;==============================================================
;
; Tasks Provided By Bandits (drx_ql_tasks_bandit.ltx)
;	CoC 1.5b r4 - DoctorX Questlines 2.0
;
;		- Strings file: configs\text\eng\drx_ql_strings_bandit.xml
;		- Status functor file: scripts\task_status_functor.script  (functions for status_functor field)
;		- Target functor file: scripts\task_functor.script  (functions for target_functor field)
;		- Preconditions file: scripts\xr_conditions.script  (functions for precondition and condlist_* fields)
;		- Task scripts file: scripts\xr_effects.script  (functions for on_* fields)
;
;	Created by: DoctorX
;	Last revised: March 26, 2020
;
;==============================================================


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Bandit Storyline Tasks
;
;	Created by DoctorX
;	for DoctorX Questlines 2.0
;	March 26, 2020
;
;--------------------------------------------------------------------------------------------------

;------------------------------------------------
; Bandit Dark Valley Military Brawl Storyline Task-

[drx_ql_bandit_sl_task_1]

icon = ui_inGame2_Issledovanie_anomaliy
storyline = true
prior = 194
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(100) =drx_ql_is_npc(val_smart_terrain_7_4_bandit_trader_stalker) =drx_ql_actor_faction() =drx_ql_is_enemy(army) =is_factions_enemies(bandit:army) !squad_exist(drx_ql_designated_target_squad_army_valley_1) !squad_exist(drx_ql_designated_target_squad_army_valley_2) !squad_exist(drx_ql_designated_target_squad_army_valley_3) !squad_exist(drx_ql_designated_target_squad_army_valley_4) !squad_exist(drx_ql_attack_squad_bandit_valley_1) !squad_exist(drx_ql_attack_squad_bandit_valley_2)} true, false

title = drx_ql_bandit_sl_task_1_name
descr = drx_ql_bandit_sl_task_1_text
descr_functor = drx_ql_designated_target_task_target
job_descr = drx_ql_bandit_sl_task_1_about
task_complete_descr = drx_ql_bandit_sl_task_1_finish

stage_complete = 1
target_functor = drx_ql_designated_target_task_target
target_functor_params = drx_ql_designated_target_squad_army_valley_1, drx_ql_designated_target_squad_army_valley_2, drx_ql_designated_target_squad_army_valley_3, drx_ql_designated_target_squad_army_valley_4
status_functor = drx_ql_designated_target_task_status
status_functor_params = drx_ql_designated_target_squad_army_valley_1, drx_ql_designated_target_squad_army_valley_2, drx_ql_designated_target_squad_army_valley_3, drx_ql_designated_target_squad_army_valley_4
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_bandit_sl_task_1)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_bandit_sl_task_1)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_bandit_sl_task_1:val_smart_terrain_8_7)%
on_init = %=create_squad(drx_ql_designated_target_squad_army_valley_1:val_smart_terrain_8_7) =create_squad(drx_ql_designated_target_squad_army_valley_2:val_smart_terrain_8_7) =create_squad(drx_ql_designated_target_squad_army_valley_3:val_smart_terrain_8_7) =create_squad(drx_ql_designated_target_squad_army_valley_4:val_smart_terrain_8_7) =create_squad(drx_ql_attack_squad_bandit_valley_1:val_smart_terrain_9_6) =create_squad(drx_ql_attack_squad_bandit_valley_2:val_smart_terrain_8_6)%
on_complete = %=drx_ql_reward_random(4000:8500) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_bandit_sl_task_1) =drx_ql_remove_story_squad(drx_ql_attack_squad_bandit_valley_1) =drx_ql_remove_story_squad(drx_ql_attack_squad_bandit_valley_2) =drx_ql_reset_task(drx_ql_bandit_sl_task_1)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_army_valley_1) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_army_valley_2) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_army_valley_3) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_army_valley_4) =drx_ql_remove_story_squad(drx_ql_attack_squad_bandit_valley_1) =drx_ql_remove_story_squad(drx_ql_attack_squad_bandit_valley_2) =drx_ql_fail_task(drx_ql_bandit_sl_task_1) =drx_ql_reset_task(drx_ql_bandit_sl_task_1)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_army_valley_1) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_army_valley_2) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_army_valley_3) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_army_valley_4) =drx_ql_remove_story_squad(drx_ql_attack_squad_bandit_valley_1) =drx_ql_remove_story_squad(drx_ql_attack_squad_bandit_valley_2) =drx_ql_fail_task(drx_ql_bandit_sl_task_1) =drx_ql_reset_task(drx_ql_bandit_sl_task_1)%

; -----------------------------------------------
; Bandit Investigate Stingray 3 (Zaton, Southern Plateau) Storyline Task-

[drx_ql_bandit_sl_task_2]

icon = ui_inGame2_Put_na_plato
storyline = true
prior = 165
weight = 3
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(100) =drx_ql_is_npc(val_smart_terrain_7_4_bandit_trader_stalker) =drx_ql_actor_faction() !drx_ql_is_enemy(stalker) =drx_ql_is_alive(zat_b18_noah) +drx_ql_info_main_task_x19_done -drx_ql_info_stingray_3_done -drx_ql_info_stingray_4_done} true, false

important = true

title = drx_ql_bandit_sl_task_2_name
descr = drx_ql_bandit_sl_task_2_text
descr_1 = drx_ql_bandit_sl_task_2_text_1
descr_functor = drx_ql_plateau_task_target
job_descr = drx_ql_bandit_sl_task_2_about
task_complete_descr = drx_ql_bandit_sl_task_2_finish

stage_complete = 3
target_functor = drx_ql_plateau_task_target
target_functor_params = zat_b20_smart_terrain
status_functor = drx_ql_plateau_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_bandit_sl_task_2)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=check_task_stage(0) !drx_ql_is_alive(zat_b18_noah)} fail  ; Before meeting with Noah
condlist_3 = {=check_task_stage(0) =drx_ql_is_enemy(stalker)} fail  ; Before meeting with Noah
condlist_4 = {=drx_ql_wg_fail(drx_ql_bandit_sl_task_2)} fail
condlist_5 = {-drx_ql_info_play_noah_plateau_task_dialog -drx_ql_info_noah_fireball_given -drx_ql_info_pissed_off_noah} %=reward_random_item(af_fireball) +drx_ql_info_noah_fireball_given%
condlist_6 = {=actor_in_zone(zat_b20_sr_actor_cross_the_teleport)} %+drx_ql_info_plateau_teleport_completed%

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_bandit_sl_task_2:zat_b28)%
on_init = %+drx_ql_info_play_noah_plateau_task_dialog -drx_ql_info_plateau_teleport_completed -drx_ql_info_noah_fireball_given -drx_ql_info_pissed_off_noah =drx_ql_setup_float_task(drx_ql_bandit_sl_task_2:drx_ql_quest_item_plateau_case:0:zat_b28)%
on_complete = %=drx_ql_reward_money(10000:10000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) +drx_ql_info_stingray_3_done -drx_ql_info_play_noah_plateau_task_dialog -drx_ql_info_pissed_off_noah =remove_item(drx_ql_quest_item_plateau_case) =inc_task_stage(drx_ql_bandit_sl_task_2) =drx_ql_reset_task(drx_ql_bandit_sl_task_2)%
on_fail = %=fail_task_dec_goodwill(50:bandit) -drx_ql_info_play_noah_plateau_task_dialog -drx_ql_info_pissed_off_noah =drx_ql_release_float_item(drx_ql_bandit_sl_task_2) =drx_ql_fail_task(drx_ql_bandit_sl_task_2) =drx_ql_reset_task(drx_ql_bandit_sl_task_2)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) -drx_ql_info_play_noah_plateau_task_dialog -drx_ql_info_pissed_off_noah =drx_ql_release_float_item(drx_ql_bandit_sl_task_2) =drx_ql_fail_task(drx_ql_bandit_sl_task_2) =drx_ql_reset_task(drx_ql_bandit_sl_task_2)%

;------------------------------------------------
; Bandit Meet With Limpid Storyline Task (LINKS TO: Bandit Limpid Infiltrate Lab X-18)-

[drx_ql_bandit_sl_task_3]

icon = ui_inGame2_Put_v_pripyat
storyline = true
prior = 192
weight = 3
repeat_timeout = 259200
link_info = drx_ql_limpid_x18_sl_task_link
precondition = {=drx_ql_random_chance(100) =drx_ql_actor_faction() =drx_ql_is_alive(val_smart_terrain_7_3_bandit_mechanic_stalker) +drx_ql_info_main_task_agr_u_done -drx_ql_info_main_task_labx18_done -drx_ql_info_main_task_labx16_done -drx_ql_actor_has_psi_helmet} true, false

important = true

title = drx_ql_bandit_sl_task_3_name
descr = drx_ql_bandit_sl_task_3_text
job_descr = drx_ql_bandit_sl_task_3_about

target = val_smart_terrain_7_3_bandit_mechanic_stalker
condlist_0 = {!drx_ql_is_alive(val_smart_terrain_7_3_bandit_mechanic_stalker)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_bandit_sl_task_3)} fail
condlist_3 = {-drx_ql_meet_honcho_val_smart_terrain_7_3_bandit_mechanic_stalker} complete
on_init = %+drx_ql_meet_honcho_val_smart_terrain_7_3_bandit_mechanic_stalker +drx_ql_limpid_x18_sl_task_link%

on_complete = %=drx_ql_reset_task(drx_ql_bandit_sl_task_3)%
on_fail = %-drx_ql_meet_honcho_val_smart_terrain_7_3_bandit_mechanic_stalker -drx_ql_limpid_x18_sl_task_link =drx_ql_fail_task(drx_ql_bandit_sl_task_3) =drx_ql_reset_task(drx_ql_bandit_sl_task_3)%
on_cancel = %-drx_ql_meet_honcho_val_smart_terrain_7_3_bandit_mechanic_stalker -drx_ql_limpid_x18_sl_task_link =drx_ql_fail_task(drx_ql_bandit_sl_task_3) =drx_ql_reset_task(drx_ql_bandit_sl_task_3)%

; -----------------------------------------------
; Bandit Limpid Infiltrate Lab X-18 (Dark Valley) Storyline Task (LINKS FROM: Bandit Meet with Limpid) (LINKS TO: Bandit Limpid Wait For Psi Helmet)-

[drx_ql_bandit_sl_task_4]

icon = ui_inGame2_Laboratoriya_X8
storyline = true
prior = 165
weight = 3
repeat_timeout = 259200
link_back_info = drx_ql_limpid_x18_sl_task_link
link_info = drx_ql_limpid_psi_helmet_sl_task_link
precondition = {=drx_ql_random_chance(100) =drx_ql_is_npc(val_smart_terrain_7_3_bandit_mechanic_stalker) =drx_ql_actor_faction() -drx_ql_info_main_task_labx18_done -drx_ql_info_main_task_labx16_done -drx_ql_actor_has_psi_helmet} true, false

important = true

title = drx_ql_bandit_sl_task_4_name
descr = drx_ql_bandit_sl_task_4_text
descr_functor = drx_ql_ug_fetch_task_target
job_descr = drx_ql_bandit_sl_task_4_about
task_complete_descr = drx_ql_bandit_sl_task_4_finish

stage_complete = 2
target_functor = drx_ql_ug_fetch_task_target
target_functor_params = val_space_restrictor_to_labx18
status_functor = drx_ql_fetch_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_bandit_sl_task_4)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_bandit_sl_task_4)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_bandit_sl_task_4:val_smart_terrain_9_6)%
on_init = %-drx_ql_meet_honcho_val_smart_terrain_7_3_bandit_mechanic_stalker -drx_ql_limpid_x18_sl_task_link =drx_ql_setup_story_item_task(drx_ql_bandit_sl_task_4:main_story_2_lab_x18_documents) =drx_ql_create_squad(drx_ql_designated_target_squad_army_valley_x18:val_smart_terrain_1_2) =drx_ql_activate_teleport(val_space_restrictor_to_labx18)%
on_complete = %=complete_task_inc_goodwill(50:bandit) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_army_valley_x18) =drx_ql_release_story_item(main_story_2_lab_x18_documents) =inc_task_stage(drx_ql_bandit_sl_task_4) +drx_ql_info_main_task_labx18_done =drx_ql_reset_task(drx_ql_bandit_sl_task_4)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_army_valley_x18) =drx_ql_release_story_item(main_story_2_lab_x18_documents) =drx_ql_fail_task(drx_ql_bandit_sl_task_4) =drx_ql_reset_task(drx_ql_bandit_sl_task_4)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_army_valley_x18) =drx_ql_release_story_item(main_story_2_lab_x18_documents) =drx_ql_fail_task(drx_ql_bandit_sl_task_4) =drx_ql_reset_task(drx_ql_bandit_sl_task_4)%

; -----------------------------------------------
; Bandit Limpid Wait For Psi Helmet Storyline Task (LINKS FROM: Bandit Limpid Infiltrate Lab X-18) (LINKS TO: Bandit Limpid Disable the Miracle Machine)-

[drx_ql_bandit_sl_task_5]

icon = ui_inGame2_Peremennoe_psi_izluchenie
storyline = true
prior = 14
weight = 3
repeat_timeout = 259200
link_back_info = drx_ql_limpid_psi_helmet_sl_task_link
link_info = drx_ql_limpid_miracle_machine_sl_task_link
precondition = {=drx_ql_random_chance(100) =drx_ql_actor_faction()} true, false

important = true

title = drx_ql_bandit_sl_task_5_name
descr = drx_ql_bandit_sl_task_5_text
descr_functor = drx_ql_wait_task_target
job_descr = drx_ql_bandit_sl_task_5_about
message = drx_ql_bandit_sl_task_5_message
task_complete_descr = drx_ql_bandit_sl_task_5_finish

stage_complete = 2
target_functor = drx_ql_wait_task_target
status_functor = drx_ql_wait_task_status
status_functor_params = 172800  ;2 days
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_bandit_sl_task_5)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_bandit_sl_task_5)} fail
on_init = %=drx_ql_save_pstor_ctime(drx_ql_bandit_sl_task_5)%

on_complete = %=drx_ql_reward_psi_helmet() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_bandit_sl_task_5) =erase_pstor_ctime(drx_ql_bandit_sl_task_5) =drx_ql_reset_task(drx_ql_bandit_sl_task_5)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =erase_pstor_ctime(drx_ql_bandit_sl_task_5) =drx_ql_fail_task(drx_ql_bandit_sl_task_5) =drx_ql_reset_task(drx_ql_bandit_sl_task_5)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =erase_pstor_ctime(drx_ql_bandit_sl_task_5) =drx_ql_fail_task(drx_ql_bandit_sl_task_5) =drx_ql_reset_task(drx_ql_bandit_sl_task_5)%

; -----------------------------------------------
; Bandit Limpid Disable the Miracle Machine Storyline Task (LINKS FROM: Bandit Limpid Wait For Psi Helmet)-

[drx_ql_bandit_sl_task_6]

icon = ui_iconsTotal_yan_kill_brain_task
storyline = true
prior = 165
weight = 3
repeat_timeout = 259200
link_back_info = drx_ql_limpid_miracle_machine_sl_task_link
precondition = {=drx_ql_random_chance(100) =drx_ql_is_npc(val_smart_terrain_7_3_bandit_mechanic_stalker) =drx_ql_actor_faction() -drx_ql_info_main_task_labx16_done} true, false

important = true

title = drx_ql_bandit_sl_task_6_name
descr = drx_ql_bandit_sl_task_6_text
descr_functor = drx_ql_ug_fetch_task_target
job_descr = drx_ql_bandit_sl_task_6_about
task_complete_descr = drx_ql_bandit_sl_task_6_finish

stage_complete = 2
target_functor = drx_ql_ug_fetch_task_target
target_functor_params = yan_space_restrictor_to_x16
status_functor = drx_ql_miracle_machine_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_bandit_sl_task_6)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_bandit_sl_task_6)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_bandit_sl_task_6:yan_smart_terrain_5_5)%
on_init = %=drx_ql_activate_teleport(yan_space_restrictor_to_x16)%
on_complete = %=drx_ql_reward_money(6500:9500) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_bandit_sl_task_6) +drx_ql_info_main_task_labx16_done =drx_ql_reset_task(drx_ql_bandit_sl_task_6)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_bandit_sl_task_6) =drx_ql_reset_task(drx_ql_bandit_sl_task_6)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_bandit_sl_task_6) =drx_ql_reset_task(drx_ql_bandit_sl_task_6)%

; -----------------------------------------------
; Bandit Search Agroprom Underground Storyline Task-

[drx_ql_bandit_sl_task_7]

icon = ui_inGame2_Laboratoriya_X8
storyline = true
prior = 165
weight = 3
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(100) =drx_ql_actor_faction() -drx_ql_info_main_task_agr_u_done} true, false

important = true

title = drx_ql_bandit_sl_task_7_name
descr = drx_ql_bandit_sl_task_7_text
descr_functor = drx_ql_ug_fetch_task_target
job_descr = drx_ql_bandit_sl_task_7_about
task_complete_descr = drx_ql_bandit_sl_task_7_finish

stage_complete = 2
target_functor = drx_ql_ug_fetch_task_target
target_functor_params = agr_space_restrictor_to_agr_ug_2
status_functor = drx_ql_fetch_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_bandit_sl_task_7)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_bandit_sl_task_7)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_bandit_sl_task_7:drx_ql_location_main_story_1_quest_case_1:main_story_1_quest_case)%
on_init = %=drx_ql_setup_story_item_task(drx_ql_bandit_sl_task_7:main_story_1_quest_case) =drx_ql_activate_teleport(agr_space_restrictor_to_agr_ug_1:agr_space_restrictor_to_agr_ug_2:agr_space_restrictor_to_agr_ug_4)%
on_complete = %=drx_ql_reward_money(6000:8000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =drx_ql_release_story_item(main_story_1_quest_case) =inc_task_stage(drx_ql_bandit_sl_task_7) +drx_ql_info_main_task_agr_u_done =drx_ql_reset_task(drx_ql_bandit_sl_task_7)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_release_story_item(main_story_1_quest_case) =drx_ql_fail_task(drx_ql_bandit_sl_task_7) =drx_ql_reset_task(drx_ql_bandit_sl_task_7)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_release_story_item(main_story_1_quest_case) =drx_ql_fail_task(drx_ql_bandit_sl_task_7) =drx_ql_reset_task(drx_ql_bandit_sl_task_7)%

;------------------------------------------------
; Bandit Hidden Target Storyline Task-

[drx_ql_bandit_sl_task_8]

icon = ui_inGame2_Odin_vistrel
storyline = true
prior = 145
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(100) =drx_ql_actor_faction() =drx_ql_is_npc(zat_b7_bandit_boss_sultan) =drx_ql_find_assassination_target(bandit:drx_ql_bandit_sl_task_8:bandit)} true, false

title = drx_ql_bandit_sl_task_8_name
descr = drx_ql_bandit_sl_task_8_text
descr_functor = drx_ql_assassination_task_target
job_descr = drx_ql_bandit_sl_task_8_about
task_complete_descr = drx_ql_bandit_sl_task_8_finish

stage_complete = 1
target_functor = drx_ql_assassination_task_target
status_functor = drx_ql_assassination_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_bandit_sl_task_8)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_bandit_sl_task_8)} fail
on_job_descr = %=drx_ql_show_assassination_target(drx_ql_bandit_sl_task_8:true)%
on_init = %=drx_ql_give_assassination_target(drx_ql_bandit_sl_task_8) =drx_ql_add_hidden_target(drx_ql_bandit_sl_task_8)%

on_complete = %=drx_ql_reward_random(4500:7000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_bandit_sl_task_8) =drx_ql_reset_task(drx_ql_bandit_sl_task_8)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_bandit_sl_task_8) =drx_ql_reset_task(drx_ql_bandit_sl_task_8)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_bandit_sl_task_8) =drx_ql_reset_task(drx_ql_bandit_sl_task_8)%

;------------------------------------------------
; Bandit Double-Crosser Storyline Task-

[drx_ql_bandit_sl_task_9]

icon = ui_inGame2_Odin_vistrel
storyline = true
prior = 145
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(100) =drx_ql_actor_faction() =drx_ql_is_npc(val_smart_terrain_7_4_bandit_trader_stalker) =drx_ql_find_assassination_target(bandit:drx_ql_bandit_sl_task_9:army)} true, false

title = drx_ql_bandit_sl_task_9_name
descr = drx_ql_bandit_sl_task_9_text
descr_functor = drx_ql_assassination_task_target
job_descr = drx_ql_bandit_sl_task_9_about
task_complete_descr = drx_ql_bandit_sl_task_9_finish

stage_complete = 1
target_functor = drx_ql_assassination_task_target
status_functor = drx_ql_assassination_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_bandit_sl_task_9)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_bandit_sl_task_9)} fail
on_job_descr = %=drx_ql_show_assassination_target(drx_ql_bandit_sl_task_9:false)%
on_init = %=drx_ql_give_assassination_target(drx_ql_bandit_sl_task_9)%

on_complete = %=drx_ql_reward_random(5000:7000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_bandit_sl_task_9) =drx_ql_fail_task(drx_ql_bandit_sl_task_9) =drx_ql_reset_task(drx_ql_bandit_sl_task_9)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_reset_task(drx_ql_bandit_sl_task_9)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_bandit_sl_task_9) =drx_ql_reset_task(drx_ql_bandit_sl_task_9)%

;------------------------------------------------
; Bandit Sultan's Enemy Storyline Task-

[drx_ql_bandit_sl_task_10]

icon = ui_inGame2_Odin_vistrel
storyline = true
prior = 145
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(100) =drx_ql_actor_faction() =drx_ql_is_npc(zat_b7_bandit_boss_sultan) =drx_ql_find_assassination_target(bandit:drx_ql_bandit_sl_task_10:stalker:dolg:freedom:csky:ecolog:killer:army:bandit)} true, false

title = drx_ql_bandit_sl_task_10_name
descr = drx_ql_bandit_sl_task_10_text
descr_functor = drx_ql_assassination_task_target
job_descr = drx_ql_bandit_sl_task_10_about
task_complete_descr = drx_ql_bandit_sl_task_10_finish

stage_complete = 1
target_functor = drx_ql_assassination_task_target
status_functor = drx_ql_assassination_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_bandit_sl_task_10)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_bandit_sl_task_10)} fail
on_job_descr = %=drx_ql_show_assassination_target(drx_ql_bandit_sl_task_10:true)%
on_init = %=drx_ql_give_assassination_target(drx_ql_bandit_sl_task_10) =drx_ql_add_hidden_target(drx_ql_bandit_sl_task_10)%

on_complete = %=drx_ql_reward_random(4500:7000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_bandit_sl_task_10) =drx_ql_reset_task(drx_ql_bandit_sl_task_10)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_bandit_sl_task_10) =drx_ql_reset_task(drx_ql_bandit_sl_task_10)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_bandit_sl_task_10) =drx_ql_reset_task(drx_ql_bandit_sl_task_10)%

;------------------------------------------------
; Bandit Dynamic Brawl Storyline Task-

[drx_ql_bandit_sl_task_11]

icon = ui_inGame2_Issledovanie_anomaliy
storyline = true
prior = 194
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(100) =drx_ql_actor_faction() =drx_ql_is_npc(val_smart_terrain_7_4_bandit_trader_stalker) =drx_ql_find_brawl_terrain(bandit:drx_ql_bandit_sl_task_11)} true, false

title = drx_ql_bandit_sl_task_11_name
descr = drx_ql_bandit_sl_task_11_text
descr_1 = drx_ql_bandit_sl_task_11_text_1
descr_functor = drx_ql_brawl_task_target
job_descr = drx_ql_bandit_sl_task_11_about
message = drx_ql_bandit_sl_task_11_message
goodbye = drx_ql_bandit_sl_task_11_goodbye
task_complete_descr = drx_ql_bandit_sl_task_11_finish

stage_complete = 3
target_functor = drx_ql_brawl_task_target
status_functor = drx_ql_brawl_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_bandit_sl_task_11)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_bandit_sl_task_11)} fail

on_job_descr = %=moon_cotz_show_brawl_task_info(drx_ql_bandit_sl_task_11)%
on_init = %=drx_ql_setup_brawl_task(drx_ql_bandit_sl_task_11:4:2)%
on_complete = %=drx_ql_reward_random(5000:9000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_bandit_sl_task_11) =drx_ql_end_brawl_task(drx_ql_bandit_sl_task_11) =drx_ql_reset_task(drx_ql_bandit_sl_task_11)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_end_brawl_task(drx_ql_bandit_sl_task_11) =drx_ql_fail_task(drx_ql_bandit_sl_task_11) =drx_ql_reset_task(drx_ql_bandit_sl_task_11)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_end_brawl_task(drx_ql_bandit_sl_task_11) =drx_ql_fail_task(drx_ql_bandit_sl_task_11) =drx_ql_reset_task(drx_ql_bandit_sl_task_11)%

;------------------------------------------------
; Bandit Sultan Prisoner Snatch Storyline Task-

[drx_ql_bandit_sl_task_12]

icon = ui_inGame2_Zalozhnik
storyline = true
prior = 147
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(100) =drx_ql_actor_faction() =drx_ql_is_npc(zat_b7_bandit_boss_sultan) =drx_ql_find_assassination_target(bandit:drx_ql_bandit_sl_task_12)} true, false
prisoner_task = true

title = drx_ql_bandit_sl_task_12_name
descr = drx_ql_bandit_sl_task_12_text
descr_functor = drx_ql_prisoner_task_target
job_descr = drx_ql_bandit_sl_task_12_about
task_complete_descr = drx_ql_bandit_sl_task_12_finish

stage_complete = 2
target_functor = drx_ql_prisoner_task_target
status_functor = drx_ql_prisoner_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_bandit_sl_task_12)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_bandit_sl_task_12)} fail
on_job_descr = %=drx_ql_show_assassination_target(drx_ql_bandit_sl_task_12:false)%
on_init = %=drx_ql_give_prisoner_target(drx_ql_bandit_sl_task_12)%

on_complete = %=drx_ql_reward_money(5000:7000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_bandit_sl_task_12) =drx_ql_reset_prisoner_task(drx_ql_bandit_sl_task_12) =drx_ql_remove_prisoner(drx_ql_bandit_sl_task_12) =drx_ql_reset_task(drx_ql_bandit_sl_task_12)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_bandit_sl_task_12) =drx_ql_reset_prisoner_task(drx_ql_bandit_sl_task_12) =drx_ql_reset_task(drx_ql_bandit_sl_task_12)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_bandit_sl_task_12) =drx_ql_reset_prisoner_task(drx_ql_bandit_sl_task_12) =drx_ql_reset_task(drx_ql_bandit_sl_task_12)%

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Bandit Simulation Tasks
;
;	Created by DoctorX
;	for DoctorX Questlines 2.0
;	September 10, 2019
;
;--------------------------------------------------------------------------------------------------

;------------------------------------------------
; Find Supplies for Bandit Simulation Task-

[drx_ql_simulation_task_bandit_1]

icon = ui_inGame2_D_Sisshik
storyline = false
prior = 20
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction()} true, false

title = drx_ql_simulation_task_bandit_1_name
title_functor = drx_ql_fetch_task_target
descr = drx_ql_simulation_task_bandit_1_text
descr_functor = drx_ql_fetch_task_target
job_descr = drx_ql_simulation_task_bandit_1_about
fetch_descr = drx_ql_simulation_task_bandit_1_fetch_about
task_complete_descr = drx_ql_simulation_task_bandit_1_fetch_finish

stage_complete = 2
target_functor = drx_ql_fetch_task_target
status_functor = drx_ql_fetch_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_1)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_1)} fail

on_job_descr = %=moon_cotz_show_fetch_task_info(drx_ql_simulation_task_bandit_1)%
fetch_func = %=drx_ql_setup_fetch_task(drx_ql_simulation_task_bandit_1:800:1600:2:12:0:items_ammo_list:items_supplies_list)%
on_complete = %=drx_ql_fetch_reward_money(drx_ql_simulation_task_bandit_1:1.5) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_simulation_task_bandit_1) =drx_ql_reset_task(drx_ql_simulation_task_bandit_1)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_simulation_task_bandit_1) =drx_ql_reset_task(drx_ql_simulation_task_bandit_1)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_simulation_task_bandit_1) =drx_ql_reset_task(drx_ql_simulation_task_bandit_1)%

;------------------------------------------------
; Weapon Straw Purchase for Bandit Simulation Task-

[drx_ql_simulation_task_bandit_2]

icon = ui_inGame2_Neizvestnoe_oruzhie
storyline = false
prior = 28
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction()} true, false

title = drx_ql_simulation_task_bandit_2_name
title_functor = drx_ql_fetch_task_target
descr = drx_ql_simulation_task_bandit_2_text
descr_functor = drx_ql_fetch_task_target
job_descr = drx_ql_simulation_task_bandit_2_about
fetch_descr = drx_ql_simulation_task_bandit_2_fetch_about
task_complete_descr = drx_ql_simulation_task_bandit_2_fetch_finish

stage_complete = 2
status_functor = drx_ql_fetch_task_status
target_functor = drx_ql_fetch_task_target
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_2)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_2)} fail
fetch_func = %=drx_ql_setup_fetch_task(drx_ql_simulation_task_bandit_2:1000:4500:1:1:0.5:items_rifles_list)%

on_job_descr = %=moon_cotz_show_fetch_task_info(drx_ql_simulation_task_bandit_2)%
on_init = %=drx_ql_add_havfetch_task(drx_ql_simulation_task_bandit_2)%
on_complete = %=drx_ql_fetch_reward_money(drx_ql_simulation_task_bandit_2:1.5) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_simulation_task_bandit_2) =drx_ql_reset_task(drx_ql_simulation_task_bandit_2)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_simulation_task_bandit_2) =drx_ql_reset_task(drx_ql_simulation_task_bandit_2)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_simulation_task_bandit_2) =drx_ql_reset_task(drx_ql_simulation_task_bandit_2)%

;------------------------------------------------
; Bandit Guide Simulation Task-

[drx_ql_simulation_task_bandit_3]

icon = ui_inGame2_Karti_mestnosti
storyline = false
prior = 50
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction() -drx_ql_guide_task_started =drx_ql_find_guide_target(drx_ql_simulation_task_bandit_3)} true, false
guide_task = true

title = drx_ql_simulation_task_bandit_3_name
descr = drx_ql_simulation_task_bandit_3_text
descr_functor = drx_ql_guide_task_target
job_descr = drx_ql_simulation_task_bandit_3_about
message = drx_ql_simulation_task_bandit_3_message
task_complete_descr = drx_ql_simulation_task_bandit_3_finish

stage_complete = 1
target_functor = drx_ql_guide_task_target
status_functor = drx_ql_guide_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_3)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_3)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_simulation_task_bandit_3)%
on_init = %=drx_ql_give_stored_smart_target(drx_ql_simulation_task_bandit_3) =drx_ql_add_task_giver_companion(drx_ql_simulation_task_bandit_3) +drx_ql_guide_task_started%
on_complete = %=drx_ql_give_stored_reward(drx_ql_simulation_task_bandit_3) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_simulation_task_bandit_3) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_3) -drx_ql_guide_task_started =drx_ql_reset_task(drx_ql_simulation_task_bandit_3)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_3) -drx_ql_guide_task_started =drx_ql_fail_task(drx_ql_simulation_task_bandit_3) =drx_ql_reset_task(drx_ql_simulation_task_bandit_3)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_3) -drx_ql_guide_task_started =drx_ql_fail_task(drx_ql_simulation_task_bandit_3) =drx_ql_reset_task(drx_ql_simulation_task_bandit_3)%

;------------------------------------------------
; Item Swap with Bandit Simulation Task-

[drx_ql_simulation_task_bandit_4]

icon = ui_iconsTotal_bar_hunter_rifle
storyline = false
prior = 28
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction()} true, false

title = drx_ql_simulation_task_bandit_4_name
title_functor = drx_ql_fetch_task_target
descr = drx_ql_simulation_task_bandit_4_text
descr_functor = drx_ql_fetch_task_target
job_descr = drx_ql_simulation_task_bandit_4_about
fetch_descr = drx_ql_simulation_task_bandit_4_fetch_about
task_complete_descr = drx_ql_simulation_task_bandit_4_fetch_finish

stage_complete = 2
target_functor = drx_ql_fetch_task_target
status_functor = drx_ql_fetch_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_4)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_4)} fail

on_job_descr = %=moon_cotz_show_fetch_task_info(drx_ql_simulation_task_bandit_4)%
fetch_func = %=drx_ql_setup_swap_task(drx_ql_simulation_task_bandit_4:1000:6000:0.8)%
on_init = %=drx_ql_add_havfetch_task(drx_ql_simulation_task_bandit_4)%
on_complete = %=drx_ql_give_stored_reward(drx_ql_simulation_task_bandit_4) =remove_fetch_item(drx_ql_simulation_task_bandit_4_fetch) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_simulation_task_bandit_4) =drx_ql_reset_task(drx_ql_simulation_task_bandit_4)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_simulation_task_bandit_4) =drx_ql_reset_task(drx_ql_simulation_task_bandit_4)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_simulation_task_bandit_4) =drx_ql_reset_task(drx_ql_simulation_task_bandit_4)%

;------------------------------------------------
; Bandit Assassination Team Task-

[drx_ql_simulation_task_bandit_5]

icon = ui_inGame2_Odin_vistrel
storyline = false
prior = 45
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction() =drx_ql_find_assassination_target(bandit:drx_ql_simulation_task_bandit_5)} true, false

title = drx_ql_simulation_task_bandit_5_name
descr = drx_ql_simulation_task_bandit_5_text
descr_functor = drx_ql_assassination_task_target
job_descr = drx_ql_simulation_task_bandit_5_about
task_complete_descr = drx_ql_simulation_task_bandit_5_finish

stage_complete = 1
target_functor = drx_ql_assassination_task_target
status_functor = drx_ql_assassination_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_5)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_5)} fail
on_job_descr = %=drx_ql_show_assassination_target(drx_ql_simulation_task_bandit_5:false)%
on_init = %=drx_ql_give_assassination_target(drx_ql_simulation_task_bandit_5) =drx_ql_add_task_giver_companion(drx_ql_simulation_task_bandit_5)%

on_complete = %=drx_ql_reward_money(5000:7000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_simulation_task_bandit_5) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_5) =drx_ql_reset_task(drx_ql_simulation_task_bandit_5)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_simulation_task_bandit_5) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_5) =drx_ql_reset_task(drx_ql_simulation_task_bandit_5)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_simulation_task_bandit_5) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_5) =drx_ql_reset_task(drx_ql_simulation_task_bandit_5)%

;------------------------------------------------
; Bandit Roll the Marks Task-

[drx_ql_simulation_task_bandit_6]

icon = ui_inGame2_PD_Lider
storyline = false
prior = 85
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction() =drx_ql_find_occupied_smart_local(bandit:drx_ql_simulation_task_bandit_6)} true, false

title = drx_ql_simulation_task_bandit_6_name
descr = drx_ql_simulation_task_bandit_6_text
descr_functor = drx_ql_assault_task_target
job_descr = drx_ql_simulation_task_bandit_6_about
task_complete_descr = drx_ql_simulation_task_bandit_6_finish

stage_complete = 1
target_functor = drx_ql_assault_task_target
status_functor = drx_ql_assault_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_6)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_6)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_simulation_task_bandit_6)%
on_init = %=drx_ql_give_assault_target(drx_ql_simulation_task_bandit_6) =drx_ql_add_task_giver_companion(drx_ql_simulation_task_bandit_6)%
on_complete = %=drx_ql_reward_item(4000:7500) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_simulation_task_bandit_6) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_6) =drx_ql_reset_task(drx_ql_simulation_task_bandit_6)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_simulation_task_bandit_6) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_6) =drx_ql_reset_task(drx_ql_simulation_task_bandit_6)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_simulation_task_bandit_6) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_6) =drx_ql_reset_task(drx_ql_simulation_task_bandit_6)%

;------------------------------------------------
; Bounty Hunt for Bandit Simulation Task-

[drx_ql_simulation_task_bandit_7]

icon = ui_inGame2_Odin_vistrel
storyline = false
prior = 45
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction() =drx_ql_find_assassination_target(bandit:drx_ql_simulation_task_bandit_7)} true, false

title = drx_ql_simulation_task_bandit_7_name
descr = drx_ql_simulation_task_bandit_7_text
descr_functor = drx_ql_assassination_task_target
job_descr = drx_ql_simulation_task_bandit_7_about
task_complete_descr = drx_ql_simulation_task_bandit_7_finish

stage_complete = 1
target_functor = drx_ql_assassination_task_target
status_functor = drx_ql_assassination_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_7)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_7)} fail
on_job_descr = %=drx_ql_show_assassination_target(drx_ql_simulation_task_bandit_7:false)%
on_init = %=drx_ql_give_assassination_target(drx_ql_simulation_task_bandit_7)%

on_complete = %=drx_ql_reward_money(5000:7000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_simulation_task_bandit_7) =drx_ql_reset_task(drx_ql_simulation_task_bandit_7)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_simulation_task_bandit_7) =drx_ql_reset_task(drx_ql_simulation_task_bandit_7)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_simulation_task_bandit_7) =drx_ql_reset_task(drx_ql_simulation_task_bandit_7)%

;------------------------------------------------
; Bandit Hidden Target Simulation Task-

[drx_ql_simulation_task_bandit_8]

icon = ui_inGame2_Odin_vistrel
storyline = false
prior = 45
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction() =drx_ql_find_assassination_target(bandit:drx_ql_simulation_task_bandit_8:bandit)} true, false

title = drx_ql_simulation_task_bandit_8_name
descr = drx_ql_simulation_task_bandit_8_text
descr_functor = drx_ql_assassination_task_target
job_descr = drx_ql_simulation_task_bandit_8_about
task_complete_descr = drx_ql_simulation_task_bandit_8_finish

stage_complete = 1
target_functor = drx_ql_assassination_task_target
status_functor = drx_ql_assassination_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_8)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_8)} fail
on_job_descr = %=drx_ql_show_assassination_target(drx_ql_simulation_task_bandit_8:true)%
on_init = %=drx_ql_give_assassination_target(drx_ql_simulation_task_bandit_8) =drx_ql_add_hidden_target(drx_ql_simulation_task_bandit_8)%

on_complete = %=drx_ql_reward_random(4500:7000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_simulation_task_bandit_8) =drx_ql_reset_task(drx_ql_simulation_task_bandit_8)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_simulation_task_bandit_8) =drx_ql_reset_task(drx_ql_simulation_task_bandit_8)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_fail_task(drx_ql_simulation_task_bandit_8) =drx_ql_reset_task(drx_ql_simulation_task_bandit_8)%

; -----------------------------------------------
; Bandit Steal the Case Simulation Task-

[drx_ql_simulation_task_bandit_9]

icon = ui_inGame2_Osobiy_zakaz
storyline = false
prior = 39
repeat_timeout = 259200
weight = 1
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction() -drx_ql_quest_item_case_task_started =drx_ql_find_occupied_smart_ext(bandit:drx_ql_simulation_task_bandit_9)} true, false

title = drx_ql_simulation_task_bandit_9_name
descr = drx_ql_simulation_task_bandit_9_text
descr_functor = drx_ql_float_item_task_target
job_descr = drx_ql_simulation_task_bandit_9_about
task_complete_descr = drx_ql_simulation_task_bandit_9_finish

stage_complete = 1
target_functor = drx_ql_float_item_task_target
status_functor = drx_ql_float_item_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_9)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_9)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_simulation_task_bandit_9:nil:drx_ql_quest_item_case)%
on_init = %=drx_ql_setup_float_task(drx_ql_simulation_task_bandit_9:drx_ql_quest_item_case:50) +drx_ql_quest_item_case_task_started%
on_complete = %=drx_ql_reward_item(2500:4000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =remove_item(drx_ql_quest_item_case) =inc_task_stage(drx_ql_simulation_task_bandit_9) -drx_ql_quest_item_case_task_started =drx_ql_reset_task(drx_ql_simulation_task_bandit_9)%
on_fail = %=fail_task_dec_goodwill(50:bandit) =drx_ql_release_float_item(drx_ql_simulation_task_bandit_9) -drx_ql_quest_item_case_task_started =drx_ql_fail_task(drx_ql_simulation_task_bandit_9) =drx_ql_reset_task(drx_ql_simulation_task_bandit_9)%
on_cancel = %=fail_task_dec_goodwill(50:bandit) =drx_ql_release_float_item(drx_ql_simulation_task_bandit_9) -drx_ql_quest_item_case_task_started =drx_ql_fail_task(drx_ql_simulation_task_bandit_9) =drx_ql_reset_task(drx_ql_simulation_task_bandit_9)%



; ¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯
; ¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯
; ¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯¯`·.¸¸.·´¯`·.¸¸.·´¯



; //||\\||//||\\||//||\\||//||\\||//||\\
;
; Rhons' Quest Expansion
;
; //||\\||//||\\||//||\\||//||\\||//||\\
;------------------------------------------------
; Search the Stash for Bandit Simulation Task-

[drx_ql_simulation_task_bandit_10]

icon = ui_inGame2_PD_Torgovets_informatsiey
storyline = false
prior = 20
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction() -drx_ql_quest_item_pda_task_started} true, false

title = drx_ql_simulation_task_bandit_10_name
descr = drx_ql_simulation_task_bandit_10_text
descr_functor = drx_ql_quest_stash_task_target
job_descr = drx_ql_simulation_task_bandit_10_about
task_complete_descr = drx_ql_simulation_task_bandit_10_finish

stage_complete = 1
target_functor = drx_ql_quest_stash_task_target
target_functor_params = drx_ql_quest_item_pda
status_functor = drx_ql_quest_stash_task_status
status_functor_params = drx_ql_quest_item_pda
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_10)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_10)} fail


on_job_descr = %=drx_ql_create_quest_stash(drx_ql_quest_item_pda:drx_ql_simulation_task_bandit_10)%
on_init = %=moon_cotz_reenable_quest_stash() +drx_ql_quest_item_pda_task_started%

on_complete = %=drx_ql_reward_random(2500:5000) =drx_ql_reward_stash() =complete_task_inc_goodwill(25:bandit) =remove_item(drx_ql_quest_item_pda) =inc_task_stage(drx_ql_simulation_task_bandit_10) -drx_ql_quest_item_pda_task_started =pstor_reset(drx_ql_quest_item_pda_stash_id) =drx_ql_reset_task(drx_ql_simulation_task_bandit_10)%

on_fail = %=drx_ql_remove_quest_stash(drx_ql_quest_item_pda) -drx_ql_quest_item_pda_task_started =pstor_reset(drx_ql_quest_item_pda_stash_id) =drx_ql_fail_task(drx_ql_simulation_task_bandit_10) =drx_ql_reset_task(drx_ql_simulation_task_bandit_10)%

on_cancel = %=drx_ql_remove_quest_stash(drx_ql_quest_item_pda) -drx_ql_quest_item_pda_task_started =pstor_reset(drx_ql_quest_item_pda_stash_id) =drx_ql_fail_task(drx_ql_simulation_task_bandit_10) =drx_ql_reset_task(drx_ql_simulation_task_bandit_10)%

;------------------------------------------------
; Investigate Mutant Report with Bandits Simulation Task-

[drx_ql_simulation_task_bandit_11]

icon = ui_inGame2_PD_Ohotnik_na_mutantov
storyline = false
prior = 20
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction() =is_night() -drx_ql_big_mutant_task_started =drx_ql_find_unoccupied_lair_local(drx_ql_simulation_task_bandit_11)} true, false

title = drx_ql_simulation_task_bandit_11_name
descr = drx_ql_simulation_task_bandit_11_text
descr_functor = drx_ql_big_mutant_task_target
job_descr = drx_ql_simulation_task_bandit_11_about
task_complete_descr = drx_ql_simulation_task_bandit_11_finish

stage_complete = 1
target_functor = drx_ql_big_mutant_task_target
status_functor = drx_ql_big_mutant_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_11)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_11)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_simulation_task_bandit_11)%
on_init = %=drx_ql_give_assault_target(drx_ql_simulation_task_bandit_11) =drx_ql_create_big_mutant_squad(drx_ql_simulation_task_bandit_11) =drx_ql_add_task_giver_companion(drx_ql_simulation_task_bandit_11) +drx_ql_big_mutant_task_started%
on_complete = %=drx_ql_reward_random(2500:4500) =drx_ql_reward_stash() =complete_task_inc_goodwill(25:bandit) =inc_task_stage(drx_ql_simulation_task_bandit_11) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_11) -drx_ql_big_mutant_task_started =drx_ql_reset_task(drx_ql_simulation_task_bandit_11)%

on_fail = %=drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_11) -drx_ql_big_mutant_task_started =drx_ql_fail_task(drx_ql_simulation_task_bandit_11) =drx_ql_reset_task(drx_ql_simulation_task_bandit_11)%

on_cancel = %=drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_11) -drx_ql_big_mutant_task_started =drx_ql_fail_task(drx_ql_simulation_task_bandit_11) =drx_ql_reset_task(drx_ql_simulation_task_bandit_11)%

;------------------------------------------------
; Rifle for an Artefact for Bandit Simulation Task-

[drx_ql_simulation_task_bandit_12]

icon = ui_inGame2_Kontrakt_s_uchenimi
storyline = false
prior = 20
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction()} true, false

title = drx_ql_simulation_task_bandit_12_name
title_functor = drx_ql_fetch_task_target
descr = drx_ql_simulation_task_bandit_12_text
descr_functor = drx_ql_fetch_task_target
job_descr = drx_ql_simulation_task_bandit_12_about
fetch_descr = drx_ql_simulation_task_bandit_12_fetch_about
task_complete_descr = drx_ql_simulation_task_bandit_12_fetch_finish

stage_complete = 2
target_functor = drx_ql_fetch_task_target
status_functor = drx_ql_fetch_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_12)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_12)} fail
fetch_func = %=drx_ql_setup_fetch_task(drx_ql_simulation_task_bandit_12:2500:10000:1:1:0:items_artefacts_list)%

on_job_descr = %=moon_cotz_show_fetch_task_info(drx_ql_simulation_task_bandit_12)%
on_init = %=drx_ql_add_havfetch_task(drx_ql_simulation_task_bandit_12)%

on_complete = %=drx_ql_fetch_reward_item(drx_ql_simulation_task_bandit_12:1:items_rifles_list) =drx_ql_reward_stash() =complete_task_inc_goodwill(25:bandit) =inc_task_stage(drx_ql_simulation_task_bandit_12) =drx_ql_reset_task(drx_ql_simulation_task_bandit_12)%

on_fail = %=drx_ql_fail_task(drx_ql_simulation_task_bandit_12) =drx_ql_reset_task(drx_ql_simulation_task_bandit_12)%

on_cancel = %=drx_ql_fail_task(drx_ql_simulation_task_bandit_12) =drx_ql_reset_task(drx_ql_simulation_task_bandit_12)%

;------------------------------------------------
; HAVFetch Reward Assassination for Bandit Simulation Task-

[drx_ql_simulation_task_bandit_13]

icon = ui_inGame2_Odin_vistrel
storyline = false
prior = 20
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction() -drx_ql_havfetch_reward_task_started =drx_ql_has_havfetch_task(drx_ql_simulation_task_bandit_13) =drx_ql_find_assassination_target(bandit:drx_ql_simulation_task_bandit_13)} true, false

title = drx_ql_simulation_task_bandit_13_name
descr = drx_ql_simulation_task_bandit_13_text
descr_functor = drx_ql_assassination_task_target
job_descr = drx_ql_simulation_task_bandit_13_about
task_complete_descr = drx_ql_simulation_task_bandit_13_finish

stage_complete = 1
target_functor = drx_ql_assassination_task_target
status_functor = drx_ql_assassination_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_13)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_13)} fail
on_job_descr = %=drx_ql_show_assassination_target(drx_ql_simulation_task_bandit_13:false)%
on_init = %=drx_ql_give_assassination_target(drx_ql_simulation_task_bandit_13) +drx_ql_havfetch_reward_task_started%

on_complete = %=drx_ql_give_stored_reward(drx_ql_simulation_task_bandit_13) =drx_ql_reward_stash() =complete_task_inc_goodwill(25:bandit) =inc_task_stage(drx_ql_simulation_task_bandit_13) -drx_ql_havfetch_reward_task_started =drx_ql_reset_task(drx_ql_simulation_task_bandit_13)%

on_fail = %-drx_ql_havfetch_reward_task_started =drx_ql_fail_task(drx_ql_simulation_task_bandit_13) =drx_ql_reset_task(drx_ql_simulation_task_bandit_13)%

on_cancel = %-drx_ql_havfetch_reward_task_started =drx_ql_fail_task(drx_ql_simulation_task_bandit_13) =drx_ql_reset_task(drx_ql_simulation_task_bandit_13)%

;------------------------------------------------
; Bandit Dynamic Brawl Task

[drx_ql_simulation_task_bandit_14]

icon = ui_inGame2_Issledovanie_anomaliy
storyline = false
prior = 20
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(50) =drx_ql_actor_faction() =drx_ql_find_brawl_terrain(bandit:drx_ql_simulation_task_bandit_14)} true, false

title = drx_ql_simulation_task_bandit_14_name
descr = drx_ql_simulation_task_bandit_14_text
descr_1 = drx_ql_simulation_task_bandit_14_text_1
descr_functor = drx_ql_brawl_task_target
job_descr = drx_ql_simulation_task_bandit_14_about
message = drx_ql_simulation_task_bandit_14_message
goodbye = drx_ql_simulation_task_bandit_14_goodbye
task_complete_descr = drx_ql_simulation_task_bandit_14_finish

stage_complete = 3
target_functor = drx_ql_brawl_task_target
status_functor = drx_ql_brawl_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_14)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_14)} fail

on_job_descr = %=moon_cotz_show_brawl_task_info(drx_ql_simulation_task_bandit_14)%
on_init = %=drx_ql_setup_brawl_task(drx_ql_simulation_task_bandit_14:4:2) =drx_ql_add_task_giver_companion(drx_ql_simulation_task_bandit_14)%

on_complete = %=drx_ql_reward_random(9000:19000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_simulation_task_bandit_14) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_14) =drx_ql_end_brawl_task(drx_ql_simulation_task_bandit_14) =drx_ql_reset_task(drx_ql_simulation_task_bandit_14)%

on_fail = %=fail_task_dec_goodwill(25:bandit) =drx_ql_end_brawl_task(drx_ql_simulation_task_bandit_14) =drx_ql_fail_task(drx_ql_simulation_task_bandit_14) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_14) =drx_ql_reset_task(drx_ql_simulation_task_bandit_14)%

on_cancel = %=fail_task_dec_goodwill(25:bandit) =drx_ql_end_brawl_task(drx_ql_simulation_task_bandit_14) =drx_ql_fail_task(drx_ql_simulation_task_bandit_14) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_14) =drx_ql_reset_task(drx_ql_simulation_task_bandit_14)%

;------------------------------------------------
; Bandit Kill and Recover Task-

[drx_ql_simulation_task_bandit_15]

icon = ui_inGame2_Osobiy_zakaz
storyline = false
prior = 80
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction() -drx_ql_quest_item_document_case_task_started =drx_ql_is_enemy(army) =is_factions_enemies(bandit:army) !squad_exist(drx_ql_designated_target_squad_army) =drx_ql_find_unoccupied_smart_terrain(drx_ql_simulation_task_bandit_15)} true, false

title = drx_ql_simulation_task_bandit_15_name
descr = drx_ql_simulation_task_bandit_15_text
descr_functor = drx_ql_interceptor_task_target
job_descr = drx_ql_simulation_task_bandit_15_about
task_complete_descr = drx_ql_simulation_task_bandit_15_finish

stage_complete = 1
target_functor = drx_ql_interceptor_task_target
status_functor = drx_ql_interceptor_task_status
status_functor_params = drx_ql_quest_item_document_case
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_15)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_15)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_simulation_task_bandit_15:nil:drx_ql_quest_item_document_case)%
on_init = %=drx_ql_give_stored_smart_target(drx_ql_simulation_task_bandit_15) =drx_ql_create_interceptor_squad(drx_ql_simulation_task_bandit_15:drx_ql_designated_target_squad_army) +drx_ql_quest_item_document_case_task_started%

on_complete = %=drx_ql_reward_money(3000:4500) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =remove_item(drx_ql_quest_item_document_case) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_army) =inc_task_stage(drx_ql_simulation_task_bandit_15) -drx_ql_quest_item_document_case_task_started =drx_ql_reset_task(drx_ql_simulation_task_bandit_15)%

on_fail = %=remove_item(drx_ql_quest_item_document_case) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_army) -drx_ql_quest_item_document_case_task_started =drx_ql_fail_task(drx_ql_simulation_task_bandit_15) =drx_ql_reset_task(drx_ql_simulation_task_bandit_15)%

on_cancel = %=remove_item(drx_ql_quest_item_document_case) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_army) -drx_ql_quest_item_document_case_task_started =drx_ql_fail_task(drx_ql_simulation_task_bandit_15) =drx_ql_reset_task(drx_ql_simulation_task_bandit_15)%

;------------------------------------------------
; Collect Mutant Tissue Sample for Bandit Simulation Task-

[drx_ql_simulation_task_bandit_16]

icon = ui_inGame2_Logovo_krovososov
storyline = false
prior = 35
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction()} true, false

title = drx_ql_simulation_task_bandit_16_name
title_functor = drx_ql_fetch_task_target
descr = drx_ql_simulation_task_bandit_16_text
descr_functor = drx_ql_fetch_task_target
job_descr = drx_ql_simulation_task_bandit_16_about
fetch_descr = drx_ql_simulation_task_bandit_16_fetch_about
task_complete_descr = drx_ql_simulation_task_bandit_16_fetch_finish

stage_complete = 2
target_functor = drx_ql_fetch_task_target
status_functor = drx_ql_fetch_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_16)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_16)} fail
fetch_func = %=drx_ql_setup_fetch_task(drx_ql_simulation_task_bandit_16:500:1250:1:1:0:items_mutant_parts_list)%

on_job_descr = %=moon_cotz_show_fetch_task_info(drx_ql_simulation_task_bandit_16)%

on_complete = %=drx_ql_fetch_reward_money(drx_ql_simulation_task_bandit_16:1.2) =drx_ql_reward_stash() =complete_task_inc_goodwill(25:bandit) =inc_task_stage(drx_ql_simulation_task_bandit_16) =drx_ql_reset_task(drx_ql_simulation_task_bandit_16)%

on_fail = %=drx_ql_fail_task(drx_ql_simulation_task_bandit_16) =drx_ql_reset_task(drx_ql_simulation_task_bandit_16)%

on_cancel = %=drx_ql_fail_task(drx_ql_simulation_task_bandit_16) =drx_ql_reset_task(drx_ql_simulation_task_bandit_16)%

;------------------------------------------------
; Mutant Meat for Bandit Simulation Task-

[drx_ql_simulation_task_bandit_17]

icon = ui_inGame2_Pripasi
storyline = false
prior = 30
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction()} true, false

title = drx_ql_simulation_task_bandit_17_name
title_functor = drx_ql_fetch_task_target
descr = drx_ql_simulation_task_bandit_17_text
descr_functor = drx_ql_fetch_task_target
job_descr = drx_ql_simulation_task_bandit_17_about
fetch_descr = drx_ql_simulation_task_bandit_17_fetch_about
task_complete_descr = drx_ql_simulation_task_bandit_17_fetch_finish

stage_complete = 2
target_functor = drx_ql_fetch_task_target
status_functor = drx_ql_fetch_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_17)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_17)} fail
fetch_func = %=drx_ql_setup_fetch_task(drx_ql_simulation_task_bandit_17:110:300:1:6:0:items_mutant_meat_list)%

on_job_descr = %=moon_cotz_show_fetch_task_info(drx_ql_simulation_task_bandit_17)%

on_complete = %=drx_ql_fetch_reward_random(drx_ql_simulation_task_bandit_17:7) =drx_ql_reward_stash() =complete_task_inc_goodwill(25:bandit) =inc_task_stage(drx_ql_simulation_task_bandit_17) =drx_ql_reset_task(drx_ql_simulation_task_bandit_17)%

on_fail = %=drx_ql_fail_task(drx_ql_simulation_task_bandit_17) =drx_ql_reset_task(drx_ql_simulation_task_bandit_17)%

on_cancel = %=drx_ql_fail_task(drx_ql_simulation_task_bandit_17) =drx_ql_reset_task(drx_ql_simulation_task_bandit_17)%

;------------------------------------------------
; Zombied Bounty for Bandit Simulation Task-

[drx_ql_simulation_task_bandit_18]

icon = ui_inGame2_Odin_vistrel
storyline = false
prior = 45
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction() =drx_ql_find_assassination_target(bandit:drx_ql_simulation_task_bandit_18:zombied)} true, false

title = drx_ql_simulation_task_bandit_18_name
descr = drx_ql_simulation_task_bandit_18_text
descr_functor = drx_ql_assassination_task_target
job_descr = drx_ql_simulation_task_bandit_18_about
task_complete_descr = drx_ql_simulation_task_bandit_18_finish

stage_complete = 1
target_functor = drx_ql_assassination_task_target
status_functor = drx_ql_assassination_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_18)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_18)} fail
on_job_descr = %=drx_ql_show_assassination_target(drx_ql_simulation_task_bandit_18:false)%
on_init = %=drx_ql_give_assassination_target(drx_ql_simulation_task_bandit_18)%

on_complete = %=drx_ql_reward_random(2500:3500) =drx_ql_reward_stash() =complete_task_inc_goodwill(25:bandit) =inc_task_stage(drx_ql_simulation_task_bandit_18) =drx_ql_reset_task(drx_ql_simulation_task_bandit_18)%

on_fail = %=drx_ql_fail_task(drx_ql_simulation_task_bandit_18) =drx_ql_reset_task(drx_ql_simulation_task_bandit_18)%

on_cancel = %=drx_ql_fail_task(drx_ql_simulation_task_bandit_18) =drx_ql_reset_task(drx_ql_simulation_task_bandit_18)%

;------------------------------------------------
; Bandit Stash Transfer Simulation Task-

[drx_ql_simulation_task_bandit_19]

icon = ui_inGame2_PD_Torgovets_informatsiey
storyline = false
prior = 29
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction() -drx_ql_quest_item_case_task_started} true, false

title = drx_ql_simulation_task_bandit_19_name
descr = drx_ql_simulation_task_bandit_19_text
descr_functor = drx_ql_quest_stash_task_target
job_descr = drx_ql_simulation_task_bandit_19_about
task_complete_descr = drx_ql_simulation_task_bandit_19_finish

stage_complete = 1
target_functor = drx_ql_quest_stash_task_target
target_functor_params = drx_ql_quest_item_case
status_functor = drx_ql_quest_stash_task_status
status_functor_params = drx_ql_quest_item_case
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_19)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_19)} fail

on_job_descr = %=drx_ql_create_quest_stash(drx_ql_quest_item_case:drx_ql_simulation_task_bandit_19)%
on_init = %=moon_cotz_reenable_quest_stash() +drx_ql_quest_item_case_task_started =give_actor(drx_ql_quest_item_stash_case) =drx_ql_add_task_giver_companion(drx_ql_simulation_task_bandit_19)%

on_complete = %=drx_ql_reward_random(9500:14000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_19) =remove_item(drx_ql_quest_item_case) =remove_item(drx_ql_quest_item_stash_case) =inc_task_stage(drx_ql_simulation_task_bandit_19) -drx_ql_quest_item_case_task_started =pstor_reset(drx_ql_quest_item_case_stash_id) =drx_ql_reset_task(drx_ql_simulation_task_bandit_19)%

on_fail = %=drx_ql_remove_quest_stash(drx_ql_quest_item_case) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_19) =remove_item(drx_ql_quest_item_stash_case) -drx_ql_quest_item_case_task_started =pstor_reset(drx_ql_quest_item_case_stash_id) =drx_ql_fail_task(drx_ql_simulation_task_bandit_19) =drx_ql_reset_task(drx_ql_simulation_task_bandit_19)%

on_cancel = %=drx_ql_remove_quest_stash(drx_ql_quest_item_case) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_19) =remove_item(drx_ql_quest_item_stash_case) -drx_ql_quest_item_case_task_started =pstor_reset(drx_ql_quest_item_case_stash_id) =drx_ql_fail_task(drx_ql_simulation_task_bandit_19) =drx_ql_reset_task(drx_ql_simulation_task_bandit_19)%

;------------------------------------------------
; Capture for Bandit Task-

[drx_ql_simulation_task_bandit_20]

icon = ui_inGame2_Odin_vistrel
storyline = false
prior = 47
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction() =drx_ql_is_enemy(stalker:csky:dolg:ecolog:killer:army) =is_factions_enemies(bandit:stalker:csky:dolg:freedom:ecolog:killer:army) =drx_ql_find_assassination_target(bandit:drx_ql_simulation_task_bandit_20:stalker:csky:dolg:freedom:ecolog:killer:army)} true, false
prisoner_task = true

title = drx_ql_simulation_task_bandit_20_name
descr = drx_ql_simulation_task_bandit_20_text
descr_functor = drx_ql_prisoner_task_target
job_descr = drx_ql_simulation_task_bandit_20_about
task_complete_descr = drx_ql_simulation_task_bandit_20_finish

stage_complete = 2
target_functor = drx_ql_prisoner_task_target
status_functor = drx_ql_prisoner_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_20)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_20)} fail
on_job_descr = %=drx_ql_show_assassination_target(drx_ql_simulation_task_bandit_20:false)%
on_init = %=drx_ql_give_prisoner_target(drx_ql_simulation_task_bandit_20)%

on_complete = %=drx_ql_reward_random(9500:14000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:bandit) =inc_task_stage(drx_ql_simulation_task_bandit_20) =drx_ql_reset_prisoner_task(drx_ql_simulation_task_bandit_20) =drx_ql_remove_prisoner(drx_ql_simulation_task_bandit_20) =drx_ql_reset_task(drx_ql_simulation_task_bandit_20)%

on_fail = %=drx_ql_fail_task(drx_ql_simulation_task_bandit_20) =drx_ql_reset_prisoner_task(drx_ql_simulation_task_bandit_20) =drx_ql_reset_task(drx_ql_simulation_task_bandit_20)%

on_cancel = %=drx_ql_fail_task(drx_ql_simulation_task_bandit_20) =drx_ql_reset_prisoner_task(drx_ql_simulation_task_bandit_20) =drx_ql_reset_task(drx_ql_simulation_task_bandit_20)%

;------------------------------------------------
; Bandit Dynamic Ambush Task-

[drx_ql_simulation_task_bandit_21]

icon = ui_inGame2_Issledovanie_anomaliy
storyline = false
prior = 64
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction() =drx_ql_is_enemy(stalker:csky:dolg:freedom:ecolog:killer:army:monolith) =drx_ql_find_brawl_terrain_ambush(bandit:drx_ql_simulation_task_bandit_21:stalker:csky:dolg:freedom:ecolog:killer:army:monolith)} true, false

title = drx_ql_simulation_task_bandit_21_name
descr = drx_ql_simulation_task_bandit_21_text
descr_1 = drx_ql_simulation_task_bandit_21_text_1
descr_functor = drx_ql_brawl_task_target_ambush
job_descr = drx_ql_simulation_task_bandit_21_about
message = drx_ql_simulation_task_bandit_21_message
task_complete_descr = drx_ql_simulation_task_bandit_21_finish

stage_complete = 2
target_functor = drx_ql_brawl_task_target_ambush
status_functor = drx_ql_brawl_task_status_ambush
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_bandit_21)} fail
condlist_1 = {=drx_ql_is_enemy(bandit)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_bandit_21)} fail

on_job_descr = %=moon_cotz_show_brawl_task_info(drx_ql_simulation_task_bandit_21)%
on_init = %=drx_ql_setup_brawl_task_ambush(drx_ql_simulation_task_bandit_21:4:3) =drx_ql_add_task_giver_companion(drx_ql_simulation_task_bandit_21) =reward_random_item(grenade_f1) =reward_random_item(grenade_f1) =drx_ql_give_escort_task_companions(drx_ql_raid_companion_squad_bandit_2)%

on_complete = %=drx_ql_reward_random(14500:24000) =drx_ql_reward_stash() =reward_random_item(drug_anabiotic) =reward_random_item(medkit_army) =reward_random_item(medkit_scientic) =reward_random_item(antirad) =reward_random_item(drug_booster) =reward_random_item(drug_booster) =complete_task_inc_goodwill(100:bandit) =inc_task_stage(drx_ql_simulation_task_bandit_21) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_21) =drx_ql_remove_story_squad(drx_ql_raid_companion_squad_bandit_2) =drx_ql_end_brawl_task_ambush(drx_ql_simulation_task_bandit_21) =drx_ql_reset_task(drx_ql_simulation_task_bandit_21)%

on_fail = %=fail_task_dec_goodwill(25:bandit) =drx_ql_end_brawl_task_ambush(drx_ql_simulation_task_bandit_21) =drx_ql_fail_task(drx_ql_simulation_task_bandit_21) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_21) =drx_ql_remove_story_squad(drx_ql_raid_companion_squad_bandit_2) =drx_ql_reset_task(drx_ql_simulation_task_bandit_21)%

on_cancel = %=fail_task_dec_goodwill(75:bandit) =drx_ql_end_brawl_task_ambush(drx_ql_simulation_task_bandit_21) =drx_ql_fail_task(drx_ql_simulation_task_bandit_21) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_bandit_21) =drx_ql_remove_story_squad(drx_ql_raid_companion_squad_bandit_2) =drx_ql_reset_task(drx_ql_simulation_task_bandit_21)%

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
