

Destroy Walls

POWER_DESTROY_WALLS

750000



7.2 RESEARCH([player],[research type],[room or spell],[a])

This command allows you to adjust the research value for individual rooms or spells and even for a specific player.

[player] - The player’s name, e.g. PLAYER1. See players section for more information.

[research type] - Whether it is a room or spell you are researching. Use one of the following commands:

Research Type

Command

Rooms

ROOM

Spells

MAGIC

[room or spell] - The name of the room or spell you want to adjust, e.g. TEMPLE or MAGIC_LIGHTNING. See room names section and spell names section for more information.

[a] - The new research value. This must be a number below 16777216.

Example:

REM ***** Change the research value of the *****
REM ***** Scavenger Room from 27500 to     *****
REM ***** 50000                            *****

RESEARCH(PLAYER1,ROOM,SCAVENGER,50000)

Fanfact: The game engine also recognizes CREATURE as a value of [research type] parameter. It is unknown if a command with this value has any influence on the game.


8.0 Adding New Creatures and Parties to the Level

As well as set the attributes for your level, the Dungeon Keeper script allows you to add new creatures to the level at specified points and times. In conjunction with Action Points, you can trigger parties of Heroes to appear when a players’ creatures enter a certain part of the level.


8.1 ADD_CREATURE_TO_LEVEL([player],[creature],[action point],[a],[experience],[gold])

This command will add a number of new creatures to the level at the co-ordinates of a specifies Action Point. You cannot set where the creatures head for so you may need to use a party instead.

[player] - The name of the player, e.g. PLAYER1, that the creatures belong to. See players section for more information.

[creature] - The creature’s name, e.g. DRAGON. See creature names section for more information.

[action point] - The number of the Action Point where the creatures will appear. Positive integer value. See action points section for more information.
If you want a creature to appear at a Hero Gate, you will need to enter the Hero Gate’s number here. The number must have a minus sign in front of it to distinguish it from the normal Action Points. For example, if you want the creature to appear at Hero Gate 4, the [action point] number will be -4.
If you want a creature to appear at player's Dungeon Heart, you need to enter the player's name instead of the number (see players section).

[a] - The number of creatures that will appear at the Action Point. This can be any number but remember that you can only have up to 255 creatures on the map at any one time so this number should not be too high.

[experience] - The experience level of the creatures.

[gold] - The amount of gold carried by the creatures.

Note: You can only have a maximum of 48 ADD_CREATURE_TO_LEVEL commands.

Example:

REM ***** Add 7 level 4 Hero Wizards who   *****
REM ***** are carrying 400 gold at Action  *****
REM ***** Point 3                          *****

ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WIZARD,3,7,4,400)

8.2 ADD_TUNNELLER_TO_LEVEL([player],[action point],[head for],[action point/target player],[experience],[gold])

This commands adds a number of Tunneller Dwarves to the level. They will immediately start digging towards their target. Tunneller Dwarves are the only creatures that can tunnel towards a target.

[player] - The name of the player, e.g. PLAYER_GOOD, that the creatures belong to. See players section for more information.

[action point] - The number of the Action Point where the Tunneller will appear. Positive integer value. See action points section for more information.
If you want the Tunneller to appear at a Hero Gate, you will need to enter the Hero Gate’s number here. The number must have a minus sign in front of it to distinguish it from the normal Action Points. For example, if you want the Tunneller to appear at Hero Gate 4, the [action point] number will be -4.
If you want the Tunneller to appear at player's Dungeon Heart, you need to enter the player's name instead of the number (see players section).

[head for] - This command tells the Tunneller what it is tunnelling to. You will specify the exact Action Point or Player number in the next command. There are a number of commands you can use:

Description

Command

An Action Point

ACTION_POINT

A Player’s dungeon

DUNGEON

A Player’s Dungeon Heart

DUNGEON_HEART

The dungeon of the player with the highest score

APPROPIATE_DUNGEON

[action point/target player] - This command will tell the Tunneller which Action Point (if the [head for] command was ACTION_POINT) or Player (if the [head for] command was DUNGEON or DUNGEON_HEART) to go to. If the command was APPROPIATE_DUNGEON then this will just be 0 as the APPROPIATE_DUNGEON command sends the Tunneller to the dungeon of the player with the highest score.
If you wish to put player here, you must type player number, like 1, not player name. If you will type PLAYER1, the game won't be able to recognize the number and will treat it as 0.

[experience] - The experience level of the Tunneller.

[gold] - The amount of gold carried by the Tunneller.

Note: You can only have a maximum of 16 ADD_TUNNELLER_TO_LEVEL commands.

Example:

REM ***** Add a level 6 Hero Tunneller at  *****
REM ***** Action Point 7. He will tunnel   *****
REM ***** towards Action Point 5           *****

ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,7,ACTION_POINT,5,6,400)

..

REM ***** Add a level 4 Hero Tunneller at  *****
REM ***** Action Point 3. He will tunnel   *****
REM ***** towards Player 2's Dungeon Heart *****

ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,3,DUNGEON_HEART,2,4,400)

..

REM ***** Add a level 9 Hero Tunneller at  *****
REM ***** Action Point 5. He will tunnel   *****
REM ***** towards the dungeon of the       *****
REM ***** player with the highest score    *****

ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,5,APPROPIATE_DUNGEON,0,9,400)

8.3 CREATE_PARTY([party name])

This command tells the game to expect a party with a specific name.

[party name] - The name of the party. You can use any name you want but it must be in capitals.

Note: You can only have a maximum of 16 parties.

Example:

CREATE_PARTY(FIRST_STRIKE)


8.4 ADD_TO_PARTY([party name],[creature],[experience],[gold],[objective],[countdown])

This command adds a number of creatures to a party (maximum seven).

[party name] - The name of the party. This must have been declared with the CREATE_PARTY command.

[creature] - The creature’s name, e.g. HORNY. See creature names section for more information.

[experience] - The creature’s experience level.

[gold] - The amount of gold the creatures are carrying.

[objective] - The target of the creatures and where they will make for when they enter the level. You will not need to specify the target player yet. This will be done when you place the party on the map.

Description

Command

Steal gold from the Treasure Room. Party leader will go to Treasure Room and steal gold until he carries 1000, then he will attack Dungeon Heart. The gold carried at start must be less than 1000 for this to work.

STEAL_GOLD

Go to Library and steal spells. It seems that this objective doesn't work, or works only in some specific situation. Usually if this objective is used, the leader is heading to attack Dungeon Heart.

STEAL_SPELLS

Attack any enemies

ATTACK_ENEMIES

Attack the nearest Dungeon Heart

ATTACK_DUNGEON_HEART

Attack the nearest rooms

ATTACK_ROOMS

Defend the other creatures in the party

DEFEND_PARTY

Only a party leader fulfils his objective. Other members are protecting him.

[countdown] - Number of game turns before the leader of the party start moving to the objective. Even if this is set to zero, there usually is a little delay (approx. 200 game turns) before the leader starts moving.

Note: You can only have a maximum of 7 in a party. The leader is selected based on the creature types and their experience level (best and most experienced). Because only the leader will react on [objective] and [countdown] parameters, and you may be not certain which member will become a leader, it is wise to set these parameter to same values for all members of the party.

Example:

REM ***** Create a party called MY_PARTY.  *****

CREATE_PARTY(MY_PARTY)

..

REM ***** Add to MY_PARTY a level 5 Fairy  *****
REM ***** with 600 in gold who will attack *****
REM ***** the rooms of the target player   *****

ADD_TO_PARTY(MY_PARTY,FAIRY,5,600,ATTACK_ROOMS,0)

8.5 ADD_TUNNELLER_PARTY_TO_LEVEL([player],[party name],[action point],[head for],[action point/target player],[experience],[gold])

This adds a specified party of creatures to the level with a Tunneller Dwarf as it’s leader. The Tunneller will immediately dig to it’s target and the other creatures will follow.

[player] - The name of the player, e.g. PLAYER_GOOD, that the creatures belong to. See players section for more information.

[party name] - The name of the party. This must have been declared with the CREATE_PARTY command.

[action point] - The number of the Action Point where the party will appear. Positive integer value. See action points section for more information.
If you want the party to appear at a Hero Gate, you will need to enter the Hero Gate’s number here. The number must have a minus sign in front of it to distinguish it from the normal Action Points. For example, if you want the party to appear at Hero Gate 4, the [action point] number will be -4.
If you want the party to appear at player's Dungeon Heart, you need to enter the player's name instead of the number (see players section).

[head for] - This command tells the Tunneller what it is tunnelling to. You will specify the exact Action Point or Player number in the next command. There are a number of commands you can use:

Description

Command

An Action Point

ACTION_POINT

A Player’s dungeon

DUNGEON

A Player’s Dungeon Heart

DUNGEON_HEART

The dungeon of the player with the highest score

APPROPIATE_DUNGEON

[action point/target player] - This command will tell the Tunneller which Action Point (if the [head for] command was ACTION_POINT) or Player (if the [head for] command was DUNGEON or DUNGEON_HEART) to go to. If the command was APPROPIATE_DUNGEON then this will just be 0 as the APPROPIATE_DUNGEON command sends the Tunneller to the dungeon of the player with the highest score.
If you wish to put player here, you must type player number, like 1, not player name. If you will type PLAYER1, the game won't be able to recognize the number and will treat it as 0.

[experience] - The experience level of the Tunneller.

[gold] - The amount of gold the Tunneller is carrying.

Note: The ADD_TUNNELLER_PARTY_TO_LEVEL command counts as one ADD_TUNNELLER_TO_LEVEL command. Therefore, there can only be a total of 16 of these commands in your script.

Example:

REM ***** Add MY_PARTY to the level at     *****
REM ***** Action Point 4 with a level 5    *****
REM ***** Tunneller as it's leader. The    *****
REM ***** party will head for Action       *****
REM ***** Point 1                          *****

ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,MY_PARTY,4,ACTION_POINT,1,5,600)

REM ***** Add MY_PARTY to the level at     *****
REM ***** Action Point 10 with a level 4   *****
REM ***** Tunneller as it's leader. The    *****
REM ***** party will head for the dungeon  *****
REM ***** of Player 1                      *****

ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,MY_PARTY,10,DUNGEON,1,4,600)

8.6 ADD_PARTY_TO_LEVEL([player],[name],[action point],[a])

Very similar to the ADD_TUNNELLER_PARTY_TO_LEVEL command, this adds a party to the level but does not include a Tunneller Dwarf. This means the party will not be able to tunnel to their target.

[player] - The name of the player, e.g. PLAYER1, that the creatures belong to. See players section for more information.

[name] - The name of the party. This must have been declared with the CREATE_PARTY command.

[action point] - The number of the Action Point where the party will appear. Positive integer value. See action points section for more information.
If you want the party to appear at a Hero Gate, you will need to enter the Hero Gate’s number here. The number must have a minus sign in front of it to distinguish it from the normal Action Points. For example, if you want the party to appear at Hero Gate 4, the [action point] number will be -4.
If you want the party to appear at player's Dungeon Heart, you need to enter the player's name instead of the number (see players section).

[a] - The number of copies of the party to be placed down at the Action Point.

Note: The ADD_PARTY_TO_LEVEL command counts as one ADD_CREATURE_TO_LEVEL command. Therefore, there can only be a total of 48 of these commands in your script. The [a] (number of copies) variable in the ADD_PARTY_TO_LEVEL command does not affect this number and you will only use up one command however many copies you make.

Example:

REM ***** Add 2 copies of MY_PARTY to the  *****
REM ***** level at Action Point 5. They    *****
REM ***** belong to Player 3               *****

ADD_PARTY_TO_LEVEL(PLAYER3,MY_PARTY,5,2)

9.0 Displaying information and affecting interface

You can include the following commands in your script to display objectives for the player to follow, or information about level background story or some of the level mechanisms. There are also some commands to influence other elements of the game interface.

Please note that there is no CREATE_TEXT nor PRINT command. Commands with these names can be often found in scripts of the original maps. There were such commands in early version of the game, but were removed later. CREATE_TEXT has been replaced by DISPLAY_OBJECTIVE command to allow easier translation to languages other than english, PRINT was removed to prevent the game from using printer connected to PC.


9.1 DISPLAY_OBJECTIVE([a],[player])

Displays one of the text messages stored in TEXT.DAT file (if used in Dungeon Keeper) or DD1TEXT.DAT (if used in Deeper Dungeons) in an Objective Box. This file comes in various language version, so messages from it are always in the language selected during installation of Dungeon Keeper.

[a] - The number of the message, 0 to 839. Text of every message is stored in TEXT.DAT. This parameter is a message index in the TEXT.DAT file.

Some of the message numbers are:

Number

Message text

18

Savour your first victory while you can. You have attracted the wrath of the Lord of this realm. His party will soon be here.

19

The Lord of the Land has arrived. I can smell his fear. Defeat him and the realm is yours.

31

Harder the heroes may have been but they were obviously no match for your forces.

33

Congratulations. You have conquered the enemy hordes.

40

You meet with success yet again, Keeper. All those corpses will keep your Hatchery's topsoil fertile. They also serve as warnings to other foolhardy adventurers, of course.

41

All is quiet again. Use this time to ready yourself for the next attacks. The enemy is only regrouping. It is not yet defeated.

64

It's time to mete out the ultimate punishment to a keeper who dares to challenge you for this corner of your subterranean empire. The price of failure shall be oblivion.

103

The enemy are upon us. I'm just telling you in case you were having a doze.

114

Can you see how vulnerable one of your opponents has become? Then kill him.

115

I spy a keeper with hardly any creatures left under his control. I spy a Keeper who's about to die.

126

This ancient realm is rich in magical artifacts. Go forth and plunder.

171

What is this? The Avatar lives!

361

This is a tale of valour and honour and how tasty heroes are....

803

When night does not give way to day, And children are too scared to play, Abandon hope, embrace despair, You're destined for my Dragon's lair

805

Through my dungeon you may tread, But rest assured, you'll end up dead.

812

The denizens of your domain, Just cannot wait to kill again.

825

Torture is the crowning glory, Of your Dungeon Keeper story.

827

When your troops are hunger-stricken, Your Hatchery has yummy chicken.

836

Keep your Imps digging. There are always surprises to be found deep in the earth.

839

Foolish is the Keeper who sells all his rooms and refuses to pay his creatures.

[player] - If the player clicks on the zoom to icon on the Objective Panel, this option will specify which player’s Dungeon Heart the Dungeon View will zoom to. This should always be set to PLAYER0 in single player levels unless the text requires it to go to a different Dungeon Heart. You cannot use ALL_PLAYERS.

Example:

REM ***** Display objective box which says:*****
REM ***** "Your plan proceeds smoothly,    *****
REM ***** keeper. Allow your Imps time to  *****
REM ***** fortify the walls of your        *****
REM ***** dungeon. This increases the      *****
REM ***** efficiency of rooms and repels   *****
REM ***** would-be invaders."              *****

DISPLAY_OBJECTIVE(26,PLAYER0)

9.2 DISPLAY_OBJECTIVE_WITH_POS([a],[x],[y])

Displays one of the text messages stored in TEXT.DAT file (if used in Dungeon Keeper) or DD1TEXT.DAT (if used in Deeper Dungeons) in an Objective Box. Allows to enter map coordinates of an area which is shown when the eye icon is clicked on the message.

[a] - The number of the message, 0 to 839. Text of every message is stored in TEXT.DAT. This parameter is a message index in the TEXT.DAT file.

[x] - X coordinate of the map area to view when eye icon is clicked. The value is in subtiles, ranged from 0 (most west) to 252 (most east).

[y] - Y coordinate of the map area to view when eye icon is clicked. The value is in subtiles, ranged from 0 (most north) to 252 (most south).

Example:

REM ***** Display objective box which says:*****
REM ***** "Enemy reinforcements have       *****
REM ***** arrived. So what? Let's hear it  *****
REM ***** for more killing."               *****
REM ***** Allows to view map coords (19,21)*****

DISPLAY_OBJECTIVE_WITH_POS(130,19,21)

9.3 DISPLAY_INFORMATION([a])

Creates a text box with Information Pop-up Icon. Works identical (except of the icon) as DISPLAY_OBJECTIVE.

[a] - The number of the message, 0 to 839. Text of every message is stored in TEXT.DAT. This parameter is a message index in the TEXT.DAT file.

Some of the message numbers are explained in DISPLAY_OBJECTIVE help.

Example:

REM ***** Display information which says:  *****
REM ***** "How time flies... hurry!"       *****

DISPLAY_INFORMATION(166)

9.4 DISPLAY_INFORMATION_WITH_POS([a],[x],[y])

Creates a text box with Information Pop-up Icon. Works identical (except of the icon) as DISPLAY_OBJECTIVE_WITH_POS.

[a] - The number of the message, 0 to 839. Text of every message is stored in TEXT.DAT. This parameter is a message index in the TEXT.DAT file.

[x] - X coordinate of the map area to view when eye icon is clicked, in subtiles.

[y] - Y coordinate of the map area to view when eye icon is clicked, in subtiles.

Note: The unpatched version of the game do not recognizes this command correctly. Therefore, this command is very unsafe and shouldn't be used - it will work properly only with unofficial patch installed.

REM ***** Display information which says:  *****
REM ***** "If thou art bold and pure of    *****
REM ***** heart, Come down here, be torn   *****
REM ***** apart."                          *****
REM ***** Allows to view map coords (66,77)*****

DISPLAY_INFORMATION_WITH_POS(804,66,77)

Fanfact: This command has wrong internal command number in the game engine, and therefore is interpreted as DISPLAY_INFORMATION by the unpatched game. This is clearly a typing mistake of the programmer.


9.5 QUICK_OBJECTIVE([a],["objective"],[where])

This command brings up the Objective Box at the bottom of the game screen and displays the specified text. The command will be triggered as soon as the game reaches it in the script so you will probably need to trigger it with an IF command.

[a] - The number of the objective. Each objective must have a different number and you can only have a maximum of 49.

The message identified by '0' will not flash; all other numbers will make the information flash when displayed.

If you will use one identification number more than once in the script, the text displayed will be that of the last definition, regardless if it is inside IF/ENDIF statement or not.

[objective] - The objective text, e.g. "Your dungeon is doomed, Keeper.". Length of this text cannot exceed 511 characters, otherwise the message will not be displayed.

[where] - If the player clicks on the zoom to icon on the Objective Panel, this option will specify where the Dungeon View will zoom to. Putting player name here will zoom to the player’s Dungeon Heart (you cannot use ALL_PLAYERS). Putting positive number will zoom to Action Point with that number, and negative number will zoom to corresponding Hero Gate.

Note: This command will work only if you're using the Deeper Dungeons expansion pack, or Dungeon Keeper Gold installed on your PC. Remember, if you give this level to another person, they must also have the Deeper Dungeons expansion pack (or DK Gold) installed on their machine. Only DEEPER.EXE, DEEPER95.EXE and KEEPERFX.EXE can support this command.

Even if used in Deeper Dungeons, the command may not work properly if user will use the load/save game functions. Workaround for this is to start the level and load savegame from inside the level.

Example:

QUICK_OBJECTIVE(1,"Your dungeon is doomed, Keeper",PLAYER1)


9.6 QUICK_INFORMATION([a],["information"])

This command is similar to the QUICK_OBJECTIVE command except that instead of an Objective Window, the text is written on an Information Pop-up Icon. Again, this command will be triggered as soon as the game reaches it in the script so you will probably need to trigger it with an IF command.


[a] - The number of the information. Each bit of information must have a different number and you can only have a maximum of 49.
Objective text will overwrite Information text of the same identifying number when the information is defined before the objective, and vice-versa. Define information and objectives with different numbers.

[information] - The information text, e.g. "Well done. You have researched the Temple."

Note: This command will work only if you have the Deeper Dungeons expansion pack, or Dungeon Keeper Gold installed on your PC. Remember, if you give this level to another person, they must also have the Deeper Dungeons expansion pack (or DK Gold) installed on their machine.

Note: There is no player defined on this command as there is for the objective. The information will not be displayed at all if you have stated the player name.

Example:

QUICK_INFORMATION(1,"Well done. You have researched the Temple.")


9.7 TUTORIAL_FLASH_BUTTON([button],[duration])

Flashes a button on the toolar until the player selects it.

[button] - The number of the button. Each button of the interface has corresponding unique number.

Some of the button numbers are:

Number

Interface element

0

Clear any flashing elements

1

Information panel

2

Rooms panel

3

Spells panel

4

Workshop panel

5

Creatures panel

6

Treasure room

7

Hatchery

8

Lair

9

Library

10

Training room

11

Prison

12

Temple

13

Workshop

14

Scavenger

15

Graveyard

16

Barracks

17

Torture chamber

18

Bridge

19

Guard post

20

Sell button

21

Create imp

22

Sight of Evil

23

Call to Arms

24

Cave in

25

Lightning spell

26

Heal spell

27

Speed monster spell

28

Protect spell

29

Invisibility spell

30

Chicken spell

31

Disease spell

32

Destroy walls

33

Armageddon spell

34

Hold audience spell

35

Must obey spell

36

Possess creature

37

View map

38

Map zoom in

39

Map zoom out

40

Information area 1

41

Information area 2

42

Information area 3

43

Information area 4

44

Information area 5

45

Information area 6

46

Information area 7

47

Information area 8

48

Information area 9

49

Information area 10

50

Information area 11

51

Information area 12

52

Information area 13

53

Boulder trap

54

Alarm trap

55

Poison Gas trap

56

Lightning trap

57

Word of Power trap

58

Wooden door

59

Braced door

60

Iron door

61

Magic door

63

Focus on area

64

Close window

65

Scroll up

66

Scroll down

67

Lava trap

69

Imprisonment

70

Avoid combat

72

Creature idle

73

Creature work

74

Creature combat

[duration] - In game turns. Setting it to positive number controls how long the button is flashing. Setting it to 0 will flash the button until clicked, with no time limit.

Example:

ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,1)
QUICK_INFORMATION(1,"Build a 3x3 workshop which is now available to you.")
TUTORIAL_FLASH_BUTTON(13,PLAYER0)

9.8 BONUS_LEVEL_TIME([a])

Sets the time a player has to complete an objective. A timer appears in the top right corner of the screen. Only works on levels 100 to 105, marked as the bonus levels. The value shown on timer is amount of game turns left divided by 2.

[a] - The starting amount of game turns. Timer starts decrementing just after the command is executed.

Note: This command does not create the counter, it only sets the bonus level time shown on it. You can't have the timer in custom maps or other original campaign maps. If you don't specify a BONUS_LEVEL_TIME in a bonus level, the counter will still be there, but will be set to 00000.

Example:

REM ***** Set the level time to 10 minutes *****

SET_TIMER(PLAYER0,TIMER1)
BONUS_LEVEL_TIME(12000)

IF(PLAYER0,TIMER1 >= 12000)
	LOSE_GAME
ENDIF

9.9 SET_MUSIC([a])

This command was designed to choose the music track to play.

It is unknown if this command works, and how it works.

[a] - Probably the music track number.

Example:

SET_MUSIC(1)

10.0 Tweaking computer players

Computer player commands allows you to change the common behaviour of the computer player, or force it to conduct a specific action. None of these commands was originally documented - this section is completely work of fans.


10.1 Computer Player Control Parameters

These are the values of variables used in computer player (so-called AI) control commands. Note that these can only be used on a already initialized computer player (after a COMPUTER_PLAYER() command). Also, only some of available processes/events/tasks are used for a specific computer player model.

Process names

Descriptions

DIG TO CLOSE GOLD

Cautiously dig for gold. This process is used when the computer still has some gold supplies, or is undeveloped yet, and it is more crucial not to dig too far than to really get the gold.

DIG TO GOLD

Standard dig for gold. This process is used next after DIG TO CLOSE GOLD, when the gold supplies begin to be really short, or the computer is more developed.

DIG TO GREEDY GOLD

Greedly dig for gold. Computer uses this process when it ran out of gold, or is ready to attack. The search range can be far longer here.

DIG TO GREEDY GOLD2

Very greedly dig for gold. This is used when the computer becomes very aggresive.

BUILD A TREASURE ROOM

Build Treasure Room of given size. This is one of first processes conducted at start of the game.

BUILD A LAIR ROOM

Build a Lair of given size. This is usually third of processes conducted at start of the game.

BUILD A LAIR ROOM 4x4

Build a Lair of 4x4 pattern. This version of Lair building process is used for lairs smaller than 5x5.

BUILD A HATCHERY

Build Hatchery of given size.

BUILD A TRAINING ROOM

Build Training Room of given size.

BUILD A RESEARCH ROOM

Build Library of given size.

BUILD A WORKSHOP ROOM

Build Workshop of given size.

BUILD A BARRACK ROOM

Build Barracks of given size.

BUILD A GRAVEYARD ROOM

Build Graveyard of given size.

BUILD A TEMPLE ROOM

Build Temple of given size.

BUILD A SCAVENGER ROOM

Build Scavenger Room of given size.

BUILD A TORTURE ROOM

Build Torture Chamber of given size.

BUILD A PRISON ROOM

Build Prison of given size.

BUILD ALL ROOM 4x4

BUILD ALL ROOM 3x3

MOVE CREATURE TO TRAINING

MOVE CREATURE TO BEST ROOM

COMPUTER CHECK HATES

BUILD AND DEFEND COMPUTER

ATTACK SAFE ATTACK

ATTACK PLAN 1

SIGHT OF EVIL SCARE

SIGHT OF EVIL

DIG TO AN ENTRANCE


Event names

Descriptions

EVENT PAY DAY

EVENT SAVE IMPS

EVENT CHECK ROOMS FULL

EVENT MAGIC FOE

EVENT CHECK FIGHTERS

EVENT FIGHT TEST

EVENT FIGHT

EVENT LIVING SPACE FULL

EVENT TREASURE ROOM FULL

EVENT HEART UNDER ATTACK

EVENT ROOM ATTACK

EVENT DUNGEON BREACH


Globals names

Descriptions

COMPUTER_ATTACK_MAGIC

COMPUTER_WAIT_FOR_BRIDGE

COMPUTER_MAGIC_SPEED_UP

COMPUTER_DIG_TO_NEUTRAL

COMPUTER_SLAP_IMPS

COMPUTER_MOVE_CREATURES_TO_DEFEND

COMPUTER_MOVE_CREATURE_TO_POS

COMPUTER_MOVE_CREATURE_TO_ROOM

COMPUTER_PICKUP_FOR_ATTACK

COMPUTER_MAGIC_CALL_TO_ARMS

COMPUTER_DIG_TO_ATTACK

COMPUTER_DIG_TO_GOLD

COMPUTER_DIG_TO_ENTRANCE

COMPUTER_PLACE_ROOM

COMPUTER_CHECK_ROOM_DUG

COMPUTER_DIG_ROOM

COMPUTER_DIG_ROOM_PASSAGE

COMPUTER_SELL_TRAPS_AND_DOORS

Command available in Deeper Dungeons only.


Check names

Descriptions

CHECK MONEY

CHECK EXPAND ROOM

CHECK AVAILIABLE TRAP

CHECK FOR NEUTRAL PLACES

CHECK AVAILIABLE DOOR

CHECK FOR ENEMY ENTRANCES

CHECK FOR SLAP IMP

CHECK FOR SPEED UP

CHECK FOR QUICK ATTACK

CHECK TO PRETTY

CHECK FOR ENOUGH IMPS


10.2 SET_COMPUTER_PROCESS([player],["process name"],[priority],[data1],[data2],[data3],[data4])

Changes conditions and parameters for one of the computer processes. A process is started if the computer player realizes that any action is needed. Some of the processes have more than one version, and specific one is selected by checking variables inside the processes.

[player] - The computer player’s name, e.g. PLAYER1. See players section for more information.

["process name"] - Text name of the process which is being changed. See player control parameters for more information.

[priority] - Priority of the process. This parameter controls which process to choose if more than one process has met the conditions to be conducted.

[data1],[data2],[data3],[data4] - These parameters can have different meaning for different values of ["process name"].

Note that some processes are only used for some of the computer player types. To make sure your commands won't be inactive, you should set up the computer player type 0 (see COMPUTER_PLAYER command), e.g.

REM ***** Set up standard computer player  *****
REM ***** to be sure no processes will be  *****
REM ***** skipped when AI takes action.    *****

COMPUTER_PLAYER(PLAYER1,0)

10.2.1 Digging to gold processes

In this case, the function definition is:

SET_COMPUTER_PROCESS([player],["process name"],[priority],[money minimum],[turn scale],[gold dug at once],[max distance])

["process name"] - Can be one of the following:

DIG TO CLOSE GOLD

DIG TO GOLD

DIG TO GREEDY GOLD

DIG TO GREEDY GOLD2

[money minimum] - Minimal amount of money to use the specific process. If a computer player has less gold than [money minimum], it will not use the process, but will check the more "greedy" one. If minimal amount of money is not reached for any process, computer will use its "fail safe" gold digging process.

[turn scale] - Number of game turns to wait before thinking of digging to next vein. The computer will always wait these turns before creating next process for digging gold. Setting small value (like 10) here will allow computer to dig many veins at once.

[gold dug at once] - Number of the gold tiles selected at one time.

[max distance] - Maximum distance from the gold vein to the nearest of computer player’s rooms. The proper values are from 1 to 84.

Note: If you will use all the gold process commands with very small range, the computer player will still dig for far gold when he'll run completely out of it. This is due to a "fail safe" process which exist after these four. To disable digging for gold, you will have to place a first vein just next to the player, and use very large value of [turn scale], e.g. 144000 will make the computer not to dig for gold in 2 hours after digging the first vein.

Example:

REM ***** Dig safely for gold if more than *****
REM ***** 1250 is in treasury; search for  *****
REM ***** vein in 20 squares, wait 30 secs *****
REM ***** before the next digging          *****

SET_COMPUTER_PROCESS(PLAYER1,"DIG TO CLOSE GOLD",0,1250,600,5,20)

REM ***** Don't dig for gold in two hours  *****
REM ***** after first time digging greedly *****
REM ***** for gold.                        *****

SET_COMPUTER_PROCESS(PLAYER1,"DIG TO GREEDY GOLD", 0,  100,76666,5,50)
SET_COMPUTER_PROCESS(PLAYER1,"DIG TO GREEDY GOLD2",0,    0,76666,5,60)

10.2.2 Build a specific room processes

In this case, the function definition is:

SET_COMPUTER_PROCESS([player],["process name"],[priority],[room width],[room height],[room index],[required index])

["process name"] - Can be one of the following:

BUILD A TREASURE ROOM

BUILD A LAIR ROOM

BUILD A LAIR ROOM 4x4

BUILD A HATCHERY

BUILD A TRAINING ROOM

BUILD A RESEARCH ROOM

BUILD A WORKSHOP ROOM

BUILD A BARRACK ROOM

BUILD A GRAVEYARD ROOM

BUILD A TEMPLE ROOM

BUILD A SCAVENGER ROOM

BUILD A TORTURE ROOM

BUILD A PRISON ROOM

[room width] - Number of tiles width the room should have. Minimum is 2.

[room height] - Number of tiles height the room should have. Minimum is 2. This value shouldn't differ from room width by more than 1. If it will, then a room with non rectangular shape will result.

[room index] - Index of the room. should always correspond to the room in a ["process name"].

Process names

Room
indices

Descriptions

n/a

0

None (can be used as [required index])

BUILD A TREASURE ROOM

2

Treasure Room

BUILD A RESEARCH ROOM

3

Library

BUILD A PRISON ROOM

4

Prison

BUILD A TORTURE ROOM

5

Torture Chamber

BUILD A TRAINING ROOM

6

Training Room

BUILD A WORKSHOP ROOM

8

Workshop

BUILD A SCAVENGER ROOM

9

Scavenger Room

BUILD A TEMPLE ROOM

10

Temple

BUILD A GRAVEYARD ROOM

11

Graveyard

BUILD A BARRACK ROOM

12

Barracks

BUILD A HATCHERY

13

Hatchery

BUILD A LAIR ROOM
BUILD A LAIR ROOM 4x4

14

Lair (you can only enlarge the lair, making it smaller usually won't work)

[required index] - Index of the room that should exist when building the new room.

Maximum size of a room is restricted only by amount of tiles which a player can mark for digging. Rooms of size up to 23x23 are usually created properly.

Note: You can't build rooms where width and height differ by more than one. If e.g. you will set width to 4, you can only use height values of 3, 4 or 5.

The importand rooms: Treasure Room, Lair, Hatchery, Library and Training Room, should have priority around 0. Other rooms should have priority around -10. This will make sure AI will conduct other processes when neccessery.

Example:

REM ***** Build 4x3 treasure room at start *****
SET_COMPUTER_PROCESS(PLAYER1,"BUILD A TREASURE ROOM",     0,4,3, 2,0)

REM ***** Build only 2x3 hatchery          *****

REM SET_COMPUTER_PROCESS(PLAYER1,"BUILD A HATCHERY",      0,2,3,13,0)

REM ***** Build 3x3 scavenger room, only   *****
REM ***** after the Prison has been built  *****

SET_COMPUTER_PROCESS(PLAYER1,"BUILD A SCAVENGER ROOM",-10,3,3,9,8)

10.3 SET_COMPUTER_CHECKS([player],["checks name"],[check every],[data1],[data2],[data3],[data4])

If no importand event is occuring, the computer player searches for things that need to be done using checks. Checks are similar to IF commands which allows computer player to undertake a process under some circumstances determined by values of variables.

[player] - The computer player’s name, e.g. PLAYER1. See players section for more information.

["checks name"] - Text name of the check which is being altered. See player control parameters for more information.

[check every] - Number of turns before repeating the test.

[data1],[data2],[data3],[data4] - These parameters can have different meaning for different values of ["checks name"].

10.3.1 Check for attack

In this case, the function definition is:

SET_COMPUTER_CHECKS([player],["checks name"],[check every],[attack percent],[CTA duration],[min for attack],[last check])

This command is not fully documented yet. Sorry.


10.4 SET_COMPUTER_EVENT([player],["event name"],[data1],[data2])

Event is a sudden situation that needs a process to be undertaken. Unlike checks, events are triggered by often complicated logic conditions. Both checks and events are used to test if a process should be started.

[player] - The computer player’s name, e.g. PLAYER1. See players section for more information.

["event name"] - Text name of the event which is being altered. See player control parameters for more information.

[data1],[data2] - These parameters can have different meaning for different values of ["event name"].

This command is not fully documented yet. Sorry.


10.5 SET_COMPUTER_GLOBALS([player],[a],[a],[a],[a],[a],[a])

This command is not fully documented yet. Sorry.


11.0 Script commands index

ADD_CREATURE_TO_POOL([creature],[a])

ADD_CREATURE_TO_LEVEL([player],[creature],[action point],[a],[experience],[gold])

ADD_PARTY_TO_LEVEL([player],[name],[action point],[a])

ADD_TO_PARTY([party name],[creature],[experience],[gold],[objective],[countdown])

ADD_TUNNELLER_PARTY_TO_LEVEL([player],[party name],[action point],[head for],[action point/target player],[experience],[gold])

ADD_TUNNELLER_TO_LEVEL([player],[action point],[head for],[action point/target player],[experience],[gold])

ALLY_PLAYERS([player],[player])

BONUS_LEVEL_TIME([a])

COMPUTER_PLAYER([player],[a])

CREATE_PARTY([party name])

CREATURE_AVAILABLE([player],[creature],[can be available],[is available])

DEAD_CREATURES_RETURN_TO_POOL([a])

DISPLAY_INFORMATION([a])

DISPLAY_INFORMATION_WITH_POS([a],[x],[y])

DISPLAY_OBJECTIVE([a],[player])

DISPLAY_OBJECTIVE_WITH_POS([a],[x],[y])

DOOR_AVAILABLE([player],[door],[can be available],[number available])

ENDIF

IF([player],[variable][comparison][a])

IF_ACTION_POINT([action point],[player])

IF_AVAILABLE([player],[name][comparison][a])

LOSE_GAME

MAGIC_AVAILABLE([player],[spell],[can be available],[is available])

MAX_CREATURES([player],[a])

NEXT_COMMAND_REUSABLE

QUICK_INFORMATION([a],["information"])

QUICK_OBJECTIVE([a],["objective"],[where])

REM

RESEARCH([player],[research type],[room or spell],[a])

RESET_ACTION_POINT([action point])

ROOM_AVAILABLE([player],[room],[can be available],[is available])

SET_COMPUTER_CHECKS([player],["checks name"],[check every],[data1],[data2],[data3],[data4])

SET_COMPUTER_EVENT([player],["event name"],[data1],[data2])

SET_COMPUTER_GLOBALS([player],[a],[a],[a],[a],[a],[a])

SET_COMPUTER_PROCESS([player],["process name"],[priority],[data1],[data2],[data3],[data4])

SET_CREATURE_ARMOUR([creature],[a])

SET_CREATURE_FEAR([creature],[a])

SET_CREATURE_HEALTH([creature],[a])

SET_CREATURE_MAX_LEVEL([player],[creature],[max experience])

SET_CREATURE_STRENGTH([creature],[a])

SET_FLAG([player],[flag],[a])

SET_GENERATE_SPEED([a])

SET_MUSIC([a])

SET_TIMER([player],[timer])

START_MONEY([player],[gold])

TRAP_AVAILABLE([player],[trap],[can be available],[number available])

TUTORIAL_FLASH_BUTTON([button],[player])

WIN_GAME

11.1 Undocumented script commands

SET_HATE([a],[a],[a]) NNN

DD/gold only:

SWAP_CREATURE([?],[?]) AA


12.0 Credits

Producer: Sean Cooper

Project Leader: Alex Peters

Lead Programmer: Mark Stacey

Additional Artwork: Peter Amachree

Manual and Documentation: Jon Rennie

Manual Verification: Shintaro Kanaoya, Nathan Smethurst, Barrie Parker

Testing Manager: Andy Robson

Testing: Nathan Smethurst, Steve Lawrie, Tristan Paramor, Jeff Brutus

Documentation Modifications: Tomasz Lis

Used information provided by: DzjeeAr, DragonsLover, Danrhan


13.0 Changes log

Version 1.3

Version 1.2

Version 1.1

Version 1.0


14.0 References

  1. Dungeon Keeper Mapmaker's Documentation
  2. Dungeon Keeper Official Editor Manual