define LO_FALSE = 0
define LO_TRUE = 1

define script LO_Advisors(ID)

//*************************************************************
//	Land3Objectives
//*************************************************************
begin script Land3Objectives

	ObjectivesComplete = 0
//	WoodObjective = LO_FALSE
//	FoodObjective = LO_FALSE
//	BuildObjective = LO_FALSE
//	DiscipleObjective = LO_FALSE
	SoldierObjective = LO_FALSE
	BabyObjective = LO_FALSE
	AllObjectivesDone = LO_FALSE
	
start

	////////////////////
	//GLOBAL OBJECTIVES

	//PRIMARY - get Population to 200    
	//set player 0 objective TRIBUTE_OBJECTIVE_ACHIEVE_POPULATION with amount 200 text "BW2T_SCRIPT_03FINAL_OBJECTIVE_PRIMARY_NEUTRAL_20" amount 200 description "BW2T_SCRIPT_03FINAL_OBJECTIVE_PRIMARY_NEUTRAL_21" start value 0 reward 60000
	
	
	
	//SPECIAL Objectives
	//Take over 1 town using impressiveness    
	//set player 0 objective TRIBUTE_OBJECTIVE_TAKEOVER_TOWNS_IMPRESSIVENESS with amount 1 text "BW2T_SCRIPT_03FINAL_OBJECTIVE_GOOD_10" amount 1 description "BW2T_SCRIPT_03FINAL_OBJECTIVE_GOOD_11" start value 0 reward 10000 alignment 0.01
	
	//Increase impressiveness by 10000    
	set player 0 objective TRIBUTE_OBJECTIVE_INCREASE_IMPRESSIVENESS with amount 9000 text "BW2T_SCRIPT_06FINAL_OBJECTIVE_NEUTRAL_10" amount 9000 description "BW2T_SCRIPT_06FINAL_OBJECTIVE_NEUTRAL_11" start value 0 reward 10000 alignment 0.05
		
	//Uncover every DYK sign on the land    
	set player 0 objective TRIBUTE_OBJECTIVE_AS_SOON_AS_UNCOVER_ALL_DYK with amount 100 text "BW2T_SCRIPT_03FINAL_OBJECTIVE_NEUTRAL_10" amount 100 description "BW2T_SCRIPT_03FINAL_OBJECTIVE_NEUTRAL_11" start value 0 reward 2000
	
	
	///ARMY OBJECTIVES
	//Create 2 platoons    
	//set player 0 objective TRIBUTE_OBJECTIVE_CREATE_PLATOONS with amount 2 text "BW2T_SCRIPT_03FINAL_OBJECTIVE_EVIL_20" amount 2 description "BW2T_SCRIPT_03FINAL_OBJECTIVE_EVIL_21" start value 0 reward 5000 alignment -0.001
	
	//Take over 1 town using force    
	//set player 0 objective TRIBUTE_OBJECTIVE_TAKEOVER_TOWNS_FORCE with amount 1 text "BW2T_SCRIPT_03FINAL_OBJECTIVE_EVIL_10" amount 1 description "BW2T_SCRIPT_03FINAL_OBJECTIVE_EVIL_11" start value 0 reward 10000 alignment -0.01
	
	//RESOURCE objectives
	//Collect Resources    
	//set player 0 objective TRIBUTE_OBJECTIVE_COLLECT_ALL with amount 6000 text "BW2T_SCRIPT_03FINAL_OBJECTIVE_NEUTRAL_30" amount 6000 description "BW2T_SCRIPT_03FINAL_OBJECTIVE_NEUTRAL_31" start value 0 reward 0
	
	//Collect 2000 ore    
	//set player 0 objective TRIBUTE_OBJECTIVE_MINE_ORE with amount 2000 text "BW2T_SCRIPT_03FINAL_OBJECTIVE_NEUTRAL_60" amount 2000 description "BW2T_SCRIPT_03FINAL_OBJECTIVE_NEUTRAL_61" parent TRIBUTE_OBJECTIVE_COLLECT_ALL start value 0 reward 4000
	
	//Collect 2000 food    
	//set player 0 objective TRIBUTE_OBJECTIVE_COLLECT_FOOD with amount 2000 text "BW2T_SCRIPT_03FINAL_OBJECTIVE_NEUTRAL_70" amount 2000 description "BW2T_SCRIPT_03FINAL_OBJECTIVE_NEUTRAL_71" parent TRIBUTE_OBJECTIVE_COLLECT_ALL start value 0 reward 4000
	
	//Collect 2000 wood    
	//set player 0 objective TRIBUTE_OBJECTIVE_COLLECT_WOOD with amount 2000 text "BW2T_SCRIPT_03FINAL_OBJECTIVE_NEUTRAL_80" amount 2000 description "BW2T_SCRIPT_03FINAL_OBJECTIVE_NEUTRAL_81" parent TRIBUTE_OBJECTIVE_COLLECT_ALL start value 0 reward 4000
	
	
	//TOWN objectives
	//Build 10 abodes    
	//set player 0 objective TRIBUTE_OBJECTIVE_BUILT_ABODE with amount 10 text "BW2T_SCRIPT_03FINAL_OBJECTIVE_NEUTRAL_40" amount 10 description "BW2T_SCRIPT_03FINAL_OBJECTIVE_NEUTRAL_41" start value 0 reward 4000
	
	//Create 6 disciple breeders    
	//set player 0 objective TRIBUTE_OBJECTIVE_MAKE_BREEDER_DISCIPLES with amount 6 text "BW2T_SCRIPT_03FINAL_OBJECTIVE_NEUTRAL_50" amount 6 description "BW2T_SCRIPT_03FINAL_OBJECTIVE_NEUTRAL_51" start value 0 reward 4000
	
	set player 0 objective class TRIBUTE_OBJECTIVE_CLASS_GOLD amount 20
	set player 0 objective class TRIBUTE_OBJECTIVE_CLASS_SPECIAL amount 0
	set player 0 objective class TRIBUTE_OBJECTIVE_CLASS_TOWN amount 2
	set player 0 objective class TRIBUTE_OBJECTIVE_CLASS_ARMY amount 2
	set player 0 objective class TRIBUTE_OBJECTIVE_CLASS_CREATURE amount 2		
	
/*
	reset all objectives for player 0
	set player 0 objective TRIBUTE_OBJECTIVE_COLLECT_WOOD amount 2000
	set player 0 objective TRIBUTE_OBJECTIVE_COLLECT_WOOD text "BW2T_SCRIPT_03FINAL_OBJECTIVES_10"

	set player 0 objective TRIBUTE_OBJECTIVE_COLLECT_FOOD amount 2000
	set player 0 objective TRIBUTE_OBJECTIVE_COLLECT_FOOD text "BW2T_SCRIPT_03FINAL_OBJECTIVES_20"

	set player 0 objective TRIBUTE_OBJECTIVE_BUILT_ABODE amount 20
	set player 0 objective TRIBUTE_OBJECTIVE_BUILT_ABODE text "BW2T_SCRIPT_03FINAL_OBJECTIVES_30"

	set player 0 objective TRIBUTE_OBJECTIVE_MAKE_DISCIPLES amount 30

	set player 0 objective TRIBUTE_OBJECTIVE_BREED_CHILDREN amount 10 force open
	set player 0 objective TRIBUTE_OBJECTIVE_BREED_CHILDREN text "BW2T_SCRIPT_03FINAL_OBJECTIVES_50"

	set player 0 objective TRIBUTE_OBJECTIVE_CREATE_TROOPS amount 20 force open
	set player 0 objective TRIBUTE_OBJECTIVE_CREATE_TROOPS text "BW2T_SCRIPT_03FINAL_OBJECTIVES_60"
*/

	begin loop
/*
		//Collect wood
		if WoodObjective == LO_FALSE
			if player 0 objective TRIBUTE_OBJECTIVE_COLLECT_WOOD complete
				WoodObjective = LO_TRUE
				ObjectivesComplete++
				run background script LO_Advisors(0)
			end if			
		end if
*/

/*
		//Collect food
		if FoodObjective == LO_FALSE
			if player 0 objective TRIBUTE_OBJECTIVE_COLLECT_FOOD complete
				FoodObjective = LO_TRUE
				ObjectivesComplete++
				run background script LO_Advisors(1)
			end if			
		end if
*/

/*
		//Build abodes
		if BuildObjective == LO_FALSE
			if player 0 objective TRIBUTE_OBJECTIVE_BUILT_ABODE complete
				BuildObjective = LO_TRUE
				ObjectivesComplete++
				run background script LO_Advisors(2)
			end if			
		end if
*/


		//Make babies
		/*if BabyObjective == LO_FALSE
			if player 0 objective TRIBUTE_OBJECTIVE_BREED_CHILDREN complete
				BabyObjective = LO_TRUE
				ObjectivesComplete++
				run background script LO_Advisors(3)
			end if			
		end if*/

		//Make soldiers
		/*if SoldierObjective == LO_FALSE
			if player 0 objective TRIBUTE_OBJECTIVE_CREATE_PLATOONS complete
				SoldierObjective = LO_TRUE
				ObjectivesComplete++
				run background script LO_Advisors(4)
			end if			
		end if*/


/*
		if PopulationObjective == LO_FALSE
			if player 0 objective TRIBUTE_OBJECTIVE_ACHIEVE_POPULATION complete
				PopulationObjective = LO_TRUE
				ObjectivesComplete++
				run background script LO_Advisors(5)
			end if			
		end if
*/
		
		// Have all the objectives been done?
		if BabyObjective == LO_TRUE and SoldierObjective == LO_TRUE
			AllObjectivesDone = LO_TRUE
		end if
		
	until AllObjectivesDone == LO_TRUE
	end loop
	

end script Land3Objectives



//*************************************************************
//	Land3 Advisors
//*************************************************************
begin script LO_Advisors(ID)
start

	play string sound "SCRIPT18_REWARDSTING"

	begin dialogue
	
		//Wood objective
		if ID == 0
			eject good spirit
			//say "Excellent, enough wood has been collected"
			say "BW2T_SCRIPT_03FINAL_ADVISORS_TUT_805"
			wait until read
			wait 2 seconds
			disable player 0 objective TRIBUTE_OBJECTIVE_COLLECT_WOOD
			
		elsif ID == 1
			eject good spirit
			//say "Excellent, enough food has been collected"
			say "BW2T_SCRIPT_03FINAL_ADVISORS_TUT_804"
			wait until read
			wait 2 seconds
			disable player 0 objective TRIBUTE_OBJECTIVE_COLLECT_FOOD
			
		elsif ID == 2
			eject good spirit
			//say "Excellent, enough abodes have been built"
			say "BW2T_SCRIPT_03FINAL_ADVISORS_TUT_803"
			wait until read
			wait 2 seconds
			disable player 0 objective TRIBUTE_OBJECTIVE_BUILT_ABODE
			
		elsif ID == 3
			eject good spirit
			//say "Excellent, enough babies have been made"
			say "BW2T_SCRIPT_03FINAL_ADVISORS_TUT_802"
			wait until read
			wait 2 seconds
			disable player 0 objective TRIBUTE_OBJECTIVE_BREED_CHILDREN
			
		elsif ID == 4
			eject evil spirit
			//say "Excellent, enough soldiers have been recruited"
			say "BW2T_SCRIPT_03FINAL_ADVISORS_TUT_801"
			wait until read
			wait 2 seconds
			disable player 0 objective TRIBUTE_OBJECTIVE_CREATE_TROOPS
			
		elsif ID == 5
			eject good spirit
			//say "Excellent! You have 100 people - you may now go to the next land"
			say "BW2T_SCRIPT_03FINAL_ADVISORS_TUT_800"
			wait until read
			wait 2 seconds
			disable player 0 objective TRIBUTE_OBJECTIVE_ACHIEVE_POPULATION
		end if

		send good spirit home
		send evil spirit home

	end dialogue

end script LO_Advisors
