;==============================================================
;
; Tasks Provided By Duty (drx_ql_tasks_duty.ltx)
;	CoC 1.5b r4 - DoctorX Questlines 2.0
;
;		- Strings file: configs\text\eng\drx_ql_strings_duty.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: October 31, 2019
;
;==============================================================


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Duty Storyline Tasks
;
;	Created by DoctorX
;	for DoctorX Questlines 2.0
;	October 31, 2019
;
;--------------------------------------------------------------------------------------------------

;------------------------------------------------
; Duty Defend Rostok Storyline Task-

[drx_ql_dolg_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(bar_dolg_general_petrenko_stalker) =drx_ql_actor_faction() =drx_ql_is_enemy(killer) =is_factions_enemies(dolg:killer) !squad_exist(drx_ql_designated_target_squad_killer_wild_terr_1) !squad_exist(drx_ql_designated_target_squad_killer_wild_terr_2) !squad_exist(drx_ql_designated_target_squad_killer_wild_terr_3) !squad_exist(drx_ql_designated_target_squad_killer_wild_terr_4) !squad_exist(drx_ql_attack_squad_dolg_wild_terr_1) !squad_exist(drx_ql_attack_squad_dolg_wild_terr_2)} true, false

title = drx_ql_dolg_sl_task_1_name
descr = drx_ql_dolg_sl_task_1_text
descr_functor = drx_ql_designated_target_task_target
job_descr = drx_ql_dolg_sl_task_1_about
task_complete_descr = drx_ql_dolg_sl_task_1_finish

stage_complete = 1
target = {=check_task_stage(drx_ql_dolg_sl_task_1:1)} bar_dolg_general_petrenko_stalker, {=squad_exist(drx_ql_designated_target_squad_killer_wild_terr_1)} drx_ql_designated_target_squad_killer_wild_terr_1, {=squad_exist(drx_ql_designated_target_squad_killer_wild_terr_2)} drx_ql_designated_target_squad_killer_wild_terr_2, {=squad_exist(drx_ql_designated_target_squad_killer_wild_terr_3)} drx_ql_designated_target_squad_killer_wild_terr_3, {=squad_exist(drx_ql_designated_target_squad_killer_wild_terr_4)} drx_ql_designated_target_squad_killer_wild_terr_4
status_functor = drx_ql_designated_target_task_status
status_functor_params = drx_ql_designated_target_squad_killer_wild_terr_1, drx_ql_designated_target_squad_killer_wild_terr_2, drx_ql_designated_target_squad_killer_wild_terr_3, drx_ql_designated_target_squad_killer_wild_terr_4
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_dolg_sl_task_1)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_dolg_sl_task_1)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_dolg_sl_task_1:ros_smart_killers1)%
on_init = %=create_squad(drx_ql_designated_target_squad_killer_wild_terr_1:ros_smart_killers1) =create_squad(drx_ql_designated_target_squad_killer_wild_terr_2:ros_smart_killers1) =create_squad(drx_ql_designated_target_squad_killer_wild_terr_3:ros_smart_stalker_killers1) =create_squad(drx_ql_designated_target_squad_killer_wild_terr_4:ros_smart_stalker_killers1) =create_squad(drx_ql_attack_squad_dolg_wild_terr_1:ros_smart_stalker1) =create_squad(drx_ql_attack_squad_dolg_wild_terr_2:ros_smart_stalker1)%
on_complete = %=drx_ql_reward_random(5000:9000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:dolg) =inc_task_stage(drx_ql_dolg_sl_task_1) =drx_ql_remove_story_squad(drx_ql_attack_squad_dolg_wild_terr_1) =drx_ql_remove_story_squad(drx_ql_attack_squad_dolg_wild_terr_2) =drx_ql_reset_task(drx_ql_dolg_sl_task_1)%
on_fail = %=fail_task_dec_goodwill(50:dolg) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_killer_wild_terr_1) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_killer_wild_terr_2) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_killer_wild_terr_3) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_killer_wild_terr_4) =drx_ql_remove_story_squad(drx_ql_attack_squad_dolg_wild_terr_1) =drx_ql_remove_story_squad(drx_ql_attack_squad_dolg_wild_terr_2) =drx_ql_fail_task(drx_ql_dolg_sl_task_1) =drx_ql_reset_task(drx_ql_dolg_sl_task_1)%
on_cancel = %=fail_task_dec_goodwill(50:dolg) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_killer_wild_terr_1) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_killer_wild_terr_2) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_killer_wild_terr_3) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_killer_wild_terr_4) =drx_ql_remove_story_squad(drx_ql_attack_squad_dolg_wild_terr_1) =drx_ql_remove_story_squad(drx_ql_attack_squad_dolg_wild_terr_2) =drx_ql_fail_task(drx_ql_dolg_sl_task_1) =drx_ql_reset_task(drx_ql_dolg_sl_task_1)%

; -----------------------------------------------
; Duty Investigate Stingray 2 (Zaton, Iron Forest) Storyline Task-

[drx_ql_dolg_sl_task_2]

icon = ui_inGame2_Skat_1
storyline = true
prior = 139
weight = 3
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(100) =drx_ql_actor_faction() +drx_ql_info_main_task_x19_done -drx_ql_info_stingray_2_done -drx_ql_info_stingray_4_done -drx_ql_quest_item_data_module_task_started} true, false

important = true

title = drx_ql_dolg_sl_task_2_name
descr = drx_ql_dolg_sl_task_2_text
descr_functor = drx_ql_float_item_task_target
job_descr = drx_ql_dolg_sl_task_2_about
task_complete_descr = drx_ql_dolg_sl_task_2_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_dolg_sl_task_2)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_dolg_sl_task_2)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_dolg_sl_task_2:drx_ql_location_stingray_2_data_module:drx_ql_quest_item_data_module)%
on_init = %=drx_ql_setup_float_task(drx_ql_dolg_sl_task_2:drx_ql_quest_item_data_module:0:drx_ql_location_stingray_2_data_module) =drx_ql_create_squad(zat_b100_poltergeist_squad_01:zat_b100) +drx_ql_quest_item_data_module_task_started%
on_complete = %=drx_ql_reward_random(7500:9500) =complete_task_inc_goodwill(50:dolg) =remove_item(drx_ql_quest_item_data_module) =inc_task_stage(drx_ql_dolg_sl_task_2) -drx_ql_quest_item_data_module_task_started +drx_ql_info_stingray_2_done =drx_ql_reset_task(drx_ql_dolg_sl_task_2)%
on_fail = %=fail_task_dec_goodwill(50:dolg) =drx_ql_release_float_item(drx_ql_dolg_sl_task_2) -drx_ql_quest_item_data_module_task_started =drx_ql_fail_task(drx_ql_dolg_sl_task_2) =drx_ql_reset_task(drx_ql_dolg_sl_task_2)%
on_cancel = %=fail_task_dec_goodwill(50:dolg) =drx_ql_release_float_item(drx_ql_dolg_sl_task_2) -drx_ql_quest_item_data_module_task_started =drx_ql_fail_task(drx_ql_dolg_sl_task_2) =drx_ql_reset_task(drx_ql_dolg_sl_task_2)%

;------------------------------------------------
; Duty Petrenko's Most Wanted Storyline Task-

[drx_ql_dolg_sl_task_3]

icon = ui_inGame2_Odin_vistrel
storyline = true
prior = 145
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(100) =drx_ql_is_npc(bar_dolg_general_petrenko_stalker) =drx_ql_actor_faction() =drx_ql_find_assassination_target(dolg:drx_ql_dolg_sl_task_3)} true, false

title = drx_ql_dolg_sl_task_3_name
descr = drx_ql_dolg_sl_task_3_text
descr_functor = drx_ql_assassination_task_target
job_descr = drx_ql_dolg_sl_task_3_about
task_complete_descr = drx_ql_dolg_sl_task_3_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_dolg_sl_task_3)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_dolg_sl_task_3)} fail
on_job_descr = %=drx_ql_show_assassination_target(drx_ql_dolg_sl_task_3:true)%
on_init = %=drx_ql_give_assassination_target(drx_ql_dolg_sl_task_3) =drx_ql_add_hidden_target(drx_ql_dolg_sl_task_3)%

on_complete = %=drx_ql_reward_random(3000:4500) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:dolg) =inc_task_stage(drx_ql_dolg_sl_task_3) =drx_ql_reset_task(drx_ql_dolg_sl_task_3)%
on_fail = %=fail_task_dec_goodwill(50:dolg) =drx_ql_fail_task(drx_ql_dolg_sl_task_3) =drx_ql_reset_task(drx_ql_dolg_sl_task_3)%
on_cancel = %=fail_task_dec_goodwill(50:dolg) =drx_ql_fail_task(drx_ql_dolg_sl_task_3) =drx_ql_reset_task(drx_ql_dolg_sl_task_3)%

; -----------------------------------------------
; Duty Deactivate Brain Scorcher Storyline Task-

[drx_ql_dolg_sl_task_4]

icon = ui_iconsTotal_bar_radar_deactivate
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 +drx_ql_info_main_task_labx16_done +drx_ql_actor_has_psi_helmet -drx_ql_info_main_task_x19_done} true, false

important = true

title = drx_ql_dolg_sl_task_4_name
descr = drx_ql_dolg_sl_task_4_text
descr_functor = drx_ql_ug_fetch_task_target
job_descr = drx_ql_dolg_sl_task_4_about
task_complete_descr = drx_ql_dolg_sl_task_4_finish

stage_complete = 2
target_functor = drx_ql_ug_fetch_task_target
target_functor_params = rad_space_restrictor_to_bunker
status_functor = drx_ql_brain_scorcher_task_status
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_dolg_sl_task_4)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_dolg_sl_task_4)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_dolg_sl_task_4:rad_antenna_monolith)%
on_init = %=drx_ql_activate_teleport(rad_space_restrictor_to_bunker)%
on_complete = %=drx_ql_reward_random(9000:12000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:dolg) =inc_task_stage(drx_ql_dolg_sl_task_4) +drx_ql_info_main_task_x19_done =drx_ql_reset_task(drx_ql_dolg_sl_task_4)%
on_fail = %=fail_task_dec_goodwill(50:dolg) =drx_ql_fail_task(drx_ql_dolg_sl_task_4) =drx_ql_reset_task(drx_ql_dolg_sl_task_4)%
on_cancel = %=fail_task_dec_goodwill(50:dolg) =drx_ql_fail_task(drx_ql_dolg_sl_task_4) =drx_ql_reset_task(drx_ql_dolg_sl_task_4)%

;------------------------------------------------
; Duty Truck Cemetery Brawl Storyline Task-

[drx_ql_dolg_sl_task_5]

icon = ui_inGame2_Issledovanie_anomaliy
storyline = true
prior = 194
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(100) =drx_ql_actor_faction() =actor_on_level(l05_bar) =drx_ql_is_enemy(monolith) =is_factions_enemies(dolg:monolith) !squad_exist(drx_ql_designated_target_squad_monolith_truck_cem_1) !squad_exist(drx_ql_designated_target_squad_monolith_truck_cem_2) !squad_exist(drx_ql_designated_target_squad_monolith_truck_cem_3) !squad_exist(drx_ql_designated_target_squad_monolith_truck_cem_4) !squad_exist(drx_ql_attack_squad_dolg_truck_cem_1) !squad_exist(drx_ql_attack_squad_dolg_truck_cem_2)} true, false

title = drx_ql_dolg_sl_task_5_name
descr = drx_ql_dolg_sl_task_5_text
descr_1 = drx_ql_dolg_sl_task_5_text_1
descr_2 = drx_ql_dolg_sl_task_5_text_2
descr_functor = drx_ql_bab_task_target
job_descr = drx_ql_dolg_sl_task_5_about
message = drx_ql_dolg_sl_task_5_message
goodbye = drx_ql_dolg_sl_task_5_goodbye
task_complete_descr = drx_ql_dolg_sl_task_5_finish

stage_complete = 3
target_functor = drx_ql_bab_task_target
status_functor = drx_ql_bab_task_status
status_functor_params = drx_ql_designated_target_squad_monolith_truck_cem_1, drx_ql_designated_target_squad_monolith_truck_cem_2, drx_ql_designated_target_squad_monolith_truck_cem_3, drx_ql_designated_target_squad_monolith_truck_cem_4
status_functor_rendezvous = trc_sim_8
status_functor_rendezvous_dist = 50
status_functor_allied_squads = drx_ql_attack_squad_dolg_truck_cem_1, trc_sim_8
status_functor_enemy_squads = drx_ql_designated_target_squad_monolith_truck_cem_1, trc_sim_15, drx_ql_designated_target_squad_monolith_truck_cem_2, trc_sim_15, drx_ql_designated_target_squad_monolith_truck_cem_3, trc_sim_6, drx_ql_designated_target_squad_monolith_truck_cem_4, trc_sim_6
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_dolg_sl_task_5)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_dolg_sl_task_5)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_dolg_sl_task_5:trc_sim_8)%
on_init = %=drx_ql_give_escort_task_companions(drx_ql_attack_squad_dolg_truck_cem_2)%
on_complete = %=drx_ql_reward_random(5000:9000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:dolg) =inc_task_stage(drx_ql_dolg_sl_task_5) =drx_ql_remove_story_squad(drx_ql_attack_squad_dolg_truck_cem_1) =drx_ql_remove_story_squad(drx_ql_attack_squad_dolg_truck_cem_2) =drx_ql_reset_task(drx_ql_dolg_sl_task_5)%
on_fail = %=fail_task_dec_goodwill(50:dolg) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_monolith_truck_cem_1) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_monolith_truck_cem_2) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_monolith_truck_cem_3) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_monolith_truck_cem_4) =drx_ql_remove_story_squad(drx_ql_attack_squad_dolg_truck_cem_1) =drx_ql_remove_story_squad(drx_ql_attack_squad_dolg_truck_cem_2) =drx_ql_fail_task(drx_ql_dolg_sl_task_5) =drx_ql_reset_task(drx_ql_dolg_sl_task_5)%
on_cancel = %=fail_task_dec_goodwill(50:dolg) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_monolith_truck_cem_1) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_monolith_truck_cem_2) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_monolith_truck_cem_3) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_monolith_truck_cem_4) =drx_ql_remove_story_squad(drx_ql_attack_squad_dolg_truck_cem_1) =drx_ql_remove_story_squad(drx_ql_attack_squad_dolg_truck_cem_2) =drx_ql_fail_task(drx_ql_dolg_sl_task_5) =drx_ql_reset_task(drx_ql_dolg_sl_task_5)%

; -----------------------------------------------
; Duty Search Agroprom Underground Storyline Task-

[drx_ql_dolg_sl_task_6]

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_dolg_sl_task_6_name
descr = drx_ql_dolg_sl_task_6_text
descr_functor = drx_ql_ug_fetch_task_target
job_descr = drx_ql_dolg_sl_task_6_about
task_complete_descr = drx_ql_dolg_sl_task_6_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_dolg_sl_task_6)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_dolg_sl_task_6)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_dolg_sl_task_6:drx_ql_location_main_story_1_quest_case_1:main_story_1_quest_case)%
on_init = %=drx_ql_setup_story_item_task(drx_ql_dolg_sl_task_6: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_random(6000:8000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:dolg) =drx_ql_release_story_item(main_story_1_quest_case) =inc_task_stage(drx_ql_dolg_sl_task_6) +drx_ql_info_main_task_agr_u_done =drx_ql_reset_task(drx_ql_dolg_sl_task_6)%
on_fail = %=fail_task_dec_goodwill(50:dolg) =drx_ql_release_story_item(main_story_1_quest_case) =drx_ql_fail_task(drx_ql_dolg_sl_task_6) =drx_ql_reset_task(drx_ql_dolg_sl_task_6)%
on_cancel = %=fail_task_dec_goodwill(50:dolg) =drx_ql_release_story_item(main_story_1_quest_case) =drx_ql_fail_task(drx_ql_dolg_sl_task_6) =drx_ql_reset_task(drx_ql_dolg_sl_task_6)%

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

[drx_ql_dolg_sl_task_7]

icon = ui_inGame2_Put_na_plato
storyline = true
prior = 165
weight = 3
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(100) =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_dolg_sl_task_7_name
descr = drx_ql_dolg_sl_task_7_text
descr_1 = drx_ql_dolg_sl_task_7_text_1
descr_functor = drx_ql_plateau_task_target
job_descr = drx_ql_dolg_sl_task_7_about
task_complete_descr = drx_ql_dolg_sl_task_7_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_dolg_sl_task_7)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} 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_dolg_sl_task_7)} 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_dolg_sl_task_7: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_dolg_sl_task_7:drx_ql_quest_item_plateau_case:0:zat_b28)%
on_complete = %=drx_ql_reward_random(8500:11000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:dolg) +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_dolg_sl_task_7) =drx_ql_reset_task(drx_ql_dolg_sl_task_7)%
on_fail = %=fail_task_dec_goodwill(50:dolg) -drx_ql_info_play_noah_plateau_task_dialog -drx_ql_info_pissed_off_noah =drx_ql_release_float_item(drx_ql_dolg_sl_task_7) =drx_ql_fail_task(drx_ql_dolg_sl_task_7) =drx_ql_reset_task(drx_ql_dolg_sl_task_7)%
on_cancel = %=fail_task_dec_goodwill(50:dolg) -drx_ql_info_play_noah_plateau_task_dialog -drx_ql_info_pissed_off_noah =drx_ql_release_float_item(drx_ql_dolg_sl_task_7) =drx_ql_fail_task(drx_ql_dolg_sl_task_7) =drx_ql_reset_task(drx_ql_dolg_sl_task_7)%

; -----------------------------------------------
; Duty Investigate Stingray 4 (Jupiter, Jupiter Plant) Storyline Task-

[drx_ql_dolg_sl_task_8]

icon = ui_inGame2_Skat_1
storyline = true
prior = 195
weight = 3
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(100) =drx_ql_actor_faction() +drx_ql_info_main_task_x19_done -drx_ql_info_stingray_4_done -drx_ql_quest_item_pilot_pda_task_started =drx_ql_min_stingrays_done() -hostage_companion_task_1_started -hostage_companion_task_1_hostage_rescued !squad_exist(hostage_companion_task_1)} true, false

important = true

title = drx_ql_dolg_sl_task_8_name
descr = drx_ql_dolg_sl_task_8_text
descr_functor = drx_ql_rescue_pilot_task_target
job_descr = drx_ql_dolg_sl_task_8_about
task_complete_descr = drx_ql_dolg_sl_task_8_finish

stage_complete = 3
target_functor = drx_ql_rescue_pilot_task_target
status_functor = drx_ql_rescue_pilot_task_status
status_functor_params = hostage_companion_task_1
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_dolg_sl_task_8)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_dolg_sl_task_8)} fail
condlist_3 = {+drx_ql_info_pilot_pda_found -drx_ql_info_pilot_interrogated !squad_exist(hostage_companion_task_1)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_dolg_sl_task_8:jup_b8_smart_terrain)%
on_init = %=drx_ql_setup_float_task(drx_ql_dolg_sl_task_8:drx_ql_quest_item_pilot_pda:25:jup_b8_smart_terrain) +drx_ql_quest_item_pilot_pda_task_started +hostage_companion_task_1_started -drx_ql_info_stingray_4_found -drx_ql_info_pilot_pda_found -drx_ql_info_pilot_interrogated -drx_ql_info_pilot_enemy -drx_ql_info_pilot_defected%
on_complete = %=drx_ql_reward_random(9500:11000) =complete_task_inc_goodwill(50:dolg) =remove_item(drx_ql_quest_item_pilot_pda) =drx_ql_remove_story_squad(hostage_companion_task_1) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started =inc_task_stage(drx_ql_dolg_sl_task_8) =unlock_smart(drx_ql_dolg_sl_task_8_id) -drx_ql_quest_item_pilot_pda_task_started +drx_ql_info_stingray_4_done =drx_ql_reset_task(drx_ql_dolg_sl_task_8)%
on_fail = %=fail_task_dec_goodwill(50:dolg) =drx_ql_release_float_item(drx_ql_dolg_sl_task_8) -drx_ql_quest_item_pilot_pda_task_started =drx_ql_remove_story_squad(hostage_companion_task_1) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started =unlock_smart(drx_ql_dolg_sl_task_8_id) =drx_ql_fail_task(drx_ql_dolg_sl_task_8) =drx_ql_reset_task(drx_ql_dolg_sl_task_8)%
on_cancel = %=fail_task_dec_goodwill(50:dolg) =drx_ql_release_float_item(drx_ql_dolg_sl_task_8) -drx_ql_quest_item_pilot_pda_task_started =drx_ql_remove_story_squad(hostage_companion_task_1) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started =unlock_smart(drx_ql_dolg_sl_task_8_id) =drx_ql_fail_task(drx_ql_dolg_sl_task_8) =drx_ql_reset_task(drx_ql_dolg_sl_task_8)%

;------------------------------------------------
; Duty Assault Storyline Task-

[drx_ql_dolg_sl_task_9]

icon = ui_inGame2_Karti_mestnosti
storyline = true
prior = 165
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(100) =drx_ql_actor_faction() =drx_ql_is_npc(bar_dolg_leader) =drx_ql_find_occupied_smart_ext(dolg:drx_ql_dolg_sl_task_9)} true, false

title = drx_ql_dolg_sl_task_9_name
descr = drx_ql_dolg_sl_task_9_text
descr_functor = drx_ql_assault_task_target
job_descr = drx_ql_dolg_sl_task_9_about
task_complete_descr = drx_ql_dolg_sl_task_9_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_dolg_sl_task_9)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_dolg_sl_task_9)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_dolg_sl_task_9)%
on_init = %=drx_ql_give_assault_target(drx_ql_dolg_sl_task_9)%
on_complete = %=drx_ql_reward_random(3500:7000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:dolg) =inc_task_stage(drx_ql_dolg_sl_task_9) =drx_ql_reset_task(drx_ql_dolg_sl_task_9)%
on_fail = %=fail_task_dec_goodwill(50:dolg) =drx_ql_fail_task(drx_ql_dolg_sl_task_9) =drx_ql_reset_task(drx_ql_dolg_sl_task_9)%
on_cancel = %=fail_task_dec_goodwill(50:dolg) =drx_ql_fail_task(drx_ql_dolg_sl_task_9) =drx_ql_reset_task(drx_ql_dolg_sl_task_9)%

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


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Duty Simulation Tasks
;
;	Created by DoctorX
;	for DoctorX Questlines 2.0
;	September 08, 2019
;
;--------------------------------------------------------------------------------------------------

;------------------------------------------------
; Find a Reliable Weapon for Duty Simulation Task-

[drx_ql_simulation_task_dolg_1]

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_dolg_1_name
title_functor = drx_ql_fetch_task_target
descr = drx_ql_simulation_task_dolg_1_text
descr_functor = drx_ql_fetch_task_target
job_descr = drx_ql_simulation_task_dolg_1_about
fetch_descr = drx_ql_simulation_task_dolg_1_fetch_about
task_complete_descr = drx_ql_simulation_task_dolg_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_dolg_1)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_1)} fail
fetch_func = %=drx_ql_setup_fetch_task(drx_ql_simulation_task_dolg_1:3000:6000:1:1:0.8:items_rifles_list)%

on_job_descr = %=moon_cotz_show_fetch_task_info(drx_ql_simulation_task_dolg_1)%
on_init = %=drx_ql_add_havfetch_task(drx_ql_simulation_task_dolg_1)%
on_complete = %=drx_ql_fetch_reward_random(drx_ql_simulation_task_dolg_1:1.2) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:dolg) =inc_task_stage(drx_ql_simulation_task_dolg_1) =drx_ql_reset_task(drx_ql_simulation_task_dolg_1)%
on_fail = %=fail_task_dec_goodwill(50:dolg) =drx_ql_fail_task(drx_ql_simulation_task_dolg_1) =drx_ql_reset_task(drx_ql_simulation_task_dolg_1)%
on_cancel = %=fail_task_dec_goodwill(50:dolg) =drx_ql_fail_task(drx_ql_simulation_task_dolg_1) =drx_ql_reset_task(drx_ql_simulation_task_dolg_1)%

;------------------------------------------------
; Free the Duty Hostage Simulation Task-

[drx_ql_simulation_task_dolg_2]

icon = ui_inGame2_Zalozhnik
storyline = false
prior = 95
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(75) =drx_ql_actor_faction() =drx_ql_is_enemy(freedom) =is_factions_enemies(dolg:freedom) -hostage_companion_task_1_started -hostage_companion_task_1_hostage_rescued =drx_ql_find_occupied_smart_ext(dolg:drx_ql_simulation_task_dolg_2:freedom) !squad_exist(hostage_companion_task_1)} true, false

title = drx_ql_simulation_task_dolg_2_name
descr = drx_ql_simulation_task_dolg_2_text
descr_functor = drx_ql_hostage_task_target
job_descr = drx_ql_simulation_task_dolg_2_about
task_complete_descr = drx_ql_simulation_task_dolg_2_finish

stage_complete = 1
target_functor = drx_ql_hostage_task_target
status_functor = drx_ql_hostage_task_status
status_functor_params = hostage_companion_task_1
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_dolg_2)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_2)} fail
condlist_3 = {!squad_exist(hostage_companion_task_1)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_simulation_task_dolg_2)%
on_init = %=drx_ql_give_assault_target(drx_ql_simulation_task_dolg_2) =drx_ql_setup_hostage_task(hostage_companion_task_1_dolg:nil:drx_ql_simulation_task_dolg_2_id) +hostage_companion_task_1_started%
on_complete = %=drx_ql_reward_random(1500:3000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:dolg) =drx_ql_remove_story_squad(hostage_companion_task_1) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started =inc_task_stage(drx_ql_simulation_task_dolg_2) =unlock_smart(drx_ql_simulation_task_dolg_2_id) =drx_ql_reset_task(drx_ql_simulation_task_dolg_2)%
on_fail = %=fail_task_dec_goodwill(50:dolg) =drx_ql_remove_story_squad(hostage_companion_task_1) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started =unlock_smart(drx_ql_simulation_task_dolg_2_id) =drx_ql_fail_task(drx_ql_simulation_task_dolg_2) =drx_ql_reset_task(drx_ql_simulation_task_dolg_2)%
on_cancel = %=fail_task_dec_goodwill(50:dolg) =drx_ql_remove_story_squad(hostage_companion_task_1) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started =unlock_smart(drx_ql_simulation_task_dolg_2_id) =drx_ql_fail_task(drx_ql_simulation_task_dolg_2) =drx_ql_reset_task(drx_ql_simulation_task_dolg_2)%

; -----------------------------------------------
; Find Missing Case for Duty Simulation Task-

[drx_ql_simulation_task_dolg_3]

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_find_special_smart_terrain(drx_ql_simulation_task_dolg_3:dolg_case_smarts) -drx_ql_quest_item_case_task_started} true, false

title = drx_ql_simulation_task_dolg_3_name
descr = drx_ql_simulation_task_dolg_3_text
descr_functor = drx_ql_float_item_task_target
job_descr = drx_ql_simulation_task_dolg_3_about
task_complete_descr = drx_ql_simulation_task_dolg_3_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_dolg_3)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_3)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_simulation_task_dolg_3:nil:drx_ql_quest_item_case)%
on_init = %=drx_ql_setup_float_task(drx_ql_simulation_task_dolg_3:drx_ql_quest_item_case:50) +drx_ql_quest_item_case_task_started%
on_complete = %=drx_ql_reward_random(2500:4000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:dolg) =remove_item(drx_ql_quest_item_case) =inc_task_stage(drx_ql_simulation_task_dolg_3) -drx_ql_quest_item_case_task_started =drx_ql_reset_task(drx_ql_simulation_task_dolg_3)%
on_fail = %=fail_task_dec_goodwill(50:dolg) =drx_ql_release_float_item(drx_ql_simulation_task_dolg_3) -drx_ql_quest_item_case_task_started =drx_ql_fail_task(drx_ql_simulation_task_dolg_3) =drx_ql_reset_task(drx_ql_simulation_task_dolg_3)%
on_cancel = %=fail_task_dec_goodwill(50:dolg) =drx_ql_release_float_item(drx_ql_simulation_task_dolg_3) -drx_ql_quest_item_case_task_started =drx_ql_fail_task(drx_ql_simulation_task_dolg_3) =drx_ql_reset_task(drx_ql_simulation_task_dolg_3)%

;------------------------------------------------
; Investigate Strange Noise with Duty Simulation Task-

[drx_ql_simulation_task_dolg_4]

icon = ui_inGame2_Mesta_evakuatsii
storyline = false
prior = 55
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_dolg_4)} true, false

title = drx_ql_simulation_task_dolg_4_name
descr = drx_ql_simulation_task_dolg_4_text
descr_functor = drx_ql_big_mutant_task_target
job_descr = drx_ql_simulation_task_dolg_4_about
task_complete_descr = drx_ql_simulation_task_dolg_4_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_dolg_4)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_4)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_simulation_task_dolg_4)%
on_init = %=drx_ql_give_assault_target(drx_ql_simulation_task_dolg_4) =drx_ql_create_big_mutant_squad(drx_ql_simulation_task_dolg_4) =drx_ql_add_task_giver_companion(drx_ql_simulation_task_dolg_4) +drx_ql_big_mutant_task_started%
on_complete = %=drx_ql_reward_random(2500:4500) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:dolg) =inc_task_stage(drx_ql_simulation_task_dolg_4) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_4) -drx_ql_big_mutant_task_started =drx_ql_reset_task(drx_ql_simulation_task_dolg_4)%
on_fail = %=fail_task_dec_goodwill(50:dolg) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_4) -drx_ql_big_mutant_task_started =drx_ql_fail_task(drx_ql_simulation_task_dolg_4) =drx_ql_reset_task(drx_ql_simulation_task_dolg_4)%
on_cancel = %=fail_task_dec_goodwill(50:dolg) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_4) -drx_ql_big_mutant_task_started =drx_ql_fail_task(drx_ql_simulation_task_dolg_4) =drx_ql_reset_task(drx_ql_simulation_task_dolg_4)%

;------------------------------------------------
; Duty Patrol Simulation Task-

[drx_ql_simulation_task_dolg_5]

icon = ui_inGame2_Issledovanie_anomaliy
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(dolg:drx_ql_simulation_task_dolg_5)} true, false

title = drx_ql_simulation_task_dolg_5_name
descr = drx_ql_simulation_task_dolg_5_text
descr_functor = drx_ql_assault_task_target
job_descr = drx_ql_simulation_task_dolg_5_about
task_complete_descr = drx_ql_simulation_task_dolg_5_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_dolg_5)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_5)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_simulation_task_dolg_5)%
on_init = %=drx_ql_give_assault_target(drx_ql_simulation_task_dolg_5) =drx_ql_add_task_giver_companion(drx_ql_simulation_task_dolg_5)%
on_complete = %=drx_ql_reward_random(4000:7500) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:dolg) =inc_task_stage(drx_ql_simulation_task_dolg_5) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_5) =drx_ql_reset_task(drx_ql_simulation_task_dolg_5)%
on_fail = %=fail_task_dec_goodwill(50:dolg) =drx_ql_fail_task(drx_ql_simulation_task_dolg_5) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_5) =drx_ql_reset_task(drx_ql_simulation_task_dolg_5)%
on_cancel = %=fail_task_dec_goodwill(50:dolg) =drx_ql_fail_task(drx_ql_simulation_task_dolg_5) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_5) =drx_ql_reset_task(drx_ql_simulation_task_dolg_5)%



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; //||\\||//||\\||//||\\||//||\\||//||\\
;
; Rhons' Quest Expansion
;
; //||\\||//||\\||//||\\||//||\\||//||\\

;------------------------------------------------
; Retrieve Notebook Stash for Duty Simulation Task-

[drx_ql_simulation_task_dolg_6]

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_notebook_task_started} true, false

title = drx_ql_simulation_task_dolg_6_name
descr = drx_ql_simulation_task_dolg_6_text
descr_functor = drx_ql_quest_stash_task_target
job_descr = drx_ql_simulation_task_dolg_6_about
task_complete_descr = drx_ql_simulation_task_dolg_6_finish

stage_complete = 1
target_functor = drx_ql_quest_stash_task_target
target_functor_params = drx_ql_quest_item_notebook
status_functor = drx_ql_quest_stash_task_status
status_functor_params = drx_ql_quest_item_notebook
condlist_0 = {!drx_ql_task_giver_alive(drx_ql_simulation_task_dolg_6)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_6)} fail

on_job_descr = %=drx_ql_create_quest_stash(drx_ql_quest_item_notebook:drx_ql_simulation_task_dolg_6)%

on_init = %=moon_cotz_reenable_quest_stash() +drx_ql_quest_item_notebook_task_started%

on_complete = %=drx_ql_reward_random(3500:5000) =drx_ql_reward_stash() =complete_task_inc_goodwill(25:dolg) =remove_item(drx_ql_quest_item_notebook) =inc_task_stage(drx_ql_simulation_task_dolg_6) -drx_ql_quest_item_notebook_task_started =pstor_reset(drx_ql_quest_item_notebook_stash_id) =drx_ql_reset_task(drx_ql_simulation_task_dolg_6)%

on_fail = %=drx_ql_remove_quest_stash(drx_ql_quest_item_notebook) -drx_ql_quest_item_notebook_task_started =pstor_reset(drx_ql_quest_item_notebook_stash_id) =drx_ql_fail_task(drx_ql_simulation_task_dolg_6) =drx_ql_reset_task(drx_ql_simulation_task_dolg_6)%

on_cancel = %=drx_ql_remove_quest_stash(drx_ql_quest_item_notebook) -drx_ql_quest_item_notebook_task_started =pstor_reset(drx_ql_quest_item_notebook_stash_id) =drx_ql_fail_task(drx_ql_simulation_task_dolg_6) =drx_ql_reset_task(drx_ql_simulation_task_dolg_6)%

;------------------------------------------------
; Duty Guide Simulation Task-

[drx_ql_simulation_task_dolg_7]

icon = ui_inGame2_Karti_mestnosti
storyline = false
prior = 30
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_dolg_7)} true, false
guide_task = true

title = drx_ql_simulation_task_dolg_7_name
descr = drx_ql_simulation_task_dolg_7_text
descr_functor = drx_ql_guide_task_target
job_descr = drx_ql_simulation_task_dolg_7_about
message = drx_ql_simulation_task_dolg_7_message
task_complete_descr = drx_ql_simulation_task_dolg_7_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_dolg_7)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_7)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_simulation_task_dolg_7)%

on_init = %=drx_ql_give_stored_smart_target(drx_ql_simulation_task_dolg_7) =drx_ql_add_task_giver_companion(drx_ql_simulation_task_dolg_7) +drx_ql_guide_task_started%

on_complete = %=drx_ql_give_stored_reward(drx_ql_simulation_task_dolg_7) =drx_ql_reward_stash() =complete_task_inc_goodwill(25:dolg) =inc_task_stage(drx_ql_simulation_task_dolg_7) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_7) -drx_ql_guide_task_started =drx_ql_reset_task(drx_ql_simulation_task_dolg_7)%

on_fail = %=fail_task_dec_goodwill(25:dolg) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_7) -drx_ql_guide_task_started =drx_ql_fail_task(drx_ql_simulation_task_dolg_7) =drx_ql_reset_task(drx_ql_simulation_task_dolg_7)%

on_cancel = %=fail_task_dec_goodwill(25:dolg) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_7) -drx_ql_guide_task_started =drx_ql_fail_task(drx_ql_simulation_task_dolg_7) =drx_ql_reset_task(drx_ql_simulation_task_dolg_7)%

;------------------------------------------------
; Bounty Hunt for Duty Simulation Task-

[drx_ql_simulation_task_dolg_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(dolg:drx_ql_simulation_task_dolg_8)} true, false

title = drx_ql_simulation_task_dolg_8_name
descr = drx_ql_simulation_task_dolg_8_text
descr_functor = drx_ql_assassination_task_target
job_descr = drx_ql_simulation_task_dolg_8_about
task_complete_descr = drx_ql_simulation_task_dolg_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_dolg_8)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_8)} fail
on_job_descr = %=drx_ql_show_assassination_target(drx_ql_simulation_task_dolg_8:false)%
on_init = %=drx_ql_give_assassination_target(drx_ql_simulation_task_dolg_8)%

on_complete = %=drx_ql_reward_money(5000:7000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:dolg) =inc_task_stage(drx_ql_simulation_task_dolg_8) =drx_ql_reset_task(drx_ql_simulation_task_dolg_8)%

on_fail = %=drx_ql_fail_task(drx_ql_simulation_task_dolg_8) =drx_ql_reset_task(drx_ql_simulation_task_dolg_8)%

on_cancel = %=drx_ql_fail_task(drx_ql_simulation_task_dolg_8) =drx_ql_reset_task(drx_ql_simulation_task_dolg_8)%

;------------------------------------------------
; Duty Hidden Target Simulation Task-

[drx_ql_simulation_task_dolg_9]

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(dolg:drx_ql_simulation_task_dolg_9:dolg)} true, false

title = drx_ql_simulation_task_dolg_9_name
descr = drx_ql_simulation_task_dolg_9_text
descr_functor = drx_ql_assassination_task_target
job_descr = drx_ql_simulation_task_dolg_9_about
task_complete_descr = drx_ql_simulation_task_dolg_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_simulation_task_dolg_9)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_9)} fail
on_job_descr = %=drx_ql_show_assassination_target(drx_ql_simulation_task_dolg_9:true)%
on_init = %=drx_ql_give_assassination_target(drx_ql_simulation_task_dolg_9) =drx_ql_add_hidden_target(drx_ql_simulation_task_dolg_9)%

on_complete = %=drx_ql_reward_random(4500:7000) =drx_ql_reward_stash() =complete_task_inc_goodwill(25:dolg) =inc_task_stage(drx_ql_simulation_task_dolg_9) =drx_ql_reset_task(drx_ql_simulation_task_dolg_9)%

on_fail = %=drx_ql_fail_task(drx_ql_simulation_task_dolg_9) =drx_ql_reset_task(drx_ql_simulation_task_dolg_9)%

on_cancel = %=drx_ql_fail_task(drx_ql_simulation_task_dolg_9) =drx_ql_reset_task(drx_ql_simulation_task_dolg_9)%

;------------------------------------------------
; Item Swap with Duty Simulation Task-

[drx_ql_simulation_task_dolg_10]

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_dolg_10_name
title_functor = drx_ql_fetch_task_target
descr = drx_ql_simulation_task_dolg_10_text
descr_functor = drx_ql_fetch_task_target
job_descr = drx_ql_simulation_task_dolg_10_about
fetch_descr = drx_ql_simulation_task_dolg_10_fetch_about
task_complete_descr = drx_ql_simulation_task_dolg_10_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_dolg_10)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_10)} fail
fetch_func = %=drx_ql_setup_swap_task(drx_ql_simulation_task_dolg_10:1000:6000:0.8)%

on_job_descr = %=moon_cotz_show_fetch_task_info(drx_ql_simulation_task_dolg_10)%

on_init = %=drx_ql_add_havfetch_task(drx_ql_simulation_task_dolg_10)%

on_complete = %=drx_ql_give_stored_reward(drx_ql_simulation_task_dolg_10) =remove_fetch_item(drx_ql_simulation_task_dolg_10_fetch) =drx_ql_reward_stash() =complete_task_inc_goodwill(25:dolg) =inc_task_stage(drx_ql_simulation_task_dolg_10) =drx_ql_reset_task(drx_ql_simulation_task_dolg_10)%

on_fail = %=drx_ql_fail_task(drx_ql_simulation_task_dolg_10) =drx_ql_reset_task(drx_ql_simulation_task_dolg_10)%

on_cancel = %=drx_ql_fail_task(drx_ql_simulation_task_dolg_10) =drx_ql_reset_task(drx_ql_simulation_task_dolg_10)%

;------------------------------------------------
; Duty Dynamic Brawl Task

[drx_ql_simulation_task_dolg_11]

icon = ui_inGame2_Issledovanie_anomaliy
storyline = false
prior = 94
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(50) =drx_ql_actor_faction() =drx_ql_find_brawl_terrain(dolg:drx_ql_simulation_task_dolg_11)} true, false

title = drx_ql_simulation_task_dolg_11_name
descr = drx_ql_simulation_task_dolg_11_text
descr_1 = drx_ql_simulation_task_dolg_11_text_1
descr_functor = drx_ql_brawl_task_target
job_descr = drx_ql_simulation_task_dolg_11_about
message = drx_ql_simulation_task_dolg_11_message
goodbye = drx_ql_simulation_task_dolg_11_goodbye
task_complete_descr = drx_ql_simulation_task_dolg_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_simulation_task_dolg_11)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_11)} fail

on_job_descr = %=moon_cotz_show_brawl_task_info(drx_ql_simulation_task_dolg_11)%

on_init = %=drx_ql_setup_brawl_task(drx_ql_simulation_task_dolg_11:4:2) =drx_ql_add_task_giver_companion(drx_ql_simulation_task_dolg_11)%

on_complete = %=drx_ql_reward_random(5000:9000) =drx_ql_reward_stash() =complete_task_inc_goodwill(75:dolg) =inc_task_stage(drx_ql_simulation_task_dolg_11) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_11) =drx_ql_end_brawl_task(drx_ql_simulation_task_dolg_11) =drx_ql_reset_task(drx_ql_simulation_task_dolg_11)%

on_fail = %=fail_task_dec_goodwill(25:dolg) =drx_ql_end_brawl_task(drx_ql_simulation_task_dolg_11) =drx_ql_fail_task(drx_ql_simulation_task_dolg_11) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_11) =drx_ql_reset_task(drx_ql_simulation_task_dolg_11)%

on_cancel = %=fail_task_dec_goodwill(25:dolg) =drx_ql_end_brawl_task(drx_ql_simulation_task_dolg_11) =drx_ql_fail_task(drx_ql_simulation_task_dolg_11) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_11) =drx_ql_reset_task(drx_ql_simulation_task_dolg_11)%

;------------------------------------------------
; Duty Mutant Meat Simulation Task-

[drx_ql_simulation_task_dolg_12]

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_dolg_12_name
title_functor = drx_ql_fetch_task_target
descr = drx_ql_simulation_task_dolg_12_text
descr_functor = drx_ql_fetch_task_target
job_descr = drx_ql_simulation_task_dolg_12_about
fetch_descr = drx_ql_simulation_task_dolg_12_fetch_about
task_complete_descr = drx_ql_simulation_task_dolg_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_dolg_12)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_12)} fail
fetch_func = %=drx_ql_setup_fetch_task(drx_ql_simulation_task_dolg_12:110:300:1:6:0:items_mutant_meat_list)%

on_job_descr = %=moon_cotz_show_fetch_task_info(drx_ql_simulation_task_dolg_12)%

on_complete = %=drx_ql_fetch_reward_random(drx_ql_simulation_task_dolg_12:7) =drx_ql_reward_stash() =complete_task_inc_goodwill(25:dolg) =inc_task_stage(drx_ql_simulation_task_dolg_12) =drx_ql_reset_task(drx_ql_simulation_task_dolg_12)%

on_fail = %=drx_ql_fail_task(drx_ql_simulation_task_dolg_12) =drx_ql_reset_task(drx_ql_simulation_task_dolg_12)%

on_cancel = %=drx_ql_fail_task(drx_ql_simulation_task_dolg_12) =drx_ql_reset_task(drx_ql_simulation_task_dolg_12)%

;------------------------------------------------
; Duty Kill and Recover Task-

[drx_ql_simulation_task_dolg_13]

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(bandit) =is_factions_enemies(dolg:bandit) !squad_exist(drx_ql_designated_target_squad_bandit) =drx_ql_find_unoccupied_smart_terrain(drx_ql_simulation_task_dolg_13)} true, false

title = drx_ql_simulation_task_dolg_13_name
descr = drx_ql_simulation_task_dolg_13_text
descr_functor = drx_ql_interceptor_task_target
job_descr = drx_ql_simulation_task_dolg_13_about
task_complete_descr = drx_ql_simulation_task_dolg_13_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_dolg_13)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_13)} fail

on_job_descr = %=moon_cotz_show_stored_smart_target_location(drx_ql_simulation_task_dolg_13:nil:drx_ql_quest_item_document_case)%

on_init = %=drx_ql_give_stored_smart_target(drx_ql_simulation_task_dolg_13) =drx_ql_create_interceptor_squad(drx_ql_simulation_task_dolg_13:drx_ql_designated_target_squad_bandit) +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:dolg) =remove_item(drx_ql_quest_item_document_case) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_bandit) =inc_task_stage(drx_ql_simulation_task_dolg_13) -drx_ql_quest_item_document_case_task_started =drx_ql_reset_task(drx_ql_simulation_task_dolg_13)%

on_fail = %=fail_task_dec_goodwill(25:dolg) =remove_item(drx_ql_quest_item_document_case) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_bandit) -drx_ql_quest_item_document_case_task_started =drx_ql_fail_task(drx_ql_simulation_task_dolg_13) =drx_ql_reset_task(drx_ql_simulation_task_dolg_13)%

on_cancel = %=fail_task_dec_goodwill(25:dolg) =remove_item(drx_ql_quest_item_document_case) =drx_ql_remove_story_squad(drx_ql_designated_target_squad_bandit) -drx_ql_quest_item_document_case_task_started =drx_ql_fail_task(drx_ql_simulation_task_dolg_13) =drx_ql_reset_task(drx_ql_simulation_task_dolg_13)%

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

[drx_ql_simulation_task_dolg_14]

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_dolg_14_name
title_functor = drx_ql_fetch_task_target
descr = drx_ql_simulation_task_dolg_14_text
descr_functor = drx_ql_fetch_task_target
job_descr = drx_ql_simulation_task_dolg_14_about
fetch_descr = drx_ql_simulation_task_dolg_14_fetch_about
task_complete_descr = drx_ql_simulation_task_dolg_14_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_dolg_14)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_14)} fail
fetch_func = %=drx_ql_setup_fetch_task(drx_ql_simulation_task_dolg_14:500:1250:1:1:0:items_mutant_parts_list)%

on_job_descr = %=moon_cotz_show_fetch_task_info(drx_ql_simulation_task_dolg_14)%

on_complete = %=drx_ql_fetch_reward_money(drx_ql_simulation_task_dolg_14:1.2) =drx_ql_reward_stash() =complete_task_inc_goodwill(25:dolg) =inc_task_stage(drx_ql_simulation_task_dolg_14) =drx_ql_reset_task(drx_ql_simulation_task_dolg_14)%

on_fail = %=drx_ql_fail_task(drx_ql_simulation_task_dolg_14) =drx_ql_reset_task(drx_ql_simulation_task_dolg_14)%

on_cancel = %=drx_ql_fail_task(drx_ql_simulation_task_dolg_14) =drx_ql_reset_task(drx_ql_simulation_task_dolg_14)%

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

[drx_ql_simulation_task_dolg_15]

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_dolg_15_name
title_functor = drx_ql_fetch_task_target
descr = drx_ql_simulation_task_dolg_15_text
descr_functor = drx_ql_fetch_task_target
job_descr = drx_ql_simulation_task_dolg_15_about
fetch_descr = drx_ql_simulation_task_dolg_15_fetch_about
task_complete_descr = drx_ql_simulation_task_dolg_15_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_dolg_15)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_15)} fail
fetch_func = %=drx_ql_setup_fetch_task(drx_ql_simulation_task_dolg_15:2500:10000:1:1:0:items_artefacts_list)%

on_job_descr = %=moon_cotz_show_fetch_task_info(drx_ql_simulation_task_dolg_15)%

on_init = %=drx_ql_add_havfetch_task(drx_ql_simulation_task_dolg_15)%

on_complete = %=drx_ql_fetch_reward_item(drx_ql_simulation_task_dolg_15:1:items_rifles_list) =drx_ql_reward_stash() =complete_task_inc_goodwill(25:dolg) =complete_task_inc_goodwill(25:ecolog) =inc_task_stage(drx_ql_simulation_task_dolg_15) =drx_ql_reset_task(drx_ql_simulation_task_dolg_15)%

on_fail = %=drx_ql_fail_task(drx_ql_simulation_task_dolg_15) =drx_ql_reset_task(drx_ql_simulation_task_dolg_15)%

on_cancel = %=drx_ql_fail_task(drx_ql_simulation_task_dolg_15) =drx_ql_reset_task(drx_ql_simulation_task_dolg_15)%

;------------------------------------------------
; Zombied Bounty for Duty Simulation Task-

[drx_ql_simulation_task_dolg_16]

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(dolg:drx_ql_simulation_task_dolg_16:zombied)} true, false

title = drx_ql_simulation_task_dolg_16_name
descr = drx_ql_simulation_task_dolg_16_text
descr_functor = drx_ql_assassination_task_target
job_descr = drx_ql_simulation_task_dolg_16_about
task_complete_descr = drx_ql_simulation_task_dolg_16_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_dolg_16)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_16)} fail
on_job_descr = %=drx_ql_show_assassination_target(drx_ql_simulation_task_dolg_16:false)%
on_init = %=drx_ql_give_assassination_target(drx_ql_simulation_task_dolg_16)%

on_complete = %=drx_ql_reward_random(2500:3500) =drx_ql_reward_stash() =complete_task_inc_goodwill(25:dolg) =inc_task_stage(drx_ql_simulation_task_dolg_16) =drx_ql_reset_task(drx_ql_simulation_task_dolg_16)%

on_fail = %=drx_ql_fail_task(drx_ql_simulation_task_dolg_16) =drx_ql_reset_task(drx_ql_simulation_task_dolg_16)%

on_cancel = %=drx_ql_fail_task(drx_ql_simulation_task_dolg_16) =drx_ql_reset_task(drx_ql_simulation_task_dolg_16)%

;------------------------------------------------
; Duty Stash Transfer Simulation Task-

[drx_ql_simulation_task_dolg_17]

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_pda_task_started} true, false

title = drx_ql_simulation_task_dolg_17_name
descr = drx_ql_simulation_task_dolg_17_text
descr_functor = drx_ql_quest_stash_task_target
job_descr = drx_ql_simulation_task_dolg_17_about
task_complete_descr = drx_ql_simulation_task_dolg_17_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_dolg_17)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_17)} fail

on_job_descr = %=drx_ql_create_quest_stash(drx_ql_quest_item_pda:drx_ql_simulation_task_dolg_17)%

on_init = %=moon_cotz_reenable_quest_stash() +drx_ql_quest_item_pda_task_started =give_actor(drx_ql_quest_item_stash_case) =drx_ql_add_task_giver_companion(drx_ql_simulation_task_dolg_17)%

on_complete = %=drx_ql_reward_random(9500:14000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:dolg) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_17) =remove_item(drx_ql_quest_item_pda) =remove_item(drx_ql_quest_item_stash_case) =inc_task_stage(drx_ql_simulation_task_dolg_17) -drx_ql_quest_item_pda_task_started =pstor_reset(drx_ql_quest_item_pda_stash_id) =drx_ql_reset_task(drx_ql_simulation_task_dolg_17)%

on_fail = %=drx_ql_remove_quest_stash(drx_ql_quest_item_pda) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_17) =remove_item(drx_ql_quest_item_stash_case) -drx_ql_quest_item_pda_task_started =pstor_reset(drx_ql_quest_item_pda_stash_id) =drx_ql_fail_task(drx_ql_simulation_task_dolg_17) =drx_ql_reset_task(drx_ql_simulation_task_dolg_17)%

on_cancel = %=drx_ql_remove_quest_stash(drx_ql_quest_item_pda) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_17) =remove_item(drx_ql_quest_item_stash_case) -drx_ql_quest_item_pda_task_started =pstor_reset(drx_ql_quest_item_pda_stash_id) =drx_ql_fail_task(drx_ql_simulation_task_dolg_17) =drx_ql_reset_task(drx_ql_simulation_task_dolg_17)%

;------------------------------------------------
; Capture for Duty Task-

[drx_ql_simulation_task_dolg_18]

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(freedom:csky:killer:bandit) =is_factions_enemies(dolg:freedom:dolg:killer:bandit) =drx_ql_find_assassination_target(dolg:drx_ql_simulation_task_dolg_18:dolg:freedom:killer:bandit)} true, false
prisoner_task = true

title = drx_ql_simulation_task_dolg_18_name
descr = drx_ql_simulation_task_dolg_18_text
descr_functor = drx_ql_prisoner_task_target
job_descr = drx_ql_simulation_task_dolg_18_about
task_complete_descr = drx_ql_simulation_task_dolg_18_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_dolg_18)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_18)} fail
on_job_descr = %=drx_ql_show_assassination_target(drx_ql_simulation_task_dolg_18:false)%
on_init = %=drx_ql_give_prisoner_target(drx_ql_simulation_task_dolg_18)%

on_complete = %=drx_ql_reward_random(9500:14000) =drx_ql_reward_stash() =complete_task_inc_goodwill(50:dolg) =inc_task_stage(drx_ql_simulation_task_dolg_18) =drx_ql_reset_prisoner_task(drx_ql_simulation_task_dolg_18) =drx_ql_remove_prisoner(drx_ql_simulation_task_dolg_18) =drx_ql_reset_task(drx_ql_simulation_task_dolg_18)%

on_fail = %=drx_ql_fail_task(drx_ql_simulation_task_dolg_18) =drx_ql_reset_prisoner_task(drx_ql_simulation_task_dolg_18) =drx_ql_reset_task(drx_ql_simulation_task_dolg_18)%

on_cancel = %=drx_ql_fail_task(drx_ql_simulation_task_dolg_18) =drx_ql_reset_prisoner_task(drx_ql_simulation_task_dolg_18) =drx_ql_reset_task(drx_ql_simulation_task_dolg_18)%

;------------------------------------------------
; Duty Dynamic Ambush Task-

[drx_ql_simulation_task_dolg_19]

icon = ui_inGame2_Issledovanie_anomaliy
storyline = false
prior = 64
weight = 1
repeat_timeout = 259200
precondition = {=drx_ql_random_chance(50) =drx_ql_actor_faction() =drx_ql_is_enemy(freedom:csky:killer:bandit:monolith) =drx_ql_find_brawl_terrain_ambush(dolg:drx_ql_simulation_task_dolg_19:freedom:csky:killer:bandit:monolith)} true, false

title = drx_ql_simulation_task_dolg_19_name
descr = drx_ql_simulation_task_dolg_19_text
descr_1 = drx_ql_simulation_task_dolg_19_text_1
descr_functor = drx_ql_brawl_task_target_ambush
job_descr = drx_ql_simulation_task_dolg_19_about
message = drx_ql_simulation_task_dolg_19_message
task_complete_descr = drx_ql_simulation_task_dolg_19_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_dolg_19)} fail
condlist_1 = {=drx_ql_is_enemy(dolg)} fail
condlist_2 = {=drx_ql_wg_fail(drx_ql_simulation_task_dolg_19)} fail

on_job_descr = %=moon_cotz_show_brawl_task_info(drx_ql_simulation_task_dolg_19)%

on_init = %=drx_ql_setup_brawl_task_ambush(drx_ql_simulation_task_dolg_19:4:3) =drx_ql_add_task_giver_companion(drx_ql_simulation_task_dolg_19) =reward_random_item(grenade_f1) =reward_random_item(grenade_f1) =drx_ql_give_escort_task_companions(drx_ql_raid_companion_squad_dolg_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:dolg) =inc_task_stage(drx_ql_simulation_task_dolg_19) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_19) =drx_ql_remove_story_squad(drx_ql_raid_companion_squad_dolg_2) =drx_ql_end_brawl_task_ambush(drx_ql_simulation_task_dolg_19) =drx_ql_reset_task(drx_ql_simulation_task_dolg_19)%

on_fail = %=fail_task_dec_goodwill(25:dolg) =drx_ql_end_brawl_task_ambush(drx_ql_simulation_task_dolg_19) =drx_ql_fail_task(drx_ql_simulation_task_dolg_19) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_19) =drx_ql_remove_story_squad(drx_ql_raid_companion_squad_dolg_2) =drx_ql_reset_task(drx_ql_simulation_task_dolg_19)%

on_cancel = %=fail_task_dec_goodwill(75:dolg) =drx_ql_end_brawl_task_ambush(drx_ql_simulation_task_dolg_19) =drx_ql_fail_task(drx_ql_simulation_task_dolg_19) =drx_ql_remove_task_giver_companion(drx_ql_simulation_task_dolg_19) =drx_ql_remove_story_squad(drx_ql_raid_companion_squad_dolg_2) =drx_ql_reset_task(drx_ql_simulation_task_dolg_19)%

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