Notes:LEGOLAND

Template.txt:
 * 1) TEMPLATE.TXT
 * 2) Sample LEGOLAND level script.
 * 3) (c)1999 Krisalis Software Ltd.
 * 1) Sample LEGOLAND level script.
 * 2) (c)1999 Krisalis Software Ltd.
 * 1) (c)1999 Krisalis Software Ltd.
 * 1) (c)1999 Krisalis Software Ltd.


 * 1) INIT SECTION SPECIFIES THE MAP, OBJECTS ETC TO BE LOADED

[INIT] FMV "medieval.avi"

###################################################	# These commands are used to roughly simulate the # agreed behaviour of the final product. ###################################################

WORKERS 1, 1		# Need gardeners and mechanics (repair only) FEATURE	Autorepair, 1	# 0 = None, 1 = Generate orders

############################	# Which Map and where to look, ############################

MAP "TRACELEVEL1"	# What map to use LOOKAT 81, 52

############################	# Financial stuff ############################		AGES 8 Currency	150 EntranceFee	10 AGES (6 7) Currency	300 EntranceFee	20 AGES (0 5) Currency	600 EntranceFee	40 AGES

###############################	# State of the interface # (which themes are available). ###############################

THEMEICON 0, 1 THEMEICON 1, 1 THEMEICON 2, 1 THEMEICON 3, 0

######################################	# Specify the Briefing and hints file # NOTE: the hints file can be changed # later in a [REWARD] section. #####################################

BREIFINGFILE†"game level one.txt" HINTSFILE "game level one hints.txt"

######################################################################	# Specify the Interval and FMV to play on win/lose. # NOTE: These commands can be placed in a [REWARD] Section later in	#		the script so you get different FMV after a certain point in #		the level. #######################################################################

ENDSCREENS 0, "GameOver.txt", ""					# Lose ENDSCREENS 1, "congrats game level one.txt", ""		# Win

#######################################################	# Initial state of the Capacity calculation system # NOTE:	All of this can be changed in any [REWARD] #		section so that the calculation may be freely #		adjusted. #######################################################

MAXBLOKES					100	# Absolute max on the whole level MAXVISITORS					100	# Current MAX (Can be adjusted) MINVISITORS					0	# Current MIN (Can Be adjusted)

CAPACITYSCALE	Path,		5 CAPACITYCAP		Path,		10 CAPACITYSCALE	Ride,		100 CAPACITYCAP		Ride,		20 CAPACITYSCALE	Shop,		15 CAPACITYCAP		Shop,		10 CAPACITYSCALE	FoodShop,	20 CAPACITYCAP		FoodShop,	10

FEATURE			CapacityCalc	0	# (TWEAK MODE OFF)

########################################################	# Initial state of the Visitor Happiness calculation # NOTE:	All of this can be changed in any [REWARD] #		section so that the calculation may be freely #		adjusted. ########################################################

HAP_FACTOR RideFull		 -100	#(Multiplied by Ride's SAD stat) HAP_FACTOR RideBroken	 -400	#(Multiplied by ride's SAD stat) HAP_FACTOR SeeBorder	  33	#(For each border square within 9x9 grid) HAP_FACTOR SeeScenery	  40	#(Multiplied by Object's ViewHappy Stat) HAP_FACTOR SeeStopNLook  300	#(Multiplied by Object's ViewHappy Stat) HAP_FACTOR SeeShop		 200	#(Multiplied by Object's ViewHappy Stat) HAP_FACTOR SeeRide		   5	#(Multiplied by Object's ViewHappy Stat) HAP_FACTOR Hunger		 -200	#(Multiplied by each level above peckish) HAP_FACTOR Bordom		-1600 HAP_FACTOR FaveFood		 5000	#(Multiplied by Happiness formula for shop/visitor) HAP_FACTOR Food			 3000	#(Multiplied by Happiness formula for shop/visitor) HAP_FACTOR FaveRide		 2000	#(Multiplied by Happiness formula for ride/visitor) HAP_FACTOR Ride			 1000	#(Multiplied by Happiness formula for ride/visitor)

###########################################	# Features that don't affect the gameplay, # but will make a difference to various # aesthetic aspects. ###########################################

FEATURE Terraces,		   0	# Switch fancy paths on/off FEATURE Adv_Tune,			0	# EGYPT / INCA Tune FEATURE MoneyBar,		 1000	# Specify scale of the money bar.

############################################	# Features that will affect how the game # operates thus unfluencing how it should # be played. ############################################

FEATURE RideWear,			10	# Specify speed of ride breakdown FEATURE Energy,				1	# Set Energy use on/off FEATURE Hunger,				1	# Set hunger on/off

#############################################	# Set up the frequency, number of attempts # and the content of the appraisal # NOTE: #	All of these parameters can be ajusted in # any [REWARD] Section. #	# These are cunningly devised so that the # appraisal will not be passed until the # end of the script is reached. you keep getting # closer though. #############################################

FEATURE Inspector,			4	# Frequency of appraisals (startingo from NOW) APPRAISAL	7, "Lose.txt", ""	# Number of attempts, Interval, FMV # Zoning REPORT	ZONE_LL,		100,50 REPORT	ZONE_ADV,		OFF REPORT	ZONE_MED,		100, 50	# Will go up later REPORT	ZONE_WES,		100, 50	# Will be removed later # Composites to report REPORT	COASTER,		OFF REPORT	DSCHOOL,		OFF REPORT	LFLUME,			OFF REPORT	BSCHOOL,		10,1	# 10 Pieces "Small boating school" REPORT	JCRUISE,		OFF # Attraction related stuff REPORT	NUM_ATTRACTIONS,OFF		# Will be reduced after the Western Zone'd deleted REPORT	VAR_ATTRACTIONS 10, 7 REPORT	RIDE_ACCESS,	100, 100	# This is now a percentage # Scenery stuff REPORT	NUM_SCENERY,	100, 50 REPORT	VAR_SCENERY,	14,	12		# this will reduce when Westrn stuff deleted REPORT	COV_SCENERY,	OFF # Foodstore related stuff REPORT	NUM_FOOD,		OFF REPORT	VAR_FOOD,		5,4			# Last food shop given right at the end, so this won't pass until then # Shops related stuff REPORT	NUM_SHOPS,		OFF REPORT	VAR_SHOPS,		4,2		# Will reduce (by 1) when western stuff goes # Visitor stuff REPORT	NUM_VIS,		50, 10 REPORT	HAPPPY_VIS,		OFF REPORT	HUNGRY_VIS,		OFF # Park stuff REPORT	POWER,			OFF REPORT	WORKING_RIDES,	OFF REPORT	STUDDED,		OFF

##########################################	# Items that will become enabled later on	##########################################

LOAD "FLOWER BED 2" LOAD "BOATING SCHOOL" LOAD "BOATING SCHOOL MERMAID" LOAD "BOATING SCHOOL WATER" LOAD "RESTAURANT 1" LOAD "SPIDER RIDE" LOAD "FOUNTAIN 3" LOAD "MINILAND SAN FRANCISCO" LOAD "FOODCART ICECREAM" LOAD "BARREL" LOAD "CASTLE TREE 1" LOAD "CASTLE WELL" LOAD "WATERPUMP" LOAD "CAROUSEL" LOAD "BANK" LOAD "SALOON" LOAD "CASTLE BBQ" LOAD "RESTAURANT 2"

########################################	# Items that are available at the start ########################################

ENABLE "FLOWERS" ENABLE "HEDGE" ENABLE "MINI PINE TREE" ENABLE "TREE 1" ENABLE "SMALL POWER STATION" ENABLE "LEGO MEDIA SHOP" ENABLE "LEGO SHOP 1" ENABLE "SPACE TOWER RIDE" ENABLE "FOUNTAIN 1" ENABLE "SHRUB" ENABLE "CACTI 1" ENABLE "CACTUS 1" ENABLE "GOLD RUSH" ENABLE "CASTLE LEVEL 1" ENABLE "CASTLE TREE 1"


 * 1) NOTE: The appraisal criteria present a few problems on
 * 2) this level (because the western area has to be removed,
 * 3) so cannot be included in the final appraisal.
 * 4) Several approaches are used in conjunction:
 * 5) 	1) The western Theme Icon is switched off half way through
 * 6) 		this stops the player from removing the objects and
 * 7) 		then simply putting them back to pass the appraisal
 * 8) 	2) The chuck wagon was removed (The only Western Food Shop)
 * 9) 		the last item given in the script is the restaurant and
 * 10) 		you cannot pass the level without all the food shops
 * 11) 		placed (Restaurant 1, BBQ, and Restaurant 2)
 * 12) 	3) You need a Boating school which is not given until the
 * 13) 		Western range is deleted. As mentioned above, the
 * 14) 		western Icon is disables at this point, so rides cannot
 * 15) 		be replaced.
 * 1) 	3) You need a Boating school which is not given until the
 * 2) 		Western range is deleted. As mentioned above, the
 * 3) 		western Icon is disables at this point, so rides cannot
 * 4) 		be replaced.
 * 1) 		be replaced.


 * 1) PERMANENT OBJECTIVES:
 * 2) These serve as reminders throughout the level should any of the
 * 3) criteria not be met at any point.
 * 4) PERMANENT objectives will halt progress through the rest of the
 * 5) script until the objective is avhieved.
 * 6) REMINDER objectives won't halt progress, but will pop their
 * 7) prompts up from time to time if they're not achieved.
 * 8) NOTE:
 * 9) 	You can add more permanent objectives any time during the level
 * 10) 	as and when they become valid.
 * 1) REMINDER objectives won't halt progress, but will pop their
 * 2) prompts up from time to time if they're not achieved.
 * 3) NOTE:
 * 4) 	You can add more permanent objectives any time during the level
 * 5) 	as and when they become valid.
 * 1) 	as and when they become valid.

[OBJECTIVE] [PERMANENT] Prompt "You need to connect all the attractions to the path" LINK All			# No Unreachable buildings.

PROMPT "Looks like something needs to be fixed.@OBJLIST6_12.WAV" FIXRIDES	0,25	# No Rides under 25% health

prompt "Uh Oh! Looks like you don't have enough power stations anymore" POWERRIDES	0		# No Power Cuts

[REMINDER]	# These are permanent, but don't halt progress. prompt "Carefull, you're running low on money" SAVE	100

prompt "You'll need some mechanics to keep everything working." NEEDMECHANICS	1

prompt "You'll need some gardeners to plant flowers." NEEDGARDENERS	1


 * 1) 		prompt "There aren't many visitors. Maybe you could attract a few more."
 * 2) 		PARKVISITORS	5

[REWARD]


 * 1) Get 3 zones built with everything available
 * 2) and reasonable zoning.
 * 1) Get 3 zones built with everything available
 * 2) and reasonable zoning.

[OBJECTIVE] INTRO "Now the real work starts so try and build a thriving park with the themes you have already, starting with the LEGOLAND theme@OBJLIST6_01.WAV" [ONEOFF] PROMPT "Remember to make a properly zoned LEGOLAND area" RANGE	"LEGOLAND THEME"	5,5 ZONING "LEGOLAND", 50 [OBJECTIVE] [PERMANENT] PROMPT "Don't forget to keep your LEGOLAND area well zoned" RANGE	"LEGOLAND THEME"	5,5 ZONING "LEGOLAND", 50
 * 1) LEGOLAND.
 * 1) Keep it maintained too

[OBJECTIVE] intro "That's marvelous, now try to make a Wild West Zone" [ONEOFF] PROMPT "Don't forget the Wild West area" RANGE	"WESTERN THEME"	4,10 ZONING "WESTERN", 50
 * 1) WESTERN.
 * 1) Keep it maintained too

[OBJECTIVE] [PERMANENT]	PURGE	#This permanent objective will be removed when the western zone isn't needed PROMPT "Hey partner. Your Wild West area's looking mighty neglected. Howsabout we spruce it up some?" RANGE	"WESTERN THEME"	4,10 ZONING	"WESTERN", 50
 * 1) NOTE The PURGE qualifier after the [PERMANENT]
 * 2) section header will cause these objectives to be
 * 3) removed when a PURGE command is encountered in
 * 4) a subsequent [REWARD] Section.
 * 1) removed when a PURGE command is encountered in
 * 2) a subsequent [REWARD] Section.

[OBJECTIVE] intro "Fantastic, now what about that Castle zone" [ONEOFF] PROMPT "Don't forget the castle area" RANGE	"CASTLE THEME"	2,5 ZONING "CASTLE", 50 [OBJECTIVE] [PERMANENT] PROMPT "Lo! Thine Castle area hath been sorely neglected." RANGE	"CASTLE THEME"	2,5 ZONING "CASTLE", 50
 * 1) Castle
 * 1) Keep it maintained too

[REWARD] Enable "SPIDER RIDE"


 * 1) Now add the spider ride
 * 1) Now add the spider ride
 * 1) Now add the spider ride

[OBJECTIVE] intro "Great work! Now let's add a new ride to the LEGOLAND area	[PERMANENT]		prompt "Hey, you need to add something to the LEGOLAND area"		NEED "Spider Ride",1

[REMINDER] prompt "Hey, Let's not get carried away, one spider ride's enough for this park" REMOVE	"SPIDER Ride", 1

[REWARD] ENABLE "BANK" ENABLE "SALOON" GIVE "FOUNTAIN 3" GIVE "CAROUSEL" GIVE "BARREL"


 * 1) This will have the effect of degrading
 * 2) the spider ride as soon as three new western
 * 3) items are placed, but will look like the next
 * 4) objective.
 * 1) objective.

[OBJECTIVE] INTRO "OK Cowpokes, here's some more Western attractions for ya'll.@OBJLIST6_09.WAV" [PERMANENT] PURGE PROMPT "Yee ha! Let's keep going 'til sundown partner.@OBJLIST6_10.WAV" NEED "BANK" NEED "SALOON" [REWARD] DEGRADE "SPIDER RIDE", 1, 0	# the permanent objective at the top will handle this.

[OBJECTIVE] PROMPT "I reckon you could expand that Wild West theme." NEED "Carousel" NEED "Barrel", 4
 * 1) Now make sure all the new western bits are placed
 * 2) and then play an interval.
 * 1) Now make sure all the new western bits are placed
 * 2) and then play an interval.

[REWARD]
 * 1) 	INTERVAL "western food.txt"
 * 2) This is no longer relevant as the chuck wagon was removed to illustrate a point, It could be
 * 3) put back in and the level would still not be completable until the end of the script

[OBJECTIVE]	#these ensure that the interval and the next Intro aren't processed [REWARD]	#together, which could lead to the speech being cut-off by the interval.

[OBJECTIVE] [PERMANENT]	PURGE PROMPT "Hey, some outlaw's raided that beatiful Wild West zone, put it right quick!" NEED	"Carousel" NEED	"Barrel", 4 NEED	"BANK" NEED	"SALOON" NEED	"SHRUB" NEED	"CACTI 1" NEED	"CACTUS 1" NEED	"GOLD RUSH"
 * 1) New permanent objective to keep the western area
 * 2) complete (will be purged when the western area needs
 * 3) removing).
 * 1) complete (will be purged when the western area needs
 * 2) removing).

[OBJECTIVE] INTRO "You're doing well but the park needs more visitors.@OBJLIST6_13.WAV" [PERMANENT] PROMPT "Get more visitors in the park.@OBJLIST6_14.WAV" PARKVISITORS 10
 * 1) Get 10 visitors in the park to get a miniland
 * 1) Get 10 visitors in the park to get a miniland
 * 1) Get 10 visitors in the park to get a miniland

[REWARD] ENABLE "MINILAND SAN FRANCISCO"

[OBJECTIVE] INTRO "Better watch out, looks like something's broken in the park.@OBJLIST6_11.WAV" PROMPT "Looks like something needs to be fixed.@OBJLIST6_12.WAV" FIXRIDES 0, 25	# Stick to 25% as that's where things start to flash red [REWARD]
 * 1) Leave this here. to give a specifoc INTRO
 * 2) to this objective, although after that.
 * 3) the PERMANENT one at the start would
 * 4) handle it OK.
 * 1) the PERMANENT one at the start would
 * 2) handle it OK.

[OBJECTIVE] INTRO "Now, before you can have a treat for your LEGOLAND theme, you'll need to put down something new.@OBJLIST6_15.WAV" PROMPT "Keep going - you haven't put down the right object yet.@OBJLIST6_16.WAV" NEED "MINILAND SAN FRANCISCO", 1 [REWARD] GIVE "FOODCART ICECREAM" DEGRADE "LEGO MEDIA SHOP", 1, 0
 * 1) Put one and only one miniland down for a load
 * 2) of castle things.
 * 1) Put one and only one miniland down for a load
 * 2) of castle things.

[OBJECTIVE] [PERMANENT] PROMPT "Don't erase the Minilands, People love to see them!" NEED "MINILAND SAN FRANCISCO", 1 PROMPT "That Miniland's a bit big to have two. One's enough." REMOVE "MINILAND SAN FRANCISCO", 1

[REWARD] GIVE "CASTLE WELL" GIVE "WATERPUMP" GIVE "RESTAURANT 1" GIVE "CASTLE BBQ" REPORT ZONE_WES, OFF THEMEICON 1, 0		# Disable Western Menu

PURGE	# Remove all the permanent objectives regarding the WESTERN zone

[OBJECTIVE] INTRO "Hey, you got the Ice Cream Kiosk. But now the visitors want something new, let's swap the Western zone for the Castle zone and then try to save 300 coins.@OBJLIST6_17.WAV" PROMPT "The visitors want a new zone, remove all the Western zone attractions and then try to save 300 coins.@OBJLIST6_18.WAV" REMOVERANGE "WESTERN THEME", 0, 2 [REWARD] DEGRADE "FOODCART ICECREAM", 1, 0	# Permanent prompt will deal with this

[OBJECTIVE] INTRO "You need to put in more Castle theme pieces. If you do really well you'll get something new to play with.@OBJLIST6_19.WAV" PROMPT "I want to see more Castle attractions, don't you? See how well you can do and you'll get something new.@OBJLIST6_20.WAV" NEED "CASTLE TREE 1", 1 NEED "CASTLE BBQ", 1 NEED "CASTLE WELL", 1 NEED "WATERPUMP", 1 NEED "CASTLE LEVEL 1", 1 [REWARD] GIVE "BOATING SCHOOL" GIVE "BOATING SCHOOL MERMAID" GIVE "BOATING SCHOOL WATER"
 * 1) Require all the new Castle stuff,
 * 1) Require all the new Castle stuff,
 * 1) Require all the new Castle stuff,

[OBJECTIVE] [REMINDER] PROMPT "Something's been removed from the castle area - The inspector won't like that!" NEED "CASTLE TREE 1", 1 NEED "CASTLE BBQ", 1 NEED "CASTLE WELL", 1 NEED "WATERPUMP", 1 NEED "CASTLE LEVEL 1", 1
 * 1) The Appraisal Will require all the elements
 * 2) to be retained, so there's no permanent
 * 3) objective. We put a reminder in to
 * 4) help the player along a bit.
 * 1) objective. We put a reminder in to
 * 2) help the player along a bit.

[OBJECTIVE] INTRO "You've done so well, I've given you something new to let the visitors sail round the park.@OBJLIST6_23.WAV" PROMPT "I have a ride for you in the LEGOLAND theme. I just hope the visitors don't get sea sick.@OBJLIST6_24.WAV" NEED "BOATING SCHOOL", 1 [REWARD]
 * 1) Get the boating school built in 3 phases.
 * 2) 1) Build Entrance
 * 3) 2) Build Parts
 * 4) 3) Make a loop.
 * 1) 2) Build Parts
 * 2) 3) Make a loop.

[OBJECTIVE] INTRO "Let's impress JP by making the Boating School even better. You have to have at least 7 water pieces.@OBJLIST6_25.WAV" PROMPT "Nothing would make the park better than a Boating Schooll!@OBJLIST6_26.WAV" NEED "BOATING SCHOOL WATER", 7 NEED "BOATING SCHOOL MERMAID", 1 [REWARD]

[OBJECTIVE] INTRO "Don't forget to use the Water Pieces to join one side of the Boating School to the other.@OBJLIST6_27.WAV" [PERMANENT] PROMPT "Make sure the boats can go from the start of the boating school to the end.@OBJLIST6_28.WAV" LOOPCOMPOSITE "BOATING SCHOOL", 8

[REWARD] INTERVAL "boating school.txt" [OBJECTIVE]	#these ensure that the interval and the next Intro aren't processed [REWARD]	#together, which could lead to the speech being cut-off by the interval.

[OBJECTIVE] INTRO "That's pretty good work, now let's wait for 2 visitors to ride the Boating School.@OBJLIST6_29.WAV" PROMPT "Impressive, Most Impressive. That's a brilliant Boating School. Now let's watch some visitors sail the ride.@OBJLIST6_30.WAV" RIDERS "BOATING SCHOOL", 2 [REWARD] GIVE "FLOWER BED 2" GIVE "RESTAURANT 2"

[OBJECTIVE] INTRO "You've done brilliantly, I just hope the Park Inspector agrees. If you can pass his appraisal, we can move on to the next challenge." PROMPT "Just keep everything ready for the next inspection." Forever

[REWARD] ENDLEVEL

[END]