; --------------------------------------------------------------------------------------------------
; FIND SUPPLIES FOR STALKER, CLEAR SKY, DUTY, OR ECOG TASK-

[simulation_task_1]
icon = ui_inGame2_PD_Opitniy_stalker
prior = 90
repeat_timeout = 21600
storyline = false
sim_communities = stalker, csky, dolg, ecolog
title = simulation_task_1_name
title_functor = general_fetch_task
descr = simulation_task_1_text
descr_functor = general_fetch_task
job_descr = simulation_task_1_about
fetch_descr = simulation_task_1_fetch_about
fetch_func = %=setup_supplies_fetch_task(simulation_task_1_fetch:2:5)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_1_fetch_finish
precondition = true
on_complete = %=reward_random_item(equ_small_pack:ammo_5.45x39_fmj:ammo_7.62x39_fmj:ammo_12x70_buck) =reward_and_remove(simulation_task_1_fetch:0.8) =reward_stash(true) =inc_task_stage(simulation_task_1) =pstor_reset(simulation_task_1_fetch)%
on_fail = %=pstor_reset(simulation_task_1_fetch)%
on_cancel = %=pstor_reset(simulation_task_1_fetch)%
condlist_0 = {!task_giver_alive(simulation_task_1)} fail


;--------------------------------------------------------------------------------------------------
; FIND SUPPLIES FOR FREEDOM OR MERC TASK-

[simulation_task_2]
icon = ui_inGame2_PD_Opitniy_stalker
prior = 90
repeat_timeout = 21600
storyline = false
sim_communities = freedom, killer
title = simulation_task_2_name
title_functor = general_fetch_task
descr = simulation_task_2_text
descr_functor = general_fetch_task
job_descr = simulation_task_2_about
fetch_descr = simulation_task_2_fetch_about
fetch_func = %=setup_supplies_fetch_task(simulation_task_2_fetch:2:5)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_2_fetch_finish
precondition = true
on_complete = %=reward_random_item(equ_small_pack:ammo_5.56x45_ss190:ammo_12x70_buck:ammo_11.43x23_fmj:ammo_7.62x51_fmj) =reward_and_remove(simulation_task_2_fetch:0.9) =reward_stash(true) =inc_task_stage(simulation_task_2) =pstor_reset(simulation_task_2_fetch)%
on_fail = %=pstor_reset(simulation_task_2_fetch)%
on_cancel = %=pstor_reset(simulation_task_2_fetch)%
condlist_0 = {!task_giver_alive(simulation_task_2)} fail


; --------------------------------------------------------------------------------------------------
; FIND MUTANT MEAT FOR STALKER, CLEAR SKY, MERC, FREEDOM, OR BANDIT TASK-

[simulation_task_3]
icon = ui_inGame2_Nochnaya_ohota
prior = 75
sim_communities = stalker, csky, killer, freedom, bandit
storyline = false
title = simulation_task_3_name
title_functor = general_fetch_task
descr = simulation_task_3_text
descr_functor = general_fetch_task
job_descr = simulation_task_3_about
fetch_descr = simulation_task_3_fetch_about
fetch_func = %=setup_generic_fetch_task_random(simulation_task_3_fetch:2:4:mutant_part_boar_chop:mutant_part_dog_meat:mutant_part_flesh_meat:mutant_part_psevdodog_meat:mutant_part_krovosos_meat)%
stage_complete = 1
repeat_timeout = 21600
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_3_fetch_finish
precondition = true
on_complete = %=reward_random_item(ammo_5.45x39_fmj:ammo_7.62x39_fmj:ammo_5.56x45_ss190:ammo_12x70_buck) =reward_and_remove(simulation_task_3_fetch:3) =reward_stash(true) =inc_task_stage(simulation_task_3)%
condlist_0 = {!task_giver_alive(simulation_task_3)} fail


;--------------------------------------------------------------------------------------------------
; FIND ARTEFACT FOR STALKER TASK-

[simulation_task_4]
icon = ui_inGame2_Kontrakt_s_uchenimi
prior = 65
sim_communities = stalker
storyline = false
title = simulation_task_4_name
title_functor = general_fetch_task
descr = simulation_task_4_text
descr_functor = general_fetch_task
job_descr = simulation_task_4_about
fetch_descr = simulation_task_4_fetch_about
fetch_func = %=setup_artefact_fetch_task(simulation_task_4_fetch)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_4_fetch_finish
precondition = true
repeat_timeout = 43200
on_complete = %=reward_random_item(wpn_rpk74m:wpn_vpo101:wpn_protecta:wpn_aug) =complete_task_inc_goodwill(50:stalker) =remove_fetch_item(simulation_task_4_fetch) =reward_stash(true) =inc_task_stage(simulation_task_4)%
on_fail = %=fail_task_dec_goodwill(25:stalker)%
condlist_0 = {!task_giver_alive(simulation_task_4)} fail

;--------------------------------------------------------------------------------------------------
; FIND WEAPON FOR STALKER TASK-

[simulation_task_5]
icon = ui_inGame2_Osobiy_zakaz
prior = 60
sim_communities = stalker
storyline = false
title = simulation_task_5_name
title_functor = general_fetch_task
descr = simulation_task_5_text
descr_functor = general_fetch_task
job_descr = simulation_task_5_about
fetch_descr = simulation_task_5_fetch_about
fetch_func = %=setup_weapon_fetch_task(simulation_task_5_fetch)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_5_fetch_finish
precondition = true
repeat_timeout = 43200
on_complete = %=complete_task_inc_goodwill(50:stalker) =reward_weapon_cost_mult_and_remove(simulation_task_5_fetch:1) =reward_stash(true) =inc_task_stage(simulation_task_5)%
on_fail = %=fail_task_dec_goodwill(25:stalker)%
condlist_0 = {!task_giver_alive(simulation_task_5)} fail


;--------------------------------------------------------------------------------------------------
; FIND WEAPON FOR DUTY, MERC, CLEAR SKY, OR MILITARY TASK-

[simulation_task_6]
icon = ui_inGame2_Osobiy_zakaz
prior = 60
sim_communities = dolg, killer, csky, army
storyline = false
title = simulation_task_6_name
title_functor = general_fetch_task
descr = simulation_task_6_text
descr_functor = general_fetch_task
job_descr = simulation_task_6_about
fetch_descr = simulation_task_6_fetch_about
fetch_func = %=setup_weapon_fetch_task(simulation_task_6_fetch)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_6_fetch_finish
precondition = true
repeat_timeout = 43200
on_complete = %=reward_weapon_cost_mult_and_remove(simulation_task_6_fetch:1) =reward_stash(true) =inc_task_stage(simulation_task_6)%
condlist_0 = {!task_giver_alive(simulation_task_6)} fail


;--------------------------------------------------------------------------------------------------
; HOSTAGE RESCUE FOR STALKER TASK-

[simulation_task_7]
icon = ui_inGame2_PD_Opitniy_stalker
prior = 50
sim_communities = stalker
storyline = false
title = simulation_task_7_name
descr = simulation_task_7_text
job_descr = simulation_task_7_about
task_complete_descr = simulation_task_7_finish
stage_complete = 1
status_functor = hostage_task
status_functor_params = hostage_companion_task_1
target_functor = simulation_task_target
on_init = %=find_smart_under_faction_control_ex(simulation_task_7_id:bandit) =setup_companion_task(hostage_companion_task_1_stalker:nil:simulation_task_7_id:true:true) +hostage_companion_task_1_started%
precondition = {=random_chance =is_faction_enemy_to_actor(bandit) -hostage_companion_task_1_started -hostage_companion_task_1_hostage_rescued =all_avail_smart_stayed_squad_count_ge_by_faction_ex(1:nil:false:bandit) !squad_exist(hostage_companion_task_1)} true, false
repeat_timeout = 86400
on_complete = %=reward_random_money(10000:12000) =complete_task_inc_goodwill(50:stalker) =reward_stash(true) =remove_special_task_squad(hostage_companion_task_1) =pstor_reset(simulation_task_7_id) =pstor_reset(simulation_task_7_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started =inc_task_stage(simulation_task_7) =unlock_smart(simulation_task_7_id)%
on_fail = %=unlock_smart(simulation_task_7_id) =fail_task_dec_goodwill(25:stalker) =remove_special_task_squad(hostage_companion_task_1) =pstor_reset(simulation_task_7_id) =pstor_reset(simulation_task_7_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started%
on_cancel = %=unlock_smart(simulation_task_7_id) =remove_special_task_squad(hostage_companion_task_1) =pstor_reset(simulation_task_7_id) =pstor_reset(simulation_task_7_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started%
condlist_0 = {!squad_exist(hostage_companion_task_1)} fail


;--------------------------------------------------------------------------------------------------
; HOSTAGE RESCUE FOR DUTY TASK-

[simulation_task_8]
icon = ui_inGame2_PD_Opitniy_stalker
prior = 50
sim_communities = dolg
storyline = false
title = simulation_task_8_name
descr = simulation_task_8_text
job_descr = simulation_task_8_about
task_complete_descr = simulation_task_8_finish
stage_complete = 1
status_functor = hostage_task
status_functor_params = hostage_companion_task_1
target_functor = simulation_task_target
on_init = %=find_smart_under_faction_control(simulation_task_8_id:freedom:bandit) =setup_companion_task(hostage_companion_task_1_dolg:nil:simulation_task_8_id:true:true) +hostage_companion_task_1_started%
precondition = {=random_chance =is_faction_enemy_to_actor(bandit) =is_faction_enemy_to_actor(freedom) -hostage_companion_task_1_started -hostage_companion_task_1_hostage_rescued =all_avail_smart_stayed_squad_count_ge_by_faction(1:nil:false:freedom:bandit) !squad_exist(hostage_companion_task_1)} true, false
repeat_timeout = 86400
on_complete = %=reward_random_money(10000:12000) =unlock_smart(simulation_task_8_id) =reward_stash(true) =complete_task_inc_goodwill(50:dolg) =remove_special_task_squad(hostage_companion_task_1) =pstor_reset(simulation_task_8_id) =pstor_reset(simulation_task_8_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started =inc_task_stage(simulation_task_8)%
on_fail = %=unlock_smart(simulation_task_8_id) =fail_task_dec_goodwill(25:dolg) =pstor_reset(simulation_task_8_id) =remove_special_task_squad(hostage_companion_task_1) =pstor_reset(simulation_task_8_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started%
on_cancel = %=unlock_smart(simulation_task_8_id) =pstor_reset(simulation_task_8_id) =remove_special_task_squad(hostage_companion_task_1) =pstor_reset(simulation_task_8_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started%
condlist_0 = {!squad_exist(hostage_companion_task_1)} fail


;--------------------------------------------------------------------------------------------------
; HOSTAGE RESCUE FOR FREEDOM TASK-

[simulation_task_9]
icon = ui_inGame2_PD_Opitniy_stalker
prior = 50
sim_communities = freedom
storyline = false
title = simulation_task_9_name
descr = simulation_task_9_text
job_descr = simulation_task_9_about
task_complete_descr = simulation_task_9_finish
stage_complete = 1
status_functor = hostage_task
status_functor_params = hostage_companion_task_1
target_functor = simulation_task_target
on_init = %=find_smart_under_faction_control(simulation_task_9_id:army:monolith) =setup_companion_task(hostage_companion_task_1_freedom:nil:simulation_task_9_id:true:true) +hostage_companion_task_1_started%
precondition = {=random_chance =is_faction_enemy_to_actor(monolith) =is_faction_enemy_to_actor(army) -hostage_companion_task_1_started -hostage_companion_task_1_hostage_rescued =all_avail_smart_stayed_squad_count_ge_by_faction(1:nil:false:army:monolith) !squad_exist(hostage_companion_task_1)} true, false
repeat_timeout = 86400
on_complete = %=reward_random_money(10000:12000) =unlock_smart(simulation_task_9_id) =reward_stash(true) =complete_task_inc_goodwill(50:freedom) =remove_special_task_squad(hostage_companion_task_1) =pstor_reset(simulation_task_9_id) =pstor_reset(simulation_task_9_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started =inc_task_stage(simulation_task_9)%
on_fail = %=unlock_smart(simulation_task_9_id) =fail_task_dec_goodwill(25:freedom) =pstor_reset(simulation_task_9_id) =remove_special_task_squad(hostage_companion_task_1) =pstor_reset(simulation_task_9_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started%
on_cancel = %=unlock_smart(simulation_task_9_id) =pstor_reset(simulation_task_9_id) =remove_special_task_squad(hostage_companion_task_1) =pstor_reset(simulation_task_9_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started%
condlist_0 = {!squad_exist(hostage_companion_task_1)} fail


;--------------------------------------------------------------------------------------------------
; HOSTAGE RESCUE FOR ECOG TASK-

[simulation_task_10]
icon = ui_inGame2_PD_Opitniy_stalker
prior = 50
sim_communities = ecolog
storyline = false
title = simulation_task_10_name
descr = simulation_task_10_text
job_descr = simulation_task_10_about
task_complete_descr = simulation_task_10_finish
stage_complete = 1
status_functor = hostage_task
status_functor_params = hostage_companion_task_1
target_functor = simulation_task_target
on_init = %=find_smart_under_faction_control_ex(simulation_task_10_id:bandit) =setup_companion_task(hostage_companion_task_1_ecolog:nil:simulation_task_10_id:true:true) +hostage_companion_task_1_started%
precondition = {=random_chance =is_faction_enemy_to_actor(bandit) -hostage_companion_task_1_started -hostage_companion_task_1_hostage_rescued =all_avail_smart_stayed_squad_count_ge_by_faction_ex(1:nil:false:bandit) !squad_exist(hostage_companion_task_1)} true, false
repeat_timeout = 86400
on_complete = %=reward_random_item(af_soul:af_gravi:af_fuzz_kolobok:af_electra_moonlight:af_fireball:af_rusty_kristall:af_ameba_slug) =complete_task_inc_goodwill(50:ecolog) =remove_special_task_squad(hostage_companion_task_1) =pstor_reset(simulation_task_10_id) =pstor_reset(simulation_task_10_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started =inc_task_stage(simulation_task_10) =unlock_smart(simulation_task_10_id)%
on_fail = %=unlock_smart(simulation_task_10_id) =fail_task_dec_goodwill(25:ecolog) =remove_special_task_squad(hostage_companion_task_1) =pstor_reset(simulation_task_10_id) =pstor_reset(simulation_task_10_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started%
on_cancel = %=unlock_smart(simulation_task_10_id) =remove_special_task_squad(hostage_companion_task_1) =pstor_reset(simulation_task_10_id) =pstor_reset(simulation_task_10_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started%
condlist_0 = {!squad_exist(hostage_companion_task_1)} fail


;--------------------------------------------------------------------------------------------------
; ASSASSINATION FOR STALKER TASK-

[simulation_task_11]
icon = ui_inGame2_Odin_vistrel
prior = 35
sim_communities = stalker
storyline = false
title = simulation_task_11_name
descr = simulation_task_11_text
job_descr = simulation_task_11_about
task_complete_descr = simulation_task_11_finish
precondition = true
repeat_timeout = 86400
status_functor = bounty_task
target_functor = general_bounty_task
stage_complete = 1
on_job_descr = %=on_init_bounty_hunt(simulation_task_11:killer:army:bandit)%
on_complete = %=reward_random_money(9000:10000) =reward_stash(true) =inc_task_stage(simulation_task_11) =complete_task_inc_goodwill(50:stalker)%
on_fail = %=fail_task_dec_goodwill(25:stalker)%
condlist_0 = {!task_giver_alive(simulation_task_11)} fail


;--------------------------------------------------------------------------------------------------
; VENGEANCE FOR STALKER TASK-

[simulation_task_12]
icon = ui_inGame2_Odin_vistrel
prior = 35
sim_communities = stalker
storyline = false
title = simulation_task_12_name
descr = simulation_task_12_text
job_descr = simulation_task_12_about
task_complete_descr = simulation_task_12_finish
precondition = true
repeat_timeout = 43200
status_functor = bounty_task
target_functor = general_bounty_task
stage_complete = 1
on_job_descr = %=on_init_bounty_hunt(simulation_task_12:bandit)%
on_complete = %=reward_random_item(equ_small_pack:ammo_9x39_pab9:ammo_5.56x45_ss190:wpn_sig550) =inc_task_stage(simulation_task_12) =reward_stash(true) =complete_task_inc_goodwill(50:stalker)%
on_fail = %=fail_task_dec_goodwill(25:stalker)%
condlist_0 = {!task_giver_alive(simulation_task_12)} fail


; --------------------------------------------------------------------------------------------------
; FIND SUPPLIES FOR BANDIT TASK-

[simulation_task_13]
icon = ui_inGame2_PD_Opitniy_stalker
prior = 90
repeat_timeout = 21600
storyline = false
sim_communities = bandit
title = simulation_task_13_name
title_functor = general_fetch_task
descr = simulation_task_13_text
descr_functor = general_fetch_task
job_descr = simulation_task_13_about
fetch_descr = simulation_task_13_fetch_about
fetch_func = %=setup_supplies_fetch_task(simulation_task_13_fetch:2:5)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_13_fetch_finish
precondition = true
on_complete = %=reward_random_item(equ_small_pack:ammo_7.62x39_fmj:ammo_5.45x39_fmj:ammo_7.62x25) =reward_and_remove(simulation_task_13_fetch:0.9) =reward_stash(true) =inc_task_stage(simulation_task_13) =pstor_reset(simulation_task_13_fetch)%
on_fail = %=pstor_reset(simulation_task_13_fetch)%
on_cancel = %=pstor_reset(simulation_task_13_fetch)%
condlist_0 = {!task_giver_alive(simulation_task_13)} fail


; --------------------------------------------------------------------------------------------------
; FIND SUPPLIES FOR MILITARY TASK-

[simulation_task_14]
icon = ui_inGame2_PD_Opitniy_stalker
prior = 90
repeat_timeout = 21600
storyline = false
sim_communities = army
title = simulation_task_14_name
title_functor = general_fetch_task
descr = simulation_task_14_text
descr_functor = general_fetch_task
job_descr = simulation_task_14_about
fetch_descr = simulation_task_14_fetch_about
fetch_func = %=setup_supplies_fetch_task(simulation_task_14_fetch:2:5)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_14_fetch_finish
precondition = true
on_complete = %=reward_random_item(equ_small_pack:ammo_5.45x39_fmj:ammo_9x21:ammo_9x39_pab9:ammo_vog-25) =reward_and_remove(simulation_task_14_fetch:0.8) =reward_stash(true) =inc_task_stage(simulation_task_14) =pstor_reset(simulation_task_14_fetch)%
on_fail = %=pstor_reset(simulation_task_14_fetch)%
on_cancel = %=pstor_reset(simulation_task_14_fetch)%
condlist_0 = {!task_giver_alive(simulation_task_14)} fail


;--------------------------------------------------------------------------------------------------
; FIND ARTEFACT FOR MILITARY TASK-

[simulation_task_15]
icon = ui_inGame2_Kontrakt_s_uchenimi
prior = 65
sim_communities = army
storyline = false
title = simulation_task_15_name
title_functor = general_fetch_task
descr = simulation_task_15_text
descr_functor = general_fetch_task
job_descr = simulation_task_15_about
fetch_descr = simulation_task_15_fetch_about
fetch_func = %=setup_artefact_fetch_task(simulation_task_15_fetch)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_15_fetch_finish
precondition = true
repeat_timeout = 64800
on_complete = %=reward_random_item(wpn_vintorez:wpn_val:wpn_groza:wpn_saiga12:wpn_sr2m) =complete_task_inc_goodwill(50:army) =remove_fetch_item(simulation_task_15_fetch) =reward_stash(true) =inc_task_stage(simulation_task_15)%
on_fail = %=fail_task_dec_goodwill(25:army)%
condlist_0 = {!task_giver_alive(simulation_task_15)} fail

;--------------------------------------------------------------------------------------------------
; FIND WEAPON FOR BANDIT TASK-

[simulation_task_16]
icon = ui_inGame2_Osobiy_zakaz
prior = 60
sim_communities = bandit
storyline = false
title = simulation_task_16_name
title_functor = general_fetch_task
descr = simulation_task_16_text
descr_functor = general_fetch_task
job_descr = simulation_task_16_about
fetch_descr = simulation_task_16_fetch_about
fetch_func = %=setup_weapon_fetch_task(simulation_task_16_fetch)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_16_fetch_finish
precondition = true
repeat_timeout = 43200
on_complete = %=complete_task_inc_goodwill(50:bandit) =reward_weapon_cost_mult_and_remove(simulation_task_16_fetch:1) =reward_stash(true) =inc_task_stage(simulation_task_16)%
on_fail = %=fail_task_dec_goodwill(25:bandit)%
condlist_0 = {!task_giver_alive(simulation_task_16)} fail


;--------------------------------------------------------------------------------------------------
; ASSASSINATION FOR MILITARY TASK-

[simulation_task_17]
icon = ui_inGame2_Odin_vistrel
prior = 35
sim_communities = army
storyline = false
title = simulation_task_17_name
descr = simulation_task_17_text
job_descr = simulation_task_17_about
task_complete_descr = simulation_task_17_finish
precondition = true
repeat_timeout = 86400
status_functor = bounty_task
target_functor = general_bounty_task
stage_complete = 1
on_job_descr = %=on_init_bounty_hunt(simulation_task_17:bandit:freedom:csky)%
on_complete = %=reward_random_item(wpn_ak74:wpn_abakan:wpn_groza:wpn_val:wpn_vintorez) =inc_task_stage(simulation_task_17) =complete_task_inc_goodwill(50:army)%
on_fail = %=fail_task_dec_goodwill(25:army)%
condlist_0 = {!task_giver_alive(simulation_task_17)} fail


;--------------------------------------------------------------------------------------------------
; ASSASSINATION  FOR MERC OR BANDIT TASK-

[simulation_task_18]
icon = ui_inGame2_Odin_vistrel
prior = 35
sim_communities = killer, bandit
storyline = false
title = simulation_task_18_name
descr = simulation_task_18_text
job_descr = simulation_task_18_about
task_complete_descr = simulation_task_18_finish
precondition = true
repeat_timeout = 64800
status_functor = bounty_task
target_functor = general_bounty_task
stage_complete = 1
on_job_descr = %=on_init_bounty_hunt(simulation_task_18:stalker:army:dolg)%
on_complete = %=reward_random_money(9000:11000) =reward_stash(true) =inc_task_stage(simulation_task_18)%
condlist_0 = {!task_giver_alive(simulation_task_18)} fail

;--------------------------------------------------------------------------------------------------
; FACTION BASE DEFENSE VS MUTANTS-
[faction_base_defense]
icon = ui_iconsTotal_defend_lager
prior = 35
storyline = false
title = {-yantar_faction_base_defense_quest_started} faction_base_defense_name, {+yantar_faction_base_defense_quest_started} faction_base_defense_yantar_name
descr = {-yantar_faction_base_defense_quest_started} faction_base_defense_text, {+yantar_faction_base_defense_quest_started} faction_base_defense_yantar_text
target_functor = faction_base_defense_target
condlist_0 = {+faction_base_defense_enemy_killed +faction_base_defense_2nd_enemy_killed} complete
condlist_1 = {!base_defense_is_actor_on_level} fail
on_init = %=setup_base_defense_fail_conditions%
on_complete = %=actor_surge_immuned(false) =reward_random_money(6000:8000)%
on_fail = %=actor_surge_immuned(false)%
on_cancel = %=actor_surge_immuned(false)%
