--spring level 8: The Bard's Tale

import(Module_System)
import(Module_Globals)
import(Module_Players)
import(Module_DataTypes)
import(Module_Table)
import(Module_Level)
import(Module_Defines)
import(Module_PopScript)
import(Module_Game)
import(Module_Objects)
import(Module_Map)
import(Module_Math)
import(Module_String)
import(Module_MapWho)
import(Module_ImGui)
import(Module_Draw)
import(Module_Person)
import(Module_Sound)
import(Module_Commands)
import(Module_Spells)
import(Module_Building)
import(Module_Helpers)
local gs = gsi()
local gns = gnsi()
_gnsi = gnsi()
_gsi = gsi()
sti = spells_type_info()
for i = 2,17 do
	sti[i].AvailableSpriteIdx = 353+i
end
sti[19].AvailableSpriteIdx = 408
tmi = thing_move_info()
bti = building_type_info()
ency = encyclopedia_info()
ency[27].StrId = 1010
ency[32].StrId = 1015
ency[22].StrId = 1005
ency[35].StrId = 695
ency[38].StrId = 696
include("assets.lua")
change_sprite_bank(0,0)
gns.GameParams.Flags3 = gns.GameParams.Flags3 | GPF3_FOG_OF_WAR_KEEP_STATE
gns.GameParams.Flags3 = gns.GameParams.Flags3 | PLF_AUTO_USE_VEHICLES
--------------------
sti[M_SPELL_GHOST_ARMY].Active = SPAC_OFF
sti[M_SPELL_GHOST_ARMY].NetworkOnly = 1
local balm = M_SPELL_INVISIBILITY --(healing balm): units in a 3x3 area get healed for 1/3 their max hp
local seed = M_SPELL_SWAMP --(seed of life): casts a seed that rises a tree and creates a wildman
--sti[balm].Cost = 10000
sti[balm].OneOffMaximum = 3
--sti[balm].WorldCoordRange = 4096
getPlayer(TRIBE_BLUE).LimitsSpell.WorldCoordRange[balm] = 4096
sti[balm].CursorSpriteNum = 162
sti[balm].ToolTipStrIdx = 687
sti[balm].AvailableSpriteIdx = 1776
sti[balm].NotAvailableSpriteIdx = 1780
sti[balm].ClickedSpriteIdx = 1778
--sti[seed].Cost = 10000
sti[seed].OneOffMaximum = 2
--sti[seed].WorldCoordRange = 2048+1024
getPlayer(TRIBE_BLUE).LimitsSpell.WorldCoordRange[seed] = 2048+1024
sti[seed].CursorSpriteNum = 163
sti[seed].ToolTipStrIdx = 688
sti[seed].AvailableSpriteIdx = 1777
sti[seed].NotAvailableSpriteIdx = 1781
sti[seed].ClickedSpriteIdx = 1779
bti[M_BUILDING_SPY_TRAIN].ToolTipStrId2 = 641
sti[M_SPELL_EROSION].Cost = 250000
sti[M_SPELL_EROSION].CursorSpriteNum = 50
sti[M_SPELL_EROSION].ToolTipStrIdx = 822
sti[M_SPELL_EROSION].AvailableSpriteIdx = 363
sti[M_SPELL_EROSION].NotAvailableSpriteIdx = 381
sti[M_SPELL_EROSION].ClickedSpriteIdx = 399
sti[M_SPELL_VOLCANO].Cost = 800000
sti[M_SPELL_VOLCANO].WorldCoordRange = 3072
getPlayer(TRIBE_BLUE).LimitsSpell.WorldCoordRange[M_SPELL_VOLCANO] = 3072
sti[M_SPELL_VOLCANO].CursorSpriteNum = 56
sti[M_SPELL_VOLCANO].ToolTipStrIdx = 828
sti[M_SPELL_VOLCANO].AvailableSpriteIdx = 369
sti[M_SPELL_VOLCANO].NotAvailableSpriteIdx = 387
sti[M_SPELL_VOLCANO].ClickedSpriteIdx = 405
set_correct_gui_menu()
--------------------
local player = TRIBE_ORANGE
local tribe1 = TRIBE_YELLOW
computer_init_player(_gsi.Players[tribe1]) 
computer_init_player(_gsi.Players[4])
local AItribes = {TRIBE_YELLOW}
--
local balmCDR = -1
local seedCDR = -1
local balmC3D = marker_to_coord3d(0)
local seedC3D = marker_to_coord3d(0)
local replace1 = -1
local replace2 = -1
local bard = 0
local game_loaded = false
local honorSaveTurnLimit = 0
local gameStage = 0
local lbLock = 0
local BardLives = 6-difficulty()
local livesLock = 0
local removeHut = -1
if turn() == 0 then
	set_player_reinc_site_off(getPlayer(4))
	Csh = createThing(T_PERSON,M_PERSON_MEDICINE_MAN,4,marker_to_coord3d(16),false,false)
	local fireplace = createThing(T_EFFECT,M_EFFECT_FIRESTORM_SMOKE,8,marker_to_coord3d(2),false,false) fireplace.DrawInfo.Alpha = 1 centre_coord3d_on_block(fireplace.Pos.D3)
	local bf = createThing(T_EFFECT,M_EFFECT_BIG_FIRE,8,marker_to_coord3d(2),false,false) bf.u.Effect.Duration = -1 centre_coord3d_on_block(bf.Pos.D3)
	bf.Pos.D3.Ypos = bf.Pos.D3.Ypos - 2 ;	 bf.Pos.D3.Xpos = 6404
	ProcessGlobalTypeList(T_SCENERY, function(t)
		if t.Model == M_SCENERY_WOOD_PILE then
			t.DrawInfo.Flags = t.DrawInfo.Flags ~ DF_USE_ENGINE_SHADOW
		end
	return true end)
	for i = 40,59-difficulty()*3 do
		createThing(T_SCENERY,M_SCENERY_WOOD_PILE,8,marker_to_coord3d(i),false,false)
	end
	--fog reveals
	for i = 79,109 do
		if i <= 82 and difficulty() == 3 then createThing(T_EFFECT,M_EFFECT_REVEAL_FOG_AREA,8,marker_to_coord3d(i),false,false)
		elseif i <= 87 and difficulty() == 2 then createThing(T_EFFECT,M_EFFECT_REVEAL_FOG_AREA,8,marker_to_coord3d(i),false,false)
		elseif i <= 98 and difficulty() == 1 then createThing(T_EFFECT,M_EFFECT_REVEAL_FOG_AREA,8,marker_to_coord3d(i),false,false)
		elseif i <= 109 and difficulty() == 0 then createThing(T_EFFECT,M_EFFECT_REVEAL_FOG_AREA,8,marker_to_coord3d(i),false,false) end
	end
	--create tree(s) for noobs
	if difficulty() == 0 then createThing(T_SCENERY,3,8,marker_to_coord3d(111),false,false) createThing(T_SCENERY,2,8,marker_to_coord3d(110),false,false) end
	if difficulty() == 1 then createThing(T_SCENERY,3,8,marker_to_coord3d(111),false,false) end
	--timer
	local minutesTimer = 70
	if difficulty() == 1 then minutesTimer = 60 elseif difficulty() == 2 then minutesTimer = 50 elseif difficulty() == 3 then minutesTimer = 40 end
	SET_TIMER_GOING(12*60*minutesTimer + 103*12 ,1)
end
--atk turns
tribe1Atk1 = 1400 + 7000 + math.random(800) - difficulty()*500
tribe1MiniAtk1 = 1400 + 4000 - difficulty()*250
tribe1AtkSpells = {M_SPELL_LIGHTNING_BOLT,M_SPELL_INSECT_PLAGUE,M_SPELL_HYPNOTISM,M_SPELL_WHIRLWIND}
tribe1NavStress = 0

botSpells = {M_SPELL_CONVERT_WILD,
             M_SPELL_BLAST,
             M_SPELL_LAND_BRIDGE,
             M_SPELL_LIGHTNING_BOLT,
             M_SPELL_INSECT_PLAGUE,
             M_SPELL_INVISIBILITY,
             --M_SPELL_GHOST_ARMY,
             --M_SPELL_SWAMP,
             M_SPELL_HYPNOTISM,
             M_SPELL_WHIRLWIND,
             M_SPELL_EROSION,
             M_SPELL_EARTHQUAKE,
             M_SPELL_FIRESTORM,
             M_SPELL_SHIELD,
             --M_SPELL_FLATTEN,
             M_SPELL_VOLCANO,
             M_SPELL_ANGEL_OF_DEATH
}
botBldgs = {M_BUILDING_TEPEE,
            M_BUILDING_DRUM_TOWER,
            M_BUILDING_WARRIOR_TRAIN,
            M_BUILDING_TEMPLE,
            M_BUILDING_SUPER_TRAIN,
            --M_BUILDING_SPY_TRAIN,
			--M_BUILDING_BOAT_HUT_1,
            M_BUILDING_AIRSHIP_HUT_1
}
for t,w in ipairs (AItribes) do
	for k,v in ipairs(botSpells) do
		set_player_can_cast(v, w)
	end
	for k,v in ipairs(botBldgs) do
		set_player_can_build(v, w)
	end
end
set_players_allied(7,4) set_players_allied(4,7)
--
if difficulty() > 1 then
	TARGET_PLAYER_DT_AND_S(tribe1,player)
    TARGET_DRUM_TOWERS(tribe1)
end
for i = 2,2 do
	WRITE_CP_ATTRIB(i, ATTR_EXPANSION, 16)
	WRITE_CP_ATTRIB(i, ATTR_HOUSE_PERCENTAGE, 80+G_RANDOM(30))
	WRITE_CP_ATTRIB(i, ATTR_MAX_BUILDINGS_ON_GO, 3+G_RANDOM(1))
	STATE_SET(i, TRUE, CP_AT_TYPE_BRING_NEW_PEOPLE_BACK)
	STATE_SET(i, TRUE, CP_AT_TYPE_HOUSE_A_PERSON)
	STATE_SET(i, TRUE, CP_AT_TYPE_FETCH_LOST_PEOPLE)
	STATE_SET(i, TRUE, CP_AT_TYPE_MED_MAN_GET_WILD_PEEPS)
	--train
	STATE_SET(i, TRUE, CP_AT_TYPE_TRAIN_PEOPLE)
	WRITE_CP_ATTRIB(i, ATTR_MAX_TRAIN_AT_ONCE, 4)
	WriteAiTrainTroops(i,14,14,14,0) --(pn,w,r,fw,spy)
	--buildings
	STATE_SET(i, TRUE, CP_AT_TYPE_CONSTRUCT_BUILDING)
	STATE_SET(i, TRUE, CP_AT_TYPE_FETCH_WOOD)
	WRITE_CP_ATTRIB(i, ATTR_RANDOM_BUILD_SIDE, 1)
	WRITE_CP_ATTRIB(i, ATTR_PREF_WARRIOR_TRAINS, 1)
	WRITE_CP_ATTRIB(i, ATTR_PREF_SUPER_WARRIOR_TRAINS, 1)
	WRITE_CP_ATTRIB(i, ATTR_PREF_RELIGIOUS_TRAINS, 1)
	WRITE_CP_ATTRIB(i, ATTR_PREF_SPY_TRAINS, 0)
	--vehicles
	STATE_SET(i, TRUE, CP_AT_TYPE_BUILD_VEHICLE)
	STATE_SET(i, TRUE, CP_AT_TYPE_FETCH_FAR_VEHICLE)
	--boats
	--WRITE_CP_ATTRIB(i, ATTR_PREF_BOAT_HUTS, 1)
	--WRITE_CP_ATTRIB(i, ATTR_PREF_BOAT_DRIVERS, 2+difficulty())
	--WRITE_CP_ATTRIB(i, ATTR_PEOPLE_PER_BOAT, 2+difficulty())
	--WRITE_CP_ATTRIB(i, ATTR_DONT_USE_BOATS, 0)
	--balloons
	WRITE_CP_ATTRIB(i, ATTR_PREF_BALLOON_HUTS, 1)
	WRITE_CP_ATTRIB(i, ATTR_PREF_BALLOON_DRIVERS, 2+difficulty())
	WRITE_CP_ATTRIB(i, ATTR_PEOPLE_PER_BALLOON, 2+difficulty())
	WRITE_CP_ATTRIB(i, ATTR_EMPTY_AT_WAYPOINT, 0) --leave balloon midway, and go on foot
	--attack
	SET_ATTACK_VARIABLE(i,0)
	STATE_SET(i, TRUE, CP_AT_TYPE_AUTO_ATTACK)
	WRITE_CP_ATTRIB(i, ATTR_ATTACK_PERCENTAGE, 100)
	WRITE_CP_ATTRIB(i, ATTR_MAX_ATTACKS, 999)
	WRITE_CP_ATTRIB(i, ATTR_BASE_UNDER_ATTACK_RETREAT, 0)
	WRITE_CP_ATTRIB(i, ATTR_RETREAT_VALUE, 5)
	--WRITE_CP_ATTRIB(i, ATTR_FIGHT_STOP_DISTANCE, 32)
	--WRITE_CP_ATTRIB(i, ATTR_GROUP_OPTION, 2)
	--[[0 - Stop at waypoint (if exists) and before attack
	1 - Stop before attack only
	2 - Stop at waypoint (if exists) only
	3 - Don't stop anywhere]]
	WriteAiAttackers(i,0,35,35,35,0,100) --(pn,b,w,r,fw,spy,sh)
	--defense
	WRITE_CP_ATTRIB(i, ATTR_DEFENSE_RAD_INCR, 5)
	WRITE_CP_ATTRIB(i, ATTR_MAX_DEFENSIVE_ACTIONS, 2)
	WRITE_CP_ATTRIB(i, ATTR_USE_PREACHER_FOR_DEFENCE, 1)
	STATE_SET(i, TRUE, CP_AT_TYPE_POPULATE_DRUM_TOWER)
	STATE_SET(i, TRUE, CP_AT_TYPE_BUILD_OUTER_DEFENCES)
	STATE_SET(i, TRUE, CP_AT_TYPE_DEFEND)
	STATE_SET(i, TRUE, CP_AT_TYPE_DEFEND_BASE)
	STATE_SET(i, TRUE, CP_AT_TYPE_SUPER_DEFEND)
	STATE_SET(i, TRUE, CP_AT_TYPE_PREACH)
	--spies
	WRITE_CP_ATTRIB(i, ATTR_SPY_DISCOVER_CHANCE, 8) -- (% chance of a spy being uncovered when spotted in cps base)
	WRITE_CP_ATTRIB(i, ATTR_ENEMY_SPY_MAX_STAND, 128) --(number of game turns computer player will ignore a spy stood in their base doing nothing)
	WRITE_CP_ATTRIB(i, ATTR_SPY_CHECK_FREQUENCY, 128) --(0 - 128), 0 means AI wont redisguise spies
	WRITE_CP_ATTRIB(i, ATTR_MAX_SPY_ATTACKS, 256)	
	STATE_SET(i, FALSE, CP_AT_TYPE_SABOTAGE)
	--spells
	SET_BUCKET_USAGE(i, TRUE)
	SET_BUCKET_COUNT_FOR_SPELL(i, M_SPELL_BLAST, 6)
	SET_BUCKET_COUNT_FOR_SPELL(i, M_SPELL_CONVERT_WILD, 6)
	SET_BUCKET_COUNT_FOR_SPELL(i, M_SPELL_GHOST_ARMY, 12)
	SET_BUCKET_COUNT_FOR_SPELL(i, M_SPELL_INSECT_PLAGUE, 16)
	SET_BUCKET_COUNT_FOR_SPELL(i, M_SPELL_LAND_BRIDGE, 28)
	SET_BUCKET_COUNT_FOR_SPELL(i, M_SPELL_LIGHTNING_BOLT, 30)
	SET_BUCKET_COUNT_FOR_SPELL(i, M_SPELL_INVISIBILITY, 28)
	SET_BUCKET_COUNT_FOR_SPELL(i, M_SPELL_HYPNOTISM, 48)
	SET_BUCKET_COUNT_FOR_SPELL(i, M_SPELL_WHIRLWIND, 40)
	SET_BUCKET_COUNT_FOR_SPELL(i, M_SPELL_SWAMP, 50)
	SET_BUCKET_COUNT_FOR_SPELL(i, M_SPELL_EARTHQUAKE, 60)
	SET_BUCKET_COUNT_FOR_SPELL(i, M_SPELL_EROSION, 66)
	SET_BUCKET_COUNT_FOR_SPELL(i, M_SPELL_FLATTEN, 50)
	SET_BUCKET_COUNT_FOR_SPELL(i, M_SPELL_FIRESTORM, 72)
	SET_BUCKET_COUNT_FOR_SPELL(i, M_SPELL_SHIELD, 12)
	--defence spells
	SET_DEFENCE_RADIUS(i, 7)
	SET_SPELL_ENTRY(i, 0, M_SPELL_INSECT_PLAGUE, 25000, 64, 3, 0)
	SET_SPELL_ENTRY(i, 1, M_SPELL_LIGHTNING_BOLT, 40000, 64, 2, 0)
	SET_SPELL_ENTRY(i, 2, M_SPELL_INSECT_PLAGUE, 25000, 64, 3, 1)
	SET_SPELL_ENTRY(i, 3, M_SPELL_LIGHTNING_BOLT, 40000, 64, 2, 1)

	WRITE_CP_ATTRIB(i, ATTR_SHAMEN_BLAST, 64 >> 1+difficulty())
end
--end
--shaman stuff
SHAMAN_DEFEND(tribe1, 130, 88, TRUE)
SET_DRUM_TOWER_POS(tribe1, 130, 88)

-------------------------------------------------------------------------------------------------------------------------------------------------
include("CSequence.lua");
local Engine = CSequence:createNew();
local dialog_msgs = {
	[0] = {"This planet looks lifeless. <br> Are you sure this is this the place, Tiyao?", "Nomel", 6939, 2, 138},
	[1] = {"It is, indeed. You must be congratulated. You are about to unlock your true self. <br> There are plenty of shaman classes you could have picked from, but your decision was to become... a bard.", "Tiyao", 6883, 2, 146},
	[2] = {"Interesting choice, I must say. Bards are powerful in their own ways - lovers of nature, they manipulate the mana to create and restore life.", "Tiyao", 6883, 2, 146},
	[3] = {"Thank you, Tiyao! It is the wish of my inner self to connect to the earth, and all its living things.", "Nomel", 6939, 2, 138},
	[4] = {"I must go now. Your trials as a bard begin here. I wish you all the best.", "Tiyao", 6883, 2, 146},
	[5] = {"...", "Nomel", 6939, 2, 138},
	[6] = {"Free your mind, and empty your soul. <br> The path of the bard is a honourable one!", "The Bard", 1783, 0, 225},
	[7] = {"You will be facing the Chumara tribe on this trial. I shall aid you with some bard spells, once you leave two of your own behind.", "The Bard", 1783, 0, 225},
	--[8] = {"Cast any two spells - they will permanently leave your arsenal. You won't be able to use them for this trial. <br> It might be a good idea to not get rid of the convert spell. <br> (cast any spell, they will not trigger)", "Info", 173, 0, 160},
	[9] = {"Interesting... I shall concede you the status of bard. <br> And if you get out of this trial alive, I shall grant you with the rest of the knowledge and magic.", "The Bard", 1783, 0, 225},
	[10] = {"Bards are powerful, but very susceptible to death. Your shaman will only reincarnate as long as you have lives left. <br> However, it is not mandatory to finish this trial with your shaman alive. <br> Notice your shaman lives at the top left corner.", "Info", 173, 0, 160},
	[11] = {"Bards have a strong connection with the earth. Although they can not charge land altering spells with mana, killing enemies will eventually earn the shaman free shots of these spells.", "Info", 173, 0, 160},
	[12] = {"Your other spell is the healing balm. <br> Cast it on your units (3x3 area) to heal them for 1/3 of their maximum health!", "Info", 173, 0, 160},
	[13] = {"You have failed your trial, your tribe and your life are forfeit, sadly.", "The Bard", 1783, 0, 225},
	[14] = {"Congratulations. You have successfully completed the trials to become a bard. <br> Welcome to the tribe.", "The Bard", 1783, 0, 225}
}
--for scaling purposes
local user_scr_height = ScreenHeight();
local user_scr_width = ScreenWidth();
if (user_scr_height > 600) then
  Engine.DialogObj:setFont(3);
end
-------------------------------------------------------------------------------------------------------------------------------------------------

function BalmSpell(pn,c3d)
	if balmC3D ~= nil then
		local a = 0
		SearchMapCells(SQUARE ,0, 0, 1, world_coord3d_to_map_idx(c3d), function(me)
			local cloud = createThing(T_EFFECT,M_EFFECT_SMOKE_CLOUD,8,c3d,false,false) centre_coord3d_on_block(cloud.Pos.D3)
			cloud.u.Effect.Duration = 12*1 ; --cloud.DrawInfo.Alpha = 3
			me.MapWhoList:processList( function (h)
				if (h.Owner == pn) and (h.Type == T_PERSON) and (h.Model < 8) and (h.u.Pers.Life < h.u.Pers.MaxLife) then
					if h.u.Pers.Life > 0 then
						local hp = h.u.Pers.Life
						local give = math.floor(h.u.Pers.MaxLife/3)
						if hp + give > h.u.Pers.MaxLife then
							h.u.Pers.Life = h.u.Pers.MaxLife
							a = 1
						else
							h.u.Pers.Life = hp + give
							a = 1
						end
						local sp = createThing(T_EFFECT,60,8,h.Pos.D3,false,false) centre_coord3d_on_block(sp.Pos.D3) sp.u.Effect.Duration = 12
					end
				end
			return true end)
		return true end)
		if a == 1 then queue_fixed_sound_event(SND_EVENT_CMD_MENU_POPUP, SEF_FIXED_VARS) end
	end
end

function SeedSpell(pn,c3d)
	local function RegiveSeed()
		local shots = GET_NUM_ONE_OFF_SPELLS(player,seed)
		_gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[seed] = _gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[seed] & 240
		_gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[seed] = _gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[seed] | shots+1
	end
	if seedC3D ~= nil then
		SearchMapCells(SQUARE, 0, 0 , 0, world_coord3d_to_map_idx(c3d), function(me)
			if (is_map_elem_sea_or_coast(me) == 0) then
				createThing(T_EFFECT,M_EFFECT_WW_DUST,8,c3d,false,false)
				if is_map_cell_obstacle_free(world_coord3d_to_map_idx(c3d)) == 1 and is_cell_too_steep_for_building(world_coord3d_to_map_idx(c3d),4) == 0 then
					if is_building_on_map_cell(world_coord3d_to_map_idx(c3d)) == 0 and me.ShapeOrBldgIdx:isNull() then
						if is_map_cell_a_building_belonging_to_player(world_coord3d_to_map_idx(c3d),player) == 0 and is_map_cell_a_building_belonging_to_player(world_coord3d_to_map_idx(c3d),3) == 0 then
							local a = 0
							me.MapWhoList:processList(function(t)
								if t.Type == T_SCENERY then
									a = 1
								end
							return true end)
							if a == 0 then
								queue_fixed_sound_event(SND_EVENT_WOOD_STRESS, SEF_FIXED_VARS)
								local se = createThing(T_EFFECT,10,8,c3d,false,false) centre_coord3d_on_block(se.Pos.D3)
								se.u.Effect.Duration = 56 ; se.DrawInfo.DrawNum = 475 se.DrawInfo.Alpha = -16
								local tree = CREATE_THING_WITH_PARAMS4(T_SCENERY, M_SCENERY_DORMANT_TREE, TRIBE_HOSTBOT, c3d, T_SCENERY, math.random(1,6), 0, 0);
							else
								RegiveSeed()
							end
						else
							RegiveSeed()
						end
					else
						RegiveSeed()
					end
				else
					RegiveSeed()
				end
			else
				createThing(T_EFFECT,M_EFFECT_SPLASH,8,c3d,false,false)
				queue_fixed_sound_event(SND_EVENT_W_SPLASH, SEF_FIXED_VARS)
				RegiveSeed()
			end
		return true end)
	end
end



function OnTurn() 														--LOG(_gsi.Players[player].SpellsCast[1])
	if game_loaded then
		game_loaded = false
		
		Engine:postLoadItems()
		--kill honor loads
		if (difficulty() == 3) and turn() > honorSaveTurnLimit and honorSaveTurnLimit ~= 0 then
			ProcessGlobalSpecialList(player, PEOPLELIST, function(t)
				damage_person(t, 8, 20000, TRUE)
				return true
			end)
			TRIGGER_LEVEL_LOST() ; SET_NO_REINC(player)
			log_msg(8,"WARNING:  You have loaded the game while playing in \"honour\" mode.")
		end
	end
	if turn() == 10 then
		FLYBY_CREATE_NEW()
		FLYBY_ALLOW_INTERRUPT(FALSE)

		--start
		FLYBY_SET_EVENT_POS(30, 224, 1, 70)
		FLYBY_SET_EVENT_ANGLE(500, 1, 40)
		
		FLYBY_SET_EVENT_POS(48, 224, 82, 100)
		
		FLYBY_SET_EVENT_POS(50, 214, 200, 140)
		FLYBY_SET_EVENT_ANGLE(800, 200, 50)
		
		FLYBY_SET_EVENT_POS(42, 218, 360, 120)
		FLYBY_SET_EVENT_ANGLE(1500, 360, 50)
		
		FLYBY_SET_EVENT_POS(40, 214, 400, 140)
		FLYBY_SET_EVENT_ANGLE(1000, 400, 50)
		
		FLYBY_SET_EVENT_POS(44, 206, 560, 100)
		FLYBY_SET_EVENT_ZOOM (-50,560,72)
			
		FLYBY_SET_EVENT_POS(38, 236, 670, 30)
		FLYBY_SET_EVENT_ANGLE(0, 670, 24)
		FLYBY_SET_EVENT_ZOOM (-10,670,24)
		
		FLYBY_SET_EVENT_POS(20, 254, 710, 200)
		FLYBY_SET_EVENT_ANGLE(0, 710, 40)
		
		FLYBY_SET_EVENT_POS(20, 4, 920, 100)
		
		FLYBY_SET_EVENT_POS(20, 250, 1030, 10)
		--
		
		FLYBY_START()
		DEFEND_SHAMEN(4,2)
	end
	if turn() == 24 then
		Engine:hidePanel()
		Engine:addCommand_CinemaRaise(0)
		Engine:addCommand_AngleThing(getShaman(4).ThingNum, 1500, 36);
		Engine:addCommand_QueueMsg(dialog_msgs[0][1], dialog_msgs[0][2], 24, false, dialog_msgs[0][3], dialog_msgs[0][4], dialog_msgs[0][5], 12*1);
		Engine:addCommand_MoveThing(getShaman(4).ThingNum, marker_to_coord2d_centre(21), 1);
		Engine:addCommand_AngleThing(getShaman(4).ThingNum, 1500, 30);
		Engine:addCommand_MoveThing(getShaman(player).ThingNum, marker_to_coord2d_centre(22), 12);
		Engine:addCommand_QueueMsg(dialog_msgs[1][1], dialog_msgs[1][2], 24, false, dialog_msgs[1][3], dialog_msgs[1][4], dialog_msgs[1][5], 1);
		Engine:addCommand_MoveThing(getShaman(4).ThingNum, marker_to_coord2d_centre(23), 84);
		Engine:addCommand_MoveThing(getShaman(4).ThingNum, marker_to_coord2d_centre(24), 36);
		Engine:addCommand_AngleThing(getShaman(4).ThingNum, 1600, 2);
		Engine:addCommand_QueueMsg(dialog_msgs[2][1], dialog_msgs[2][2], 24, false, dialog_msgs[2][3], dialog_msgs[2][4], dialog_msgs[2][5], 8);
		Engine:addCommand_AngleThing(getShaman(player).ThingNum, 600, 24);
		Engine:addCommand_AngleThing(getShaman(4).ThingNum, 1650, 36);
		Engine:addCommand_MoveThing(getShaman(4).ThingNum, marker_to_coord2d_centre(25), 108);
		Engine:addCommand_AngleThing(getShaman(player).ThingNum, 1100, 12);
		Engine:addCommand_AngleThing(getShaman(player).ThingNum, 1800, 8);
		Engine:addCommand_AngleThing(getShaman(player).ThingNum, 600, 4);
		Engine:addCommand_QueueMsg(dialog_msgs[3][1], dialog_msgs[3][2], 24, false, dialog_msgs[3][3], dialog_msgs[3][4], dialog_msgs[3][5], 60);
		Engine:addCommand_QueueMsg(dialog_msgs[4][1], dialog_msgs[4][2], 24, false, dialog_msgs[4][3], dialog_msgs[4][4], dialog_msgs[4][5], 120);
		Engine:addCommand_MoveThing(getShaman(4).ThingNum, marker_to_coord2d_centre(27), 64);
		Engine:addCommand_AngleThing(getShaman(4).ThingNum, 1880, 24);
		Engine:addCommand_AngleThing(getShaman(4).ThingNum, 750, 38);
		Engine:addCommand_QueueMsg(dialog_msgs[5][1], dialog_msgs[5][2], 24, false, dialog_msgs[5][3], dialog_msgs[5][4], dialog_msgs[5][5], 28);
		--front of bard's hut
		Engine:addCommand_MoveThing(getShaman(player).ThingNum, marker_to_coord2d_centre(5), 118);
		Engine:addCommand_AngleThing(getShaman(player).ThingNum, 0, 12);
		Engine:addCommand_QueueMsg(dialog_msgs[5][1], dialog_msgs[5][2], 12, false, dialog_msgs[5][3], dialog_msgs[5][4], dialog_msgs[5][5], 16);
		--inside hut
		Engine:addCommand_MoveThing(getShaman(player).ThingNum, marker_to_coord2d_centre(30), 48);
		Engine:addCommand_QueueMsg(dialog_msgs[6][1], dialog_msgs[6][2], 36, false, dialog_msgs[6][3], dialog_msgs[6][4], dialog_msgs[6][5], 16);
		Engine:addCommand_QueueMsg(dialog_msgs[7][1], dialog_msgs[7][2], 36, false, dialog_msgs[7][3], dialog_msgs[7][4], dialog_msgs[7][5], 180);
		Engine:addCommand_CinemaHide(1);
		Engine:addCommand_ShowPanel(1);
		Engine:addCommand_MoveThing(getShaman(player).ThingNum, marker_to_coord2d_centre(10), 72);
	else
		Engine.DialogObj:processQueue();
		Engine:processCmd();
	end
	if turn() == 740 then
		createThing(T_EFFECT,M_EFFECT_ORBITER,8,getShaman(4).Pos.D3,false,false)
		delete_thing_type(getShaman(4))
		queue_fixed_sound_event(SND_EVENT_HYPNOTISE, SEF_FIXED_VARS)
	elseif turn() == 752 then
		local a = 0
		ProcessGlobalSpecialList(TRIBE_CYAN, PEOPLELIST, function(t)
			if a == 0 then
				createThing(T_EFFECT,M_EFFECT_ORBITER,8,t.Pos.D3,false,false)
				delete_thing_type(t)
				queue_fixed_sound_event(SND_EVENT_HYPNOTISE, SEF_FIXED_VARS)
				a = 1
			end
		return true end)
	elseif turn() == 760 then
		local a = 0
		ProcessGlobalSpecialList(TRIBE_CYAN, PEOPLELIST, function(t)
			if a == 0 then
				createThing(T_EFFECT,M_EFFECT_ORBITER,8,t.Pos.D3,false,false)
				delete_thing_type(t)
				queue_fixed_sound_event(SND_EVENT_HYPNOTISE, SEF_FIXED_VARS)
				a = 1
			end
		return true end)
	elseif turn() == 960 then
		queue_fixed_sound_event(SND_EVENT_BLDG_ROTATE, SEF_FIXED_VARS)
	elseif turn() == 1217 then
		queue_fixed_sound_event(SND_EVENT_BLDG_ROTATE, SEF_FIXED_VARS)
		local t = {2,3,4,5,7,8,10,13,14,16,17,19}
		for i = 1,#t do
			GIVE_ONE_SHOT(t[i],player)
		end
		bard = 1
	elseif turn() == 1230 then
		ms_script_create_msg_information(693)
		SET_MSG_AUTO_OPEN_DLG()
	end
	--remove bard hut and smokes
	if turn() == removeHut then
		honorSaveTurnLimit = turn() + 12*20
		createThing(T_EFFECT,M_EFFECT_EARTHQUAKE,8,marker_to_coord3d(1),false,false)
		for i = 2,15 do
			createThing(T_EFFECT,M_EFFECT_SMOKE_CLOUD_CONSTANT,8,marker_to_coord3d(i),false,false)
			createThing(T_EFFECT,M_EFFECT_SMOKE_CLOUD,8,marker_to_coord3d(i),false,false)
		end
		DELETE_SMOKE_STUFF(24, 244,0)
		SearchMapCells(SQUARE, 0, 0, 1, world_coord3d_to_map_idx(marker_to_coord3d(3)), function(me)
			me.MapWhoList:processList( function (t)
				if t.Type ~= T_PERSON then
					delete_thing_type(t)
				end
			return true end)
		return true end)
		createThing(T_EFFECT,M_EFFECT_BLDG_DAMAGED_SMOKE,8,marker_to_coord3d(2),false,false)
	end
	--balm spell
	if balmCDR > 0 then 
		balmCDR = balmCDR - 1
	elseif balmCDR == 0 then
		balmCDR = -1
		BalmSpell(player,balmC3D)
	end
	--seed spell
	if seedCDR > 0 then 
		seedCDR = seedCDR - 1
	elseif seedCDR == 0 then
		seedCDR = -1
		SeedSpell(player,seedC3D)
	end
	--trees grow
	ProcessGlobalTypeList(T_EFFECT, function(t)
		if t.Type == T_EFFECT and t.Model == 10 and t.DrawInfo.DrawNum == 475 then
			SearchMapCells(CIRCULAR, 0, 0, 1, world_coord3d_to_map_idx(t.Pos.D3), function(me)
				me.MapWhoList:processList( function (h)
					if h.Type == T_SCENERY and h.Model < 7 then
						local dist = get_world_dist_xz(t.Pos.D2,h.Pos.D2) 
						if dist < 256 then
							local s = h.u.ObjectInfo.Scale
							if s+4 < 160 then h.u.ObjectInfo.Scale = s+1 else h.u.ObjectInfo.Scale = 160 end
							local s = h.u.ObjectInfo.Scale
							if s <= 40 then h.u.Scenery.ResourceRemaining = 100 elseif s <= 80 then h.u.Scenery.ResourceRemaining = 200 elseif h.u.Scenery.ResourceRemaining <= 120 then h.u.Scenery.ResourceRemaining = 300 else h.u.Scenery.ResourceRemaining = 400 end
							if s > 155 and s < 160 then
								queue_fixed_sound_event(SND_EVENT_BIRTH, SEF_FIXED_VARS)
								local g = createThing(T_EFFECT,59,8,h.Pos.D3,false,false) g.DrawInfo.Alpha = 1
								createThing(T_PERSON,M_PERSON_WILD,8,h.Pos.D3,false,false)
								FIX_WILD_IN_AREA(ThingX(h),ThingZ(h),2)
							end
						end
					end
				return true end)
			return true end)
		end
	return true end)
	
	if every2Pow(4) then
		--remove seed flash
		if _gsi.Players[player].SpellsCast[seed] > 0 and _gsi.Players[player].SpellsCast[seed] < 3 then
			FLASH_BUTTON(27,0)
		end
		if bard >= 3 and bard < 9 then
			bard = bard + 1
			if bard == 9 then
				queue_fixed_sound_event(SND_EVENT_DISCOVERY_START, SEF_FIXED_VARS)
				set_player_can_cast(seed, player) set_player_can_cast(balm, player)
				_gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[balm] = _gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[balm] & 240
				_gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[balm] = _gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[balm] | 2
				_gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[seed] = _gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[seed] & 240
				_gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[seed] = _gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[seed] | 2
				_gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[M_SPELL_CONVERT_WILD] = _gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[M_SPELL_CONVERT_WILD] & 240
				_gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[M_SPELL_CONVERT_WILD] = _gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[M_SPELL_CONVERT_WILD] | 2
				FLASH_BUTTON(27,1) --FLASH_BUTTON(22,1)
			end
		end
	end
	
	if every2Pow(3) then
		--remove timer
		if GetPop(tribe1) == 0 and bard < 100 and GetPop(player) > 0 then
			bard = 100
			REMOVE_TIMER()
			Engine:addCommand_QueueMsg(dialog_msgs[14][1], dialog_msgs[14][2], 96, true, dialog_msgs[14][3], dialog_msgs[14][4], dialog_msgs[14][5], 12*1)
		end
		--timer ends
		if HAS_TIMER_REACHED_ZERO() == true and GetPop(player) > 0 then
			TRIGGER_LEVEL_LOST() ; SET_NO_REINC(player) --REMOVE_TIMER()
			Engine:addCommand_QueueMsg(dialog_msgs[13][1], dialog_msgs[13][2], 96, true, dialog_msgs[13][3], dialog_msgs[13][4], dialog_msgs[13][5], 12*1)
		end
		--remove a bard life
		if getShaman(player) == nil and livesLock == 0 then
			BardLives = BardLives - 1
			livesLock = 1
			if BardLives == 1 then	
				SET_NO_REINC(player)
			elseif BardLives == 0 then
				SearchMapCells(CIRCULAR, 0, 0 , 3, world_coord3d_to_map_idx(marker_to_coord3d(32)), function(me)
						me.Flags = me.Flags | (1<<16)
				return true
				end)
				ms_script_create_msg_information(694)
				SET_MSG_AUTO_OPEN_DLG()
			end
		elseif  getShaman(player) ~= nil and livesLock == 1 then
			livesLock = 0
		end
	end
	
	if every2Pow(2) then
		--bard earns lbs/flattens by killing enemies
		if _gsi.Players[player].PeopleKilled[tribe1] % (12+difficulty()*3+gameStage*3) == 0 and lbLock ~= _gsi.Players[player].PeopleKilled[tribe1] then
			lbLock = _gsi.Players[player].PeopleKilled[tribe1]
			local get,maxx = M_SPELL_LAND_BRIDGE,4
			if rnd() > 70 then get = M_SPELL_FLATTEN maxx = 3 end
			local shots = GET_NUM_ONE_OFF_SPELLS(player,get)
			if shots < maxx then
				_gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[get] = _gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[get] & 240
				_gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[get] = _gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[get] | shots+1
				queue_fixed_sound_event(SND_EVENT_DISCOBLDG_START, SEF_FIXED_VARS)
			end
		end
	end
	
	if everySeconds(32 - difficulty()*4 - (gameStage*2)) then
		--occasionally shield troops when attacking
		for i = 2,2 do
			local r = 0
			if getShaman(i) ~= nil and IS_SHAMAN_IN_AREA(i,32,18+difficulty()) == 1 then
				if gameStage >= 2 and difficulty() > 0 then
					SearchMapCells(SQUARE, 0, 0 , 6, world_coord3d_to_map_idx(getShaman(i).Pos.D3), function(me)
						me.MapWhoList:processList(function (t)
							if t.Type == T_PERSON and t.Owner == i and t.Model > 2 and t.Model < 7 then
								if ((t.Flags3 & TF3_SHIELD_ACTIVE) == 0 and (t.Flags2 & TF2_THING_IS_A_GHOST_PERSON == 0)) and r == 0 then
									createThing(T_SPELL,M_SPELL_SHIELD,i,t.Pos.D3,false,false)
									GIVE_MANA_TO_PLAYER(i,-25000)
									r = 1
								end
							end
						return true end)
					return true end)
				end
			elseif getShaman(i) ~= nil and IS_SHAMAN_IN_AREA(i,33,8) == 1 then
				--when defending
				if gameStage >= 3 and difficulty() > 1 then
					SearchMapCells(SQUARE, 0, 0 , 6, world_coord3d_to_map_idx(getShaman(i).Pos.D3), function(me)
						me.MapWhoList:processList(function (t)
							if t.Type == T_PERSON and t.Owner == i and t.Model > 2 and t.Model < 7 then
								if ((t.Flags3 & TF3_SHIELD_ACTIVE) == 0 and (t.Flags2 & TF2_THING_IS_A_GHOST_PERSON == 0)) and r == 0 then
									createThing(T_SPELL,M_SPELL_SHIELD,i,t.Pos.D3,false,false)
									GIVE_MANA_TO_PLAYER(i,-20000)
									r = 1
								end
							end
						return true end)
					return true end)
				end
			end
		end
		--occasionally do a balloon patrol near stone head
		if count_people_of_type_in_area(162,202,-1,player,3) > 0 then
			if _gsi.Players[tribe1].NumPeopleOfType[M_PERSON_SUPER_WARRIOR] > 8 then
				if _gsi.Players[tribe1].NumVehiclesOfType[M_VEHICLE_AIRSHIP_1] > 1 then
					VEHICLE_PATROL(2,math.random(2,4),60,61,62,63,M_VEHICLE_AIRSHIP_1)
				end
			end
		end
	end
	
	if everySeconds(20-(difficulty()*4)) then
		--AI shamans near blue base burn trees occasionally
		for i,v in ipairs(AItribes) do
			if getShaman(v) ~= nil and IS_SHAMAN_IN_AREA(v,49,16) == 1 and (getShaman(v).Flags2 & TF2_THING_IS_A_GHOST_PERSON == 0) then
				SearchMapCells(SQUARE, 0, 0 , 5, world_coord3d_to_map_idx(getShaman(v).Pos.D3), function(me)
					me.MapWhoList:processList(function (t)
						if t.Type == T_SCENERY and t.Model < 7 then
							if t.State == 1 then
								local Sstate = getShaman(v).State
								if Sstate == 10 or Sstate == 17 or Sstate == 18 or Sstate == 19 then
									createThing(T_SPELL,M_SPELL_BLAST,v,t.Pos.D3,false,false)
								end
							end
						end
					return true end)
				return true end)
			end
		end
		--stop or restart vehicle construction if too many in base
		if READ_CP_ATTRIB(tribe1,ATTR_PREF_BALLOON_DRIVERS) > 0 then
			if CountThingsOfTypeInArea(T_VEHICLE,M_VEHICLE_AIRSHIP_1,tribe1,152,76,16) > 5+gameStage then
				WRITE_CP_ATTRIB(tribe1, ATTR_PREF_BALLOON_DRIVERS, 0)
				WRITE_CP_ATTRIB(tribe1, ATTR_PEOPLE_PER_BALLOON, 0)
			end
		else
			if CountThingsOfTypeInArea(T_VEHICLE,M_VEHICLE_AIRSHIP_1,tribe1,152,76,16) < 5+gameStage then
				WRITE_CP_ATTRIB(tribe1, ATTR_PREF_BALLOON_DRIVERS, 2+difficulty())
				WRITE_CP_ATTRIB(tribe1, ATTR_PEOPLE_PER_BALLOON, 2+difficulty())
			end
		end
	end
	
	if everySeconds(42-difficulty()*3) then
		--more frequently explode solo balloons in player's base (if too many)
		local pos = MapPosXZ.new() ; pos.XZ.X = 24 ; pos.XZ.Z = 224
		local r = 0
		SearchMapCells(SQUARE ,0, 0, 16, pos.Pos, function(me)
			me.MapWhoList:processList( function (t)
				if t.Type == T_VEHICLE and t.Model == M_VEHICLE_AIRSHIP_1 and t.Owner ~= player then
					if r == 0 and  t.u.Vehicle.NumOccupants == 0 then
						t.State = S_VEHICLE_AIRSHIP_DYING 
						r = 1
					end
				end
			return true end)
		return true end)
	end
	
	-- new towers every x mins
	if everySeconds(256-(difficulty()*20)) and gameStage >= 1 then
		if _gsi.Players[tribe1].NumBuildingsOfType[M_BUILDING_DRUM_TOWER] < (12+(difficulty()*2)) then
			local rndTowMk = math.random(65,78)
			local coord = MapPosXZ.new() ; coord.Pos = world_coord3d_to_map_idx(marker_to_coord3d(rndTowMk))
			BUILD_DRUM_TOWER(tribe1,coord.XZ.X, coord.XZ.Z)
		end
	end
	
	if everySeconds(8) then
		--send main attacks
		if tribe1Atk1 < turn() then SendAttack(tribe1) end
		--send mini attacks
		if tribe1MiniAtk1 < turn() then SendMiniAttack(tribe1) end
	end
	
	if every2Pow(4) then
		--troops train faster depending on difficulty
		ProcessGlobalTypeList(T_BUILDING, function(t)
			if (t.Type == T_BUILDING) then
				if (_gsi.Players[t.Owner].PlayerType == COMPUTER_PLAYER) then
					if (t.u.Bldg.ShapeThingIdx:isNull()) then
						if (t.u.Bldg.TrainingManaCost > 0) then
							t.u.Bldg.TrainingManaStored = t.u.Bldg.TrainingManaStored + (64*difficulty())
						end
					end
				end
			end
		return true end)
		--buildings faster green red bar if hard
		ProcessGlobalSpecialListAll(BUILDINGLIST, function(b)
			if (b.Model <= 3) and b.Owner ~= player then
				if (b.u.Bldg.UpgradeCount < 1850) then
					b.u.Bldg.UpgradeCount = b.u.Bldg.UpgradeCount + (difficulty()*4)
				end
				if (b.u.Bldg.SproggingCount < 1000) then
					b.u.Bldg.SproggingCount = b.u.Bldg.SproggingCount + (difficulty()*4)
				end
			end
		return true end)
		--stress from nav check, cast AoD
		if gameStage >= 2 then
			if tribe1NavStress > (7-difficulty()) then
				if getShaman(tribe1) ~= nil and IS_SHAMAN_AVAILABLE_FOR_ATTACK(tribe1) > 0 then
					GIVE_ONE_SHOT(M_SPELL_ANGEL_OF_DEATH,tribe1) ; SPELL_ATTACK(tribe1,M_SPELL_ANGEL_OF_DEATH,99,99) ; tribe1NavStress = 0
				end
			end
		end
	end
	
	--casts aod sometimes
	if everySeconds(1200-(difficulty()*80)-(gameStage*50)) then
		if gameStage > 2 and difficulty() > 0 then
			if getShaman(tribe1) ~= nil and IS_SHAMAN_AVAILABLE_FOR_ATTACK(tribe1) > 0 then
				GIVE_ONE_SHOT(M_SPELL_ANGEL_OF_DEATH,tribe1) ; SPELL_ATTACK(tribe1,M_SPELL_ANGEL_OF_DEATH,99,99)
			end
		end
	end
	
	--give AI spell shots occasionally
	if everySeconds(64-difficulty()*2) then
		for k,v in ipairs(AItribes) do
			if gameStage == 0 then
				GIVE_ONE_SHOT(M_SPELL_BLAST,v)
			elseif gameStage == 1 then
				GIVE_ONE_SHOT(M_SPELL_BLAST,v) if rnd() > 50 then GIVE_ONE_SHOT(M_SPELL_WHIRLWIND,v) end
			elseif gameStage == 2 then
				GIVE_ONE_SHOT(M_SPELL_BLAST,v) if rnd() > 50 then GIVE_ONE_SHOT(M_SPELL_WHIRLWIND,v) GIVE_ONE_SHOT(M_SPELL_HYPNOTISM,v) end
			else
				GIVE_ONE_SHOT(M_SPELL_BLAST,v) if rnd() > 50 then GIVE_ONE_SHOT(M_SPELL_WHIRLWIND,v) GIVE_ONE_SHOT(M_SPELL_HYPNOTISM,v) GIVE_ONE_SHOT(M_SPELL_SWAMP,v) end
			end
		end
	end
	--give AI spell shots rarely
	if everySeconds(60-(difficulty()*3)) then
		for k,v in ipairs(AItribes) do
			if gameStage == 0 then
				GIVE_ONE_SHOT(M_SPELL_INSECT_PLAGUE,v)
			elseif gameStage == 1 then
				GIVE_ONE_SHOT(M_SPELL_EROSION,v)
			elseif gameStage == 2 then
				GIVE_ONE_SHOT(M_SPELL_EARTHQUAKE,v)
			else
				GIVE_ONE_SHOT(M_SPELL_FIRESTORM,v)
			end
		end
		--increase spells in their atk arsenal
		if #tribe1AtkSpells < 20 then
			local rndS = {4,7,8,10,11,14,13}
			table.insert(tribe1AtkSpells,rndS[math.random(#rndS)])
		end
	end
	
	if every2Pow(6) then
		--update game stage (early,mid,late,very late)
		if minutes() < 10 then
			gameStage = 0
		elseif minutes() < 20 then
			gameStage = 1
		elseif minutes() < 30 then
			gameStage = 2
		elseif minutes() < 40 then
			gameStage = 3
		else
			gameStage = 4
		end

		for i,v in ipairs(AItribes) do
			if turn() > 1400 then WRITE_CP_ATTRIB(v, ATTR_EXPANSION, math.random(16,24)) end
			WRITE_CP_ATTRIB(v, ATTR_HOUSE_PERCENTAGE, 50+G_RANDOM(1+4*difficulty())+(difficulty()*8)+(gameStage*(6+difficulty()))) --base size
			WriteAiTrainTroops(v,12+(difficulty()*2)+(gameStage*1),10+(gameStage*1),15+(difficulty()*2)+(gameStage*1),0) --(pn,w,r,fw,spy)
			WRITE_CP_ATTRIB(v, ATTR_ATTACK_PERCENTAGE, 85+(minutes()*2)) --attack stuff
			if READ_CP_ATTRIB(v,ATTR_ATTACK_PERCENTAGE) > 120 then WRITE_CP_ATTRIB(v, ATTR_ATTACK_PERCENTAGE, 90) end
			SET_BUCKET_COUNT_FOR_SPELL(v, M_SPELL_BLAST, math.random(6,8)-(difficulty()*1)) --spells
			SET_BUCKET_COUNT_FOR_SPELL(v, M_SPELL_CONVERT_WILD, math.random(5,8)-(difficulty()*1))
			--SET_BUCKET_COUNT_FOR_SPELL(v, M_SPELL_GHOST_ARMY, 12)
			SET_BUCKET_COUNT_FOR_SPELL(v, M_SPELL_INSECT_PLAGUE, math.random(13,18)-(difficulty()*2))
			SET_BUCKET_COUNT_FOR_SPELL(v, M_SPELL_LAND_BRIDGE, math.random(26,34)-(difficulty()*2))
			SET_BUCKET_COUNT_FOR_SPELL(v, M_SPELL_LIGHTNING_BOLT, math.random(34,44)-(difficulty()*3))
			SET_BUCKET_COUNT_FOR_SPELL(v, M_SPELL_INVISIBILITY, math.random(24,30)-(difficulty()*2))
			SET_BUCKET_COUNT_FOR_SPELL(v, M_SPELL_HYPNOTISM, math.random(32,38)-(difficulty()*2))
			SET_BUCKET_COUNT_FOR_SPELL(v, M_SPELL_WHIRLWIND, math.random(26,30)-(difficulty()*2))
			SET_BUCKET_COUNT_FOR_SPELL(v, M_SPELL_SWAMP, math.random(16,28)-(difficulty()*2))
			SET_BUCKET_COUNT_FOR_SPELL(v, M_SPELL_EARTHQUAKE, math.random(30,45)-(difficulty()*2))
			SET_BUCKET_COUNT_FOR_SPELL(v, M_SPELL_EROSION, math.random(26,34)-(difficulty()*3))
			SET_BUCKET_COUNT_FOR_SPELL(v, M_SPELL_FLATTEN, math.random(25,30)-(difficulty()*2))
			SET_BUCKET_COUNT_FOR_SPELL(v, M_SPELL_FIRESTORM, math.random(35,50)-(difficulty()*3))
			SET_BUCKET_COUNT_FOR_SPELL(v, M_SPELL_SHIELD, math.random(20,30)-(difficulty()*2))
			local baseMK = 33
			--spell entries base and outside
			if IS_SHAMAN_IN_AREA(v,baseMK,16) == 1 then
				--spells in base defense
				SET_SPELL_ENTRY(v, 0, M_SPELL_BLAST, SPELL_COST(M_SPELL_BLAST) >> (1+difficulty()), 64, 1, 1)
				SET_SPELL_ENTRY(v, 1, M_SPELL_LIGHTNING_BOLT, SPELL_COST(M_SPELL_LIGHTNING_BOLT) >> (1+difficulty()), 256, 3, 1)
				SET_SPELL_ENTRY(v, 2, M_SPELL_INSECT_PLAGUE, SPELL_COST(M_SPELL_INSECT_PLAGUE) >> (1+difficulty()), 128, 5-difficulty(), 1)
				SET_SPELL_ENTRY(v, 3, M_SPELL_SWAMP, SPELL_COST(M_SPELL_INSECT_PLAGUE) >> (1+difficulty()), 128, 13-difficulty(), 1)
				if gameStage > 1 then
					SET_SPELL_ENTRY(v, 4, M_SPELL_HYPNOTISM, SPELL_COST(M_SPELL_HYPNOTISM) >> (1+difficulty()), 128, 12-(difficulty()*2), 1)
					if gameStage >= 3 and difficulty() >= 2 then
						SET_SPELL_ENTRY(v, 5, M_SPELL_ANGEL_OF_DEATH, SPELL_COST(M_SPELL_ANGEL_OF_DEATH) >> (1+difficulty()), 128, 24-(difficulty()*2), 1)
					end
				end
			else
				--spells when attacking
				SET_SPELL_ENTRY(v, 0, M_SPELL_BLAST, SPELL_COST(M_SPELL_BLAST) >> (1+difficulty()), 64, 1, 0)
				SET_SPELL_ENTRY(v, 1, M_SPELL_LIGHTNING_BOLT, SPELL_COST(M_SPELL_LIGHTNING_BOLT) >> (1+difficulty()), 256, 1, 0)
				SET_SPELL_ENTRY(v, 2, M_SPELL_INSECT_PLAGUE, SPELL_COST(M_SPELL_INSECT_PLAGUE) >> (1+difficulty()), 128, 5-difficulty(), 0)
				SET_SPELL_ENTRY(v, 3, M_SPELL_SWAMP, SPELL_COST(M_SPELL_INSECT_PLAGUE) >> (1+difficulty()), 128, 12-difficulty(), 0)
				if gameStage > 1 then
					SET_SPELL_ENTRY(v, 4, M_SPELL_HYPNOTISM, SPELL_COST(M_SPELL_HYPNOTISM) >> (1+difficulty()), 128, 12-(difficulty()*2), 0)
					if gameStage < 2 then
						SET_SPELL_ENTRY(v, 5, M_SPELL_FIRESTORM, SPELL_COST(M_SPELL_FIRESTORM) >> (1+difficulty()), 128, 18-(difficulty()*2), 0)
						SET_SPELL_ENTRY(v, 6, M_SPELL_EARTHQUAKE, SPELL_COST(M_SPELL_EARTHQUAKE) >> (1+difficulty()), 128, 16-(difficulty()*2), 0)
						if difficulty() == 3 then
							SET_SPELL_ENTRY(v, 7, M_SPELL_ANGEL_OF_DEATH, SPELL_COST(M_SPELL_ANGEL_OF_DEATH) >> (1+difficulty()), 128, 32-(difficulty()*3), 0)
						end
					end
				end
			end
			--conditional stuff
			if _gsi.Players[v].NumBuildingsOfType[M_BUILDING_TEPEE]+_gsi.Players[v].NumBuildingsOfType[M_BUILDING_TEPEE_2]+_gsi.Players[v].NumBuildingsOfType[M_BUILDING_TEPEE_3] > 3 then WRITE_CP_ATTRIB(v, ATTR_PREF_SUPER_WARRIOR_TRAINS, 1) else WRITE_CP_ATTRIB(v, ATTR_PREF_SUPER_WARRIOR_TRAINS, 0) end
			if _gsi.Players[v].NumBuildingsOfType[M_BUILDING_TEPEE]+_gsi.Players[v].NumBuildingsOfType[M_BUILDING_TEPEE_2]+_gsi.Players[v].NumBuildingsOfType[M_BUILDING_TEPEE_3] > 5 then WRITE_CP_ATTRIB(v, ATTR_PREF_RELIGIOUS_TRAINS, 1) else WRITE_CP_ATTRIB(v, ATTR_PREF_RELIGIOUS_TRAINS, 0) end
			if _gsi.Players[v].NumPeople < 5 then GIVE_UP_AND_SULK(v,TRUE) end
			--add lategame spells to atkspells
			if gameStage == 2 then
				if #tribe1AtkSpells == 4 then
					table.insert(tribe1AtkSpells,M_SPELL_EROSION)
					if #tribe1AtkSpells == 6 and difficulty() >= 3 then
						table.insert(tribe1AtkSpells,M_SPELL_FIRESTORM)
					end
				end
			elseif gameStage == 3 then
				if #tribe1AtkSpells == 5 then
					table.insert(tribe1AtkSpells,M_SPELL_ANGEL_OF_DEATH)
					if #tribe1AtkSpells == 6 and difficulty() >= 3 then
						table.insert(tribe1AtkSpells,M_SPELL_FIRESTORM)
					end
				end
			end
		end
	end
end

function IncrementAtkVar(pn,amt,mainAttack)
	if mainAttack == true then
		tribe1Atk1 = amt 
	else --mini attacks
		tribe1MiniAtk1 = amt 
	end
end

function SendMiniAttack(attacker)
	if (minutes() > (4-difficulty())) and (rnd() < 50+difficulty()*5 +gameStage*5) then
		--WRITE_CP_ATTRIB(attacker, ATTR_DONT_GROUP_AT_DT, math.random(0,1))
		--WRITE_CP_ATTRIB(attacker, ATTR_GROUP_OPTION, math.random(0,3))
		--WRITE_CP_ATTRIB(attacker, ATTR_FIGHT_STOP_DISTANCE, 32 + G_RANDOM(16))
		WRITE_CP_ATTRIB(attacker, ATTR_BASE_UNDER_ATTACK_RETREAT, 0)
		WriteAiAttackers(attacker,0,math.random(30,40)+(difficulty()*4)+(gameStage*4),math.random(25,35)+(difficulty()*3)+(gameStage*3),math.random(30,40),0,0) --(pn,b,w,r,fw,spy,sh)
		local target = player
		local numTroops = 0
		local balloons = CountThingsOfTypeInArea(T_VEHICLE,M_VEHICLE_AIRSHIP_1,tribe1,152,76,16)
		local focus = -1
		--check if enough pop and troops to attack
		if _gsi.Players[attacker].NumPeople > 16 and GetTroops(attacker) > 8 then
			numTroops = 2 + gameStage
		end
		--LAUNCH MINI ATK
		if numTroops > 0 and balloons > 0 then
			local targBldgs =  _gsi.Players[target].NumBuildings
			local targPpl  = _gsi.Players[target].NumPeople
			if targBldgs > 0 then
				if rnd() < 50 then
					focus = ATTACK_BUILDING
				else
					focus = ATTACK_PERSON
					if rnd() < 50 then
						TARGET_PLAYER_DT_AND_S(tribe1,player)
						TARGET_DRUM_TOWERS(tribe1)
					else
						TARGET_S_WARRIORS(tribe1)
					end
				end
			else
				focus = ATTACK_PERSON
			end
			--SEND ATK
			--log_msg(2,"attack with " .. numTroops .. "troops. focus " .. focus .. ". shaman is going?: " .. READ_CP_ATTRIB(attacker,ATTR_AWAY_MEDICINE_MAN))
			local mk1 = -1 if rnd() > 80 then mk1 = math.random(34,39) end
			ATTACK(attacker, target, numTroops, focus, 0, 999, 0, 0, 0, ATTACK_BY_BALLOON, 0, mk1, -1, 0)
			IncrementAtkVar(attacker,turn() + 2100 + G_RANDOM(2100) - (difficulty()*400) - (gameStage*200),false) 
			--log_msg(attacker,"mini atk vs player: " .. target .. "  , by (0norm,1boat,2ball) " .. 2 .. "  , targetting (0mk,1bldg,2person) " .. focus)
		else
			IncrementAtkVar(attacker,turn() + 555, false)
		end
	else
		IncrementAtkVar(attacker,turn() + 555, false)
	end
end

function SendAttack(attacker)
	if (minutes() > 5-difficulty()) and (rnd() < 70+difficulty()*5 +gameStage*5) then
		--WRITE_CP_ATTRIB(attacker, ATTR_FIGHT_STOP_DISTANCE, 28 + G_RANDOM(16))
		WriteAiAttackers(attacker,0,15+G_RANDOM(10)+(difficulty()*6)+(gameStage*4),15+G_RANDOM(5)+(difficulty()*5)+(gameStage*4),15+G_RANDOM(7)+(difficulty()*7)+(gameStage*4),0,100) --(pn,b,w,r,fw,spy,sh)
		local target = player
		local numTroops = 0
		local vehicles = CountThingsOfTypeInArea(T_VEHICLE,M_VEHICLE_AIRSHIP_1,tribe1,152,76,16)
		local spell1,spell2,spell3 = 0,0,0
		local mk1,mk2 = math.random(34,39),-1
		local stress = 0
		--check if enough pop and troops to attack
		local troopAmmount = GetTroops(attacker)
		if _gsi.Players[attacker].NumPeople > 40 and troopAmmount > 15 then
			numTroops = 2 + (difficulty()) + gameStage --if difficulty() >= 2 then numTroops = numTroops + math.floor(troopAmmount/7) end
			if numTroops > 6 then numTroops = 6 end
		end
		--group options
		--[[if difficulty() >= 2 then
			WRITE_CP_ATTRIB(attacker, ATTR_DONT_GROUP_AT_DT, 1);
			WRITE_CP_ATTRIB(attacker, ATTR_GROUP_OPTION, 2);
		else
			WRITE_CP_ATTRIB(attacker, ATTR_DONT_GROUP_AT_DT, 0);
			WRITE_CP_ATTRIB(attacker, ATTR_GROUP_OPTION, 0);
		end]]
		--retreat
		if difficulty() < 2 then
			WRITE_CP_ATTRIB(attacker, ATTR_BASE_UNDER_ATTACK_RETREAT, 1)
			WRITE_CP_ATTRIB(attacker, ATTR_RETREAT_VALUE, math.random(2,6))
		else
			WRITE_CP_ATTRIB(attacker, ATTR_BASE_UNDER_ATTACK_RETREAT, 0)
			WRITE_CP_ATTRIB(attacker, ATTR_RETREAT_VALUE, 0)
		end
		--is shaman going
		if getShaman(attacker) ~= nil and gameStage >= 1 and IS_SHAMAN_AVAILABLE_FOR_ATTACK(attacker) > 0 then
			WRITE_CP_ATTRIB(attacker, ATTR_AWAY_MEDICINE_MAN, 1)
			--lategame and hard and shaman, might cast invi/shield
			if difficulty() >= 2 and gameStage >= 2 then
				if rnd() > 50 then
					if rnd() > 50 then
						spell1 = M_SPELL_INVISIBILITY
						GIVE_ONE_SHOT(M_SPELL_INVISIBILITY,attacker)
					else
						spell1 = M_SPELL_SHIELD
						GIVE_ONE_SHOT(M_SPELL_SHIELD,attacker)
					end
					if attacker == tribe1 then mk2 = mk1 end
				end
			end
		else
			WRITE_CP_ATTRIB(attacker, ATTR_AWAY_MEDICINE_MAN, 0);
			mk2 = -1
		end
		--give spell 1, 2 AND 3
		if READ_CP_ATTRIB(attacker,ATTR_AWAY_MEDICINE_MAN) > 0 then
			if spell1 == 0 then
				spell1 = tribe1AtkSpells[math.random(#tribe1AtkSpells)]
			end
			spell2 = tribe1AtkSpells[math.random(#tribe1AtkSpells)]
			spell3 = tribe1AtkSpells[math.random(#tribe1AtkSpells)]
		end
		--LAUNCH ATTACK
		--log_msg(2,"attack with " .. numTroops .. " troops. mk mk2 are: " .. mk1 .. "-" .. mk2 .. ", spells are: " .. spell1 .. "," .. spell2 .. "," .. spell3 .. ", shaman is going?: " .. READ_CP_ATTRIB(attacker,ATTR_AWAY_MEDICINE_MAN))
		
		--has enough troops
		if numTroops > 0 then
			local navBldg = NAV_CHECK(attacker,target,ATTACK_BUILDING,0,0)
			local navPpl = NAV_CHECK(attacker,target,ATTACK_PERSON,0,0)
			local targBldgs =  _gsi.Players[target].NumBuildings
			local targPpl  = _gsi.Players[target].NumPeople
			local wait = 0
			local focus = -1
			local atktype = -1
			local returnVehicle = 0
			--log_msg(2,"navBldg " .. navBldg .. ", navppl " .. navPpl .. " targBldg " .. targBldgs .. ", targPpl" .. targPpl .. ", wait" .. wait .. ", focus " .. focus .. ", atktype" .. atktype)
			--prioritize buildings
			if targBldgs > 0 then
				--bldg by land
				if navBldg > 0 then
					wait = -1 ; focus = ATTACK_BUILDING ; atktype = ATTACK_BY_BALLOON--ATTACK_NORMAL
				else
					--bldg with vehicle
					if vehicles >= math.floor(numTroops/3) then
						--has vehicles
						wait = -1 ; focus = ATTACK_BUILDING ; atktype = ATTACK_BY_BALLOON
					else
						--has no vehicles
						if targPpl > 0 then
							--will then target a person
							if navPpl > 0 then
								--ppl by land
								wait = -1 ; focus = ATTACK_PERSON ; atktype = ATTACK_BY_BALLOON--ATTACK_NORMAL
							else
								--ppl with vehicle
								if vehicles >= math.floor(numTroops/3) then
									wait = -1 ; focus = ATTACK_PERSON ; atktype = ATTACK_BY_BALLOON
								else
									wait = 0
								end
							end
						else
							wait = 1
						end
					end
				end
			else
				--prioritize people
				if targPpl > 0 then
					--will then target a person
					if navPpl > 0 then
						--ppl by land
						wait = -1 ; focus = ATTACK_PERSON ; atktype = ATTACK_BY_BALLOON--ATTACK_NORMAL
					else
						--ppl with vehicle
						if vehicles >= math.floor(numTroops/3) then
							wait = -1 ; focus = ATTACK_PERSON ; atktype = ATTACK_BY_BALLOON
						else
							wait = 0
						end
					end
				else
					wait = 1
				end
			end
			--SEND THE ATTACK--SEND THE ATTACK--SEND THE ATTACK--SEND THE ATTACK--SEND THE ATTACK--SEND THE ATTACK
			if wait == -1 then
				if atktype ~= ATTACK_NORMAL then
					mk1 = -1
					mk2 = -1
					--WRITE_CP_ATTRIB(attacker, ATTR_GROUP_OPTION, 0)
					returnVehicle = 0
				end
				--log_msg(8,"numTroops: " .. numTroops .. ", focus: " .. focus .. ", atktype: " .. atktype .. ", returnVehicle: " .. returnVehicle .. ", mk1 mk2: " .. mk1 .. "|" .. mk2 .. ", free entries: " .. FREE_ENTRIES(tribe1))
				ATTACK(attacker, target, numTroops, focus, 0, 999, spell1, spell2, spell3, atktype, returnVehicle, mk1, mk2, 0)
				IncrementAtkVar(attacker,turn() + 3100 + G_RANDOM(3100) - (difficulty()*400) - (gameStage*200),true) 
				--log_msg(attacker,"main atk vs player: " .. target .. "  , by (0norm,1boat,2ball) " .. atktype .. "  , targetting (0mk,1bldg,2person) " .. focus)
			elseif wait == 1 then
				IncrementAtkVar(attacker,turn()+100, true)
			else
				IncrementAtkVar(attacker,turn()+500, true)
			end
		else
			IncrementAtkVar(attacker,turn()+500, true)
		end
	else
		IncrementAtkVar(attacker,turn()+500, true)
	end
end



function OnFrame()
  --for cinematics
  if (gns.Flags3 & GNS3_INGAME_OPTIONS == 0) then
    local gui_width = GFGetGuiWidth();

    Engine.CinemaObj:renderView();

    Engine.DialogObj:setDimensions(ScreenWidth() >> 1, Engine.DialogObj.DialogHeight);
    --rescaling
    if (ScreenHeight() ~= user_scr_height) then
      user_scr_height = ScreenHeight();
      Engine.DialogObj:setFont(4);
      if (user_scr_height > 600) then
        Engine.DialogObj:setFont(3);
      end
      if (Engine.DialogObj.MsgCache ~= nil) then
        Engine.DialogObj:formatString(Engine.DialogObj.MsgCache);
      end
    end

    if (ScreenWidth() ~= user_scr_width) then
      user_scr_width = ScreenWidth();
      if (Engine.DialogObj.MsgCache ~= nil) then
        Engine.DialogObj:formatString(Engine.DialogObj.MsgCache);
      end
    end

    Engine.DialogObj:setPosition((math.floor(ScreenWidth() / 2) - math.floor(Engine.DialogObj.DialogWidth / 2)) + math.floor(gui_width / 2), ScreenHeight() - Engine.DialogObj.DialogHeight - (ScreenHeight() >> 4));

    Engine.DialogObj:renderDialog();
  end
------------------  
	local w = ScreenWidth()
	local h = ScreenHeight()
	local guiW = GFGetGuiWidth()
	local middle = math.floor ((w)/2)
	local middle2 = math.floor((w+guiW)/2)
	local box = math.floor(h/24)
	local offset = 8
	
	--honor save timer
	if turn() < honorSaveTurnLimit and honorSaveTurnLimit ~= 0 and difficulty() == 3 then
		PopSetFont(3)
		local hstl = "WARNING (honour mode): You can save, to avoid rewatching the intro   "
		LbDraw_Text(math.floor(w-2-(string_width("77:77:77 ")+string_width(tostring(hstl)))),2+32,tostring(hstl),0)
		LbDraw_Text(math.floor(w-2-(string_width("77:77:77 "))),2+32,tostring(TurnsToClock(math.floor((honorSaveTurnLimit-turn())/12))),0)
	end
	
	--bard lives
	if BardLives > 0 and bard > 2 then
		for i = 1,BardLives do
			LbDraw_ScaledSprite(guiW+((i-1)*4)+((i-1)*box),4,get_sprite(0,1782),box,box)
		end
	end
end


function OnCreateThing(t)
	--tree's angles
	if (t.Type == T_SCENERY) then
		if (t.Model < 7) then
			t.AngleXZ = G_RANDOM(2048)
		end
	end
	--2 new spells
	if bard > 0 and bard < 3 then
		if (t.Type == T_SPELL) then
			if bard == 1 then replace1 = t.Model else replace2 = t.Model end
			local g = createThing(T_EFFECT,M_EFFECT_ORBITER,8,t.Pos.D3,false,false)
			if getShaman(player) ~= nil then
				createThing(T_EFFECT,58,8,getShaman(player).Pos.D3,false,false)
			end
			set_player_cannot_cast(t.Model, player)
			bard = bard+1
			queue_fixed_sound_event(SND_EVENT_DISCOVERY_END, SEF_FIXED_VARS)
			if bard == 3 then
				createThing(T_EFFECT,M_EFFECT_EARTHQUAKE,8,marker_to_coord3d(1),false,false)
				Engine:addCommand_QueueMsg(dialog_msgs[9][1], dialog_msgs[9][2], 36, false, dialog_msgs[9][3], dialog_msgs[9][4], dialog_msgs[9][5], 888);
				Engine:addCommand_QueueMsg(dialog_msgs[10][1], dialog_msgs[10][2], 72, false, dialog_msgs[10][3], dialog_msgs[10][4], dialog_msgs[10][5], 888);
				Engine:addCommand_QueueMsg(dialog_msgs[12][1], dialog_msgs[12][2], 72, false, dialog_msgs[12][3], dialog_msgs[12][4], dialog_msgs[12][5], 1024);
				Engine:addCommand_QueueMsg(dialog_msgs[11][1], dialog_msgs[11][2], 72, false, dialog_msgs[11][3], dialog_msgs[11][4], dialog_msgs[11][5], 12);
				removeHut = turn() + 12*12
				local t = {2,3,4,5,7,8,10,13,14,16,17,19}
				for i = 1,#t do
					if t[i] ~= replace1 and t[i] ~= replace2 then
						set_player_can_cast(t[i],player)
						if t[i] == 17 then
							_gsi.ThisLevelInfo.PlayerThings[player].SpellsNotCharging = DisableFlag(_gsi.ThisLevelInfo.PlayerThings[player].SpellsNotCharging, (1 << (t[i] - 1)))
						else
							_gsi.ThisLevelInfo.PlayerThings[player].SpellsNotCharging = EnableFlag(_gsi.ThisLevelInfo.PlayerThings[player].SpellsNotCharging, (1 << (t[i] - 1)))
						end
					end
				end
				--give lbs/flattens at start
				for i = 4-difficulty(),1,-1 do GIVE_ONE_SHOT(M_SPELL_LAND_BRIDGE,player) end
				for i = 3-difficulty(),1,-1 do GIVE_ONE_SHOT(M_SPELL_FLATTEN,player) end
				local t = {2,3,4,5,7,8,10,13,14,16,17,19}
				for i = 1,#t do
					if t[i] ~= 17 then
						_gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[t[i]] = _gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[t[i]] & 240
						_gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[t[i]] = _gsi.ThisLevelInfo.PlayerThings[player].SpellsAvailableOnce[t[i]] | 0
					end
				end
			end
		end
	end
	--healing balm (invisibility)
	if t.Owner == player then
		if (t.Type == T_SPELL) and (t.Model == balm) then
			t.Model = M_SPELL_NONE
			queue_fixed_sound_event(SND_EVENT_SELECT_CMD, SEF_FIXED_VARS)
			balmCDR = 8
			balmC3D = CopyC3d(t.Pos.D3)
			local shots = GET_NUM_ONE_OFF_SPELLS(t.Owner,balm)
			_gsi.ThisLevelInfo.PlayerThings[t.Owner].SpellsAvailableOnce[balm] = _gsi.ThisLevelInfo.PlayerThings[t.Owner].SpellsAvailableOnce[balm] & 240
			_gsi.ThisLevelInfo.PlayerThings[t.Owner].SpellsAvailableOnce[balm] = _gsi.ThisLevelInfo.PlayerThings[t.Owner].SpellsAvailableOnce[balm] | shots-1
		end
		--seed of life (swamp)
		if (t.Type == T_SPELL) and (t.Model == seed) then
			t.Model = M_SPELL_NONE
			queue_fixed_sound_event(SND_EVENT_ACCEPT_CMD, SEF_FIXED_VARS)
			seedCDR = 8
			seedC3D = CopyC3d(t.Pos.D3)
			local shots = GET_NUM_ONE_OFF_SPELLS(t.Owner,seed)
			_gsi.ThisLevelInfo.PlayerThings[t.Owner].SpellsAvailableOnce[seed] = _gsi.ThisLevelInfo.PlayerThings[t.Owner].SpellsAvailableOnce[seed] & 240
			_gsi.ThisLevelInfo.PlayerThings[t.Owner].SpellsAvailableOnce[seed] = _gsi.ThisLevelInfo.PlayerThings[t.Owner].SpellsAvailableOnce[seed] | shots-1
		end
	end
end


function OnSoundEvent(t_thing, event, flags) 
  if (event == SND_EVENT_SHAM_INVIS) or (event == SND_EVENT_SHAM_SWAMP) then
    --log_msg(8, string.format("Event: %i, Flags: %i", event, flags))
    return 1
  end
end


function OnSave(save_data)
	for i = #tribe1AtkSpells, 1 do
		save_data:push_int(tribe1AtkSpells[i])
	end
	save_data:push_int(#tribe1AtkSpells)
	
	save_data:push_int(balmC3D.Xpos)
	save_data:push_int(balmC3D.Zpos)
	save_data:push_int(balmC3D.Ypos)
	save_data:push_int(seedC3D.Xpos)
	save_data:push_int(seedC3D.Zpos)
	save_data:push_int(seedC3D.Ypos)
	save_data:push_int(livesLock)
	save_data:push_int(removeHut)
	save_data:push_int(BardLives)
	save_data:push_int(lbLock)
	save_data:push_int(honorSaveTurnLimit)
	save_data:push_int(gameStage)
	save_data:push_int(tribe1Atk1)
	save_data:push_int(tribe1MiniAtk1)
	save_data:push_int(tribe1NavStress)
	save_data:push_int(bard)
	save_data:push_int(balmCDR)
	save_data:push_int(seedCDR)
	save_data:push_int(replace1)
	save_data:push_int(replace2)
	Engine:saveData(save_data)
end

function OnLoad(load_data) 
	game_loaded = true
	Engine:loadData(load_data)
	replace2 = load_data:pop_int()
	replace1 = load_data:pop_int()
	seedCDR = load_data:pop_int()
	balmCDR = load_data:pop_int()
	bard = load_data:pop_int()
	tribe1NavStress = load_data:pop_int()
	tribe1MiniAtk1 = load_data:pop_int()
	tribe1Atk1 = load_data:pop_int()
	gameStage = load_data:pop_int()
	honorSaveTurnLimit = load_data:pop_int()
	lbLock = load_data:pop_int()
	BardLives = load_data:pop_int()
	removeHut = load_data:pop_int()
	livesLock = load_data:pop_int()
	seedC3D.Ypos = load_data:pop_int()
	seedC3D.Zpos = load_data:pop_int()
	seedC3D.Xpos = load_data:pop_int()
	balmC3D.Ypos = load_data:pop_int()
	balmC3D.Zpos = load_data:pop_int()
	balmC3D.Xpos = load_data:pop_int()
	
	local numSpellsAtk1 = load_data:pop_int();
	for i = 1, numSpellsAtk1 do
		 tribe1AtkSpells[i] = load_data:pop_int();
	end
end