Added New Mods and Profiles Folders

This is a complete rebuild of the modpack, with all new mods and updates for 1.5.3 of Anomaly.
This commit is contained in:
2025-01-14 05:07:53 -05:00
parent 85c665b107
commit 376b4b9689
21217 changed files with 546254 additions and 0 deletions
@@ -0,0 +1,75 @@
; promzone
[prom_9]
freedom_sim_squad_advanced = 1
; grimwood
[grim_2]
merc_sim_squad_veteran = 1
; poselok_ug
[posug_1]
simulation_chimera = 1
[posug_2]
simulation_snork = 1
[posug_10]
zombied_sim_squad_mix = 1
[posug_13]
simulation_psy_dog = 1
[posug_14]
simulation_snork = 1
[posug_16]
freedom_sim_squad_novice = 1
freedom_sim_squad_advanced = 1
freedom_poselok_ug_trader_squad
freedom_poselok_ug_medic_squad
[posug_17]
simulation_controller = 1
[posug_22]
simulation_snork = 1
[posug_23]
simulation_chimera = 1
[posug_28]
zombied_sim_squad_mix = 1
[posug_32]
simulation_gigant = 1
[posug_35]
bandit_sim_squad_advanced = 1
[posug_36]
bandit_sim_squad_novice = 1
bandit_sim_squad_advanced = 1
bandit_poselok_ug_trader_squad
bandit_poselok_ug_bodyguard_squad
[posug_37]
simulation_bloodsucker = 1
; collaider
[collaider_1]
collaider_1_zombies = 1
[collaider_2]
collaider_2_burers = 1
[collaider_3]
collaider_3_snorks = 1
[collaider_5]
collaider_5_zombied = 1
[collaider_6]
collaider_6_controller = 1
@@ -0,0 +1,470 @@
; promzone
[prom_1]:default_lair
sim_avail = {+redemption_final_monolith} false, true
surge = 1
killer = 1
stalker = 1
zombied = 1
[prom_2]:default_lair
sim_avail = {+redemption_final_monolith} false, true
zombied = 1
[prom_3]:default_lair
sim_avail = {+redemption_final_monolith} false, true
zombied = 1
[prom_4]:default_lair
sim_avail = {+redemption_final_monolith} false, true
zombied = 1
[prom_5]:default_lair
sim_avail = {+redemption_6_final} false, true
zombied = 1
[prom_6]:weak_lair
sim_avail = {+redemption_6_final} false, true
[prom_7]:default_lair
sim_avail = true
surge = 1
zombied = 1
[prom_8]:weak_lair
sim_avail = true
[prom_9]:default_base
sim_avail = true
surge = 1
killer = 1
ecolog = 1
stalker = 1
freedom = 1
[prom_10]:weak_lair
sim_avail = {+redemption_6_final} false, true
[prom_11]:default_base
sim_avail = true
surge = 1
ecolog = 1
stalker = 1
bandit = 1
freedom = 1
dolg = 1
[prom_12]:default_base
sim_avail = true
surge = 1
stalker = 1
bandit = 1
freedom = 1
dolg = 1
[prom_13]:weak_lair
sim_avail = true
[prom_14]:default_lair
sim_avail = true
surge = 1
ecolog = 1
stalker = 1
bandit = 1
zombied = 1
[prom_15]:default_lair
sim_avail = {+redemption_6_final} false, true
zombied = 1
;grimwood
[grim_1]:default_lair
sim_avail = true
surge = 1
killer = 1
ecolog = 1
monolith = 1
zombied = 1
[grim_2]:default_base
sim_avail = true
surge = 1
killer = 1
ecolog = 1
freedom = 1
[grim_3]:default_lair
sim_avail = true
zombied = 1
[grim_4]:default_lair
sim_avail = true
zombied = 1
[grim_5]:weak_lair
sim_avail = true
[grim_6]:weak_lair
sim_avail = true
[grim_7]:default_lair
sim_avail = true
zombied = 1
[grim_8]:default_lair
sim_avail = true
zombied = 1
[grim_9]:default_lair
sim_avail = {+redemption_5_stage_3} false, true
zombied = 1
[grim_10]:default_base
sim_avail = true
surge = 1
killer = 1
ecolog = 1
freedom = 1
stalker = 1
[grim_11]:weak_lair
sim_avail = true
[grim_12]:default_lair
sim_avail = true
zombied = 1
[grim_13]:default_lair
sim_avail = true
surge = 1
zombied = 1
[grim_14]:default_lair
sim_avail = true
zombied = 1
[grim_15]:default_lair
sim_avail = true
zombied = 1
[grim_16]:default_lair
sim_avail = true
surge = 1
killer = 1
ecolog = 1
monolith = 1
stalker = 1
zombied = 1
[grim_17]:default_lair
sim_avail = true
zombied = 1
;poselok_ug
[posug_1]:default_lair
sim_avail = true
[posug_2]:default_lair
sim_avail = true
[posug_3]:default_lair
sim_avail = true
surge = 1
stalker = 1
dolg = 1
ecolog = 1
renegade = 1
zombied = 1
[posug_4]:default_lair
sim_avail = true
surge = 1
stalker = 1
dolg = 1
csky = 1
ecolog = 1
renegade = 1
army = 1
zombied = 1
[posug_5]:weak_lair
sim_avail = true
[posug_6]:default
sim_avail = true
territory = 1
stalker = 1
dolg = 1
ecolog = 1
bandit = 1
csky = 1
renegade = 1
zombied = 1
[posug_7]:weak_lair
sim_avail = true
zombied = 1
[posug_8]:default
sim_avail = true
surge = 1
territory = 1
stalker = 1
csky = 1
renegade = 1
ecolog = 1
freedom = 1
army = 1
[posug_9]:default_lair
sim_avail = true
surge = 1
stalker = 1
dolg = 1
bandit = 1
csky = 1
renegade = 1
ecolog = 1
freedom = 1
army = 1
zombied = 1
[posug_10]:default_lair
sim_avail = true
zombied = 1
[posug_11]:weak_lair
sim_avail = true
zombied = 1
[posug_12]:weak_lair
sim_avail = true
zombied = 1
[posug_13]:default_lair
sim_avail = true
surge = 1
stalker = 1
dolg = 1
killer = 1
monolith = 1
ecolog = 1
freedom = 1
zombied = 1
[posug_14]:default_lair
sim_avail = true
surge = 1
stalker = 1
dolg = 1
killer = 1
monolith = 1
freedom = 1
csky = 1
zombied = 1
[posug_15]:default_lair
sim_avail = true
surge = 1
stalker = 1
dolg = 1
freedom = 1
bandit = 1
csky = 1
renegade = 1
zombied = 1
[posug_16]:default_base
sim_avail = true
surge = 1
stalker = 1
freedom = 3
[posug_17]:default_lair
sim_avail = true
surge = 1
stalker = 1
dolg = 1
bandit = 1
killer = 1
monolith = 1
freedom = 1
ecolog = 1
zombied = 1
[posug_18]:default_lair
sim_avail = true
surge = 1
dolg = 1
bandit = 1
killer = 1
monolith = 1
freedom = 1
zombied = 1
[posug_19]:default_lair
sim_avail = true
surge = 1
stalker = 1
dolg = 1
bandit = 1
csky = 1
renegade = 1
zombied = 1
[posug_20]:default_lair
sim_avail = true
surge = 1
freedom = 1
killer = 1
ecolog = 1
[posug_21]:default
sim_avail = true
surge = 1
territory = 1
stalker = 1
bandit = 1
killer = 1
monolith = 1
freedom = 1
[posug_22]:default_lair
sim_avail = true
zombied = 1
[posug_23]:default_lair
sim_avail = true
zombied = 1
[posug_24]:default
sim_avail = true
surge = 1
territory = 1
stalker = 1
dolg = 1
bandit = 1
csky = 1
ecolog = 1
renegade = 1
freedom = 1
army = 1
[posug_25]:weak_lair
sim_avail = true
zombied = 1
[posug_26]:weak_lair
sim_avail = true
[posug_27]:default_lair
sim_avail = true
surge = 1
bandit = 1
killer = 1
monolith = 1
freedom = 1
zombied = 1
[posug_28]:default_lair
sim_avail = true
zombied = 1
[posug_29]:default_lair
sim_avail = true
surge = 1
bandit = 1
killer = 1
freedom = 1
zombied = 1
[posug_30]:default
sim_avail = true
surge = 1
territory = 1
dolg = 1
bandit = 1
killer = 1
renegade = 1
[posug_31]:weak_lair
sim_avail = true
zombied = 1
[posug_32]:default_lair
sim_avail = true
[posug_33]:default
sim_avail = true
surge = 1
territory = 1
bandit = 1
killer = 1
freedom = 1
[posug_34]:default_lair
sim_avail = true
surge = 1
bandit = 1
killer = 1
renegade = 1
[posug_35]:default
sim_avail = true
surge = 1
territory = 1
bandit = 1
renegade = 1
[posug_36]:default_lair
sim_avail = true
surge = 1
bandit = 1
renegade = 1
[posug_37]:default_lair
sim_avail = true
; redemption
![mil_smart_terrain_7_4]
sim_avail = {+redemption_5_stage_6} false, true
![mil_smart_terrain_8_3]
sim_avail = {+redemption_5_stage_6} false, true
; bunker_a1
[bunker_1]:default_lair
sim_avail = true
;zombied = 1
[bunker_2]:default_lair
sim_avail = true
;zombied = 1
; collaider
[collaider_1]:default_lair
sim_avail = {+redemption_storyline_finished} true, false
;zombied = 1
[collaider_2]:default_lair
sim_avail = {+redemption_storyline_finished} true, false
;zombied = 1
[collaider_3]:default_lair
sim_avail = {+redemption_storyline_finished} true, false
;zombied = 1
[collaider_4]:default_lair
sim_avail = {+redemption_storyline_finished} true, false
;zombied = 1
[collaider_5]:default_lair
sim_avail = {+redemption_storyline_finished} true, false
;zombied = 1
[collaider_6]:default_lair
sim_avail = {+redemption_storyline_finished} true, false
;zombied = 1
@@ -0,0 +1,161 @@
[prom_1]
254,254,254,236
[prom_2]
254,254,254,237
[prom_3]
254,254,254,238
[prom_4]
254,254,254,239
[prom_5]
254,254,254,240
[prom_6]
254,254,254,241
[prom_7]
254,254,254,242
[prom_8]
254,254,254,243
[prom_9]
254,254,254,244
[prom_10]
254,254,254,245
[prom_11]
254,254,254,246
[prom_12]
254,254,254,247
[prom_13]
254,254,254,248
[prom_14]
254,254,254,249
[prom_15]
254,254,254,250
[grim_1]
253, 253, 253, 001
[grim_2]
253, 253, 253, 002
[grim_3]
253, 253, 253, 003
[grim_4]
253, 253, 253, 004
[grim_5]
253, 253, 253, 005
[grim_6]
253, 253, 253, 006
[grim_7]
253, 253, 253, 007
[grim_8]
253, 253, 253, 008
[grim_9]
253, 253, 253, 009
[grim_10]
253, 253, 253, 010
[grim_11]
253, 253, 253, 011
[grim_12]
253, 253, 253, 012
[grim_13]
253, 253, 253, 013
[grim_14]
253, 253, 253, 014
[grim_15]
253, 253, 253, 015
[grim_16]
253, 253, 253, 016
[grim_17]
253, 253, 253, 017
[posug_1]
253, 253, 253, 018
[posug_2]
253, 253, 253, 019
[posug_3]
253, 253, 253, 020
[posug_4]
253, 253, 253, 021
[posug_5]
253, 253, 253, 022
[posug_6]
253, 253, 253, 023
[posug_7]
253, 253, 253, 024
[posug_8]
253, 253, 253, 025
[posug_9]
253, 253, 253, 026
[posug_10]
253, 253, 253, 027
[posug_11]
253, 253, 253, 028
[posug_12]
253, 253, 253, 029
[posug_13]
253, 253, 253, 030
[posug_14]
253, 253, 253, 031
[posug_15]
253, 253, 253, 032
[posug_16]
253, 253, 253, 033
[posug_17]
253, 253, 253, 034
[posug_18]
253, 253, 253, 035
[posug_19]
253, 253, 253, 036
[posug_20]
253, 253, 253, 037
[posug_21]
253, 253, 253, 038
[posug_22]
253, 253, 253, 039
[posug_23]
253, 253, 253, 040
[posug_24]
253, 253, 253, 041
[posug_25]
253, 253, 253, 042
[posug_26]
253, 253, 253, 043
[posug_27]
253, 253, 253, 044
[posug_28]
253, 253, 253, 045
[posug_29]
253, 253, 253, 046
[posug_30]
253, 253, 253, 047
[posug_31]
253, 253, 253, 048
[posug_32]
253, 253, 253, 049
[posug_33]
253, 253, 253, 050
[posug_34]
253, 253, 253, 051
[posug_35]
253, 253, 253, 052
[posug_36]
253, 253, 253, 053
[posug_37]
253, 253, 253, 054
[bunker_1]
253, 253, 253, 055
[bunker_2]
253, 253, 253, 056
[collaider_1]
253, 253, 253, 057
[collaider_2]
253, 253, 253, 058
[collaider_3]
253, 253, 253, 059
[collaider_4]
253, 253, 253, 060
[collaider_5]
253, 253, 253, 061
[collaider_6]
253, 253, 253, 062
@@ -0,0 +1,42 @@
![list]
prom_1_surge_hide_1
prom_1_surge_hide_2
prom_2_surge_hide_2
prom_4_surge_hide_1
prom_4_surge_hide_2
prom_7_surge_hide
prom_9_surge_hide
prom_10_surge_hide
prom_11_surge_hide
prom_12_surge_hide
prom_14_surge_hide_1
prom_14_surge_hide_2
prom_14_surge_hide_3
grim_1_surge_hide_1
grim_2_surge_hide_1
grim_10_surge_hide_1
grim_13_surge_hide_1
grim_16_surge_hide_1
posug_3_surge_hide_1
posug_4_surge_hide_1
posug_8_surge_hide_1
posug_9_surge_hide_1
posug_13_surge_hide_1
posug_14_surge_hide_1
posug_15_surge_hide_1
posug_16_surge_hide_1
posug_17_surge_hide_1
posug_18_surge_hide_1
posug_19_surge_hide_1
posug_20_surge_hide_1
posug_21_surge_hide_1
posug_24_surge_hide_1
posug_27_surge_hide_1
posug_29_surge_hide_1
posug_30_surge_hide_1
posug_33_surge_hide_1
posug_34_surge_hide_1
posug_35_surge_hide_1
posug_36_surge_hide_1
@@ -0,0 +1,6 @@
[redemption_4_bandit_door]
type = npc
path = human\bandit_2\states\meet\meet_use_no_talk_leader_
shuffle = rnd
idle = 3,5,100
story_ids = redemption_task_4_bandit_1
@@ -0,0 +1,71 @@
[simulation_new_bloodsucker]:online_offline_group
faction = monster
npc_random = bloodsucker_red_normal, bloodsucker_green_normal, bloodsucker_black_normal, bloodsucker_red_strong, bloodsucker_green_strong, bloodsucker_black_strong
npc_in_squad = 2
common = true
[simulation_new_burer]:online_offline_group
faction = monster
npc_random = burer_normal, burer_normal2, burer_weak, burer_weak2
npc_in_squad = 2
common = true
[simulation_new_snork]:online_offline_group
faction = monster
npc_random = snork_normal, snork_normal2, snork_normal3, snork_normal4, snork_strong, snork_strong2, snork_strong3, snork_strong4
npc_in_squad = 3, 4
common = true
[simulation_new_zombie]:online_offline_group
faction = monster
npc_random = zombie_normal, zombie_strong
npc_in_squad = 5, 6
common = true
[simulation_new_zombied]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4
npc_in_squad = 3, 4
common = true
[simulation_new_controller]:online_offline_group
faction = monster
npc_random = m_controller_normal
npc_in_squad = 1
common = true
[collaider_1_zombies]:online_offline_group
faction = monster
npc_random = zombie_normal, zombie_strong
npc_in_squad = 5, 6
common = true
target_smart = collaider_1
[collaider_2_burers]:online_offline_group
faction = monster
npc_random = burer_normal, burer_normal2, burer_weak, burer_weak2
npc_in_squad = 2
common = true
target_smart = collaider_2
[collaider_3_snorks]:online_offline_group
faction = monster
npc_random = snork_normal, snork_normal2, snork_normal3, snork_normal4, snork_strong, snork_strong2, snork_strong3, snork_strong4
npc_in_squad = 4, 5
common = true
target_smart = collaider_3
[collaider_5_zombied]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4
npc_in_squad = 3, 4
common = true
target_smart = collaider_5
[collaider_6_controller]:online_offline_group
faction = monster
npc_random = m_controller_normal
npc_in_squad = 1
common = true
target_smart = collaider_6
@@ -0,0 +1,25 @@
[freedom_poselok_ug_trader_squad]:online_offline_group
story_id = freedom_poselok_ug_trader_squad
npc = freedom_poselok_ug_trader
target_smart = posug_16
faction = freedom
on_death = %+freedom_poselok_ug_trader_death%
[freedom_poselok_ug_medic_squad]:online_offline_group
story_id = freedom_poselok_ug_medic_squad
npc = freedom_poselok_ug_medic
target_smart = posug_16
faction = freedom
[bandit_poselok_ug_trader_squad]:online_offline_group
story_id = bandit_poselok_ug_trader_squad
npc = bandit_poselok_ug_trader
target_smart = posug_36
faction = bandit
on_death = %+bandit_poselok_ug_trader_death%
[bandit_poselok_ug_bodyguard_squad]:online_offline_group
story_id = bandit_poselok_ug_bodyguard_squad
npc = bandit_poselok_ug_bodyguard
target_smart = posug_36
faction = bandit
@@ -0,0 +1,132 @@
[redemption_task_1_eco_squad]:online_offline_group
story_id = redemption_task_1_eco_squad
npc = redemption_task_1_eco
faction = ecolog
target_smart = prom_8
on_death = %+redemption_task_1_eco_death%
[redemption_task_3_illeon_stalker_squad]:online_offline_group
story_id = redemption_task_3_illeon_stalker_squad
npc = redemption_task_3_illeon_stalker
faction = stalker
target_smart = prom_7
on_death = %+redemption_task_3_illeon_death%
[redemption_task_4_arena_zombie_squad]:online_offline_group
story_id = redemption_task_4_arena_zombie_squad
npc = zombie_weak, zombie_weak, zombie_normal
npc_in_squad = 3
faction = monster
target_smart = actor
on_death = %+redemption_task_4_zombies_killed%
[redemption_task_4_bloodsucker_squad]:online_offline_group
story_id = redemption_task_4_bloodsucker_squad
npc = bloodsucker_red_normal, bloodsucker_red_normal
npc_in_squad = 2
faction = monster
target_smart = agr_smart_terrain_6_4
on_death = %+redemption_task_4_bloodsuckers_killed%
[redemption_task_5_illeon_squad]:online_offline_group
story_id = redemption_task_5_illeon_squad
npc = redemption_task_5_illeon
faction = stalker
target_smart = yan_smart_terrain_6_4
on_death = %+redemption_task_5_illeon_death%
[redemption_task_5_snorks_squad]:online_offline_group
story_id = redemption_task_5_snorks_squad
npc = snork_normal2, snork_normal3, snork_strong, snork_strong3, snork_strong4
npc_in_squad = 5
faction = monster
target_smart = grim_9
on_death = %+redemption_task_5_snorks_killed%
[redemption_task_5_dutier_squad]:online_offline_group
story_id = redemption_task_5_dutier_squad
npc = redemption_task_5_dutier
faction = dolg
on_death = %+redemption_task_5_dutier_death%
[redemption_task_5_monolith_squad_1]:online_offline_group
story_id = redemption_task_5_monolith_squad_1
npc = sim_monolith_sniper, sim_default_monolith_4, sim_default_monolith_3, sim_default_monolith_2
npc_in_squad = 4
faction = monolith
target_smart = prom_1
[redemption_task_5_monolith_squad_2]:online_offline_group
story_id = redemption_task_5_monolith_squad_2
npc = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_1
npc_in_squad = 4
faction = monolith
target_smart = prom_1
[redemption_task_5_monolith_squad_3]:online_offline_group
story_id = redemption_task_5_monolith_squad_3
npc = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_1
npc_in_squad = 3
faction = monolith
target_smart = prom_1
[redemption_task_5_monolith_squad_4]:online_offline_group
story_id = redemption_task_5_monolith_squad_4
npc = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_2
npc_in_squad = 3
faction = monolith
target_smart = prom_1
[redemption_task_5_monolith_squad_backup_1]:online_offline_group
story_id = redemption_task_5_monolith_squad_backup_1
npc_random = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_1
npc_in_squad = 3
faction = monolith
target_smart = prom_1
rush = true
[redemption_task_5_monolith_squad_backup_2]:online_offline_group
story_id = redemption_task_5_monolith_squad_backup_2
npc_random = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_1
npc_in_squad = 2
faction = monolith
target_smart = prom_1
rush = true
[redemption_task_5_monolith_squad_backup_3]:online_offline_group
story_id = redemption_task_5_monolith_squad_backup_3
npc_random = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_1
npc_in_squad = 3, 4
faction = monolith
target_smart = prom_2
rush = true
[redemption_task_6_duty_squad]:online_offline_group
story_id = redemption_task_6_duty_squad
npc = redemption_task_6_duty_captain, sim_default_duty_4, sim_default_duty_3, sim_default_duty_3, sim_default_duty_3
npc_in_squad = 5
faction = dolg
target_smart = {-redemption_6_stage_6} prom_15, prom_1
[redemption_task_6_freedom_squad]:online_offline_group
story_id = redemption_task_6_freedom_squad
npc = redemption_task_6_freedom_captain, sim_default_freedom_4, sim_default_freedom_3, sim_default_freedom_3
npc_in_squad = 4
faction = freedom
target_smart = {-redemption_6_attack_time} prom_6, prom_1
[redemption_task_5_monolith_inside]:online_offline_group
story_id = redemption_task_5_monolith_inside
npc_random = sim_default_monolith_2, sim_default_monolith_1
npc_in_squad = 2
faction = monolith
target_smart = actor
[redemption_task_6_monolith_vakhar_squad]:online_offline_group
story_id = redemption_task_6_monolith_vakhar_squad
npc = redemption_task_6_monolith_vakhar, sim_default_monolith_3, sim_default_monolith_2
npc_in_squad = 3
faction = monolith
target_smart = actor
rush = true
on_death = %+redemption_task_6_vakhar_killed%
@@ -0,0 +1,150 @@
;------------------------------------------------
; ----- Freedom trader -----
; mutant hunt
[freedom_poselok_ug_trader_task_1]
icon = ui_iconsTotal_mutant
storyline = false
prior = 35
repeat_timeout = 43200
precondition = {=validate_assault_task(freedom_poselok_ug_trader_task_1:1:1:nil:false:true:nil)} true, false
title = freedom_poselok_ug_trader_task_1_name
descr = freedom_poselok_ug_trader_task_1_text
job_descr = freedom_poselok_ug_trader_task_1_about
task_complete_descr = freedom_poselok_ug_trader_1_finish
stage_complete = 1
target_functor = assault_task_target_functor
status_functor = assault_task_status_functor
status_functor_params = monster, monster_predatory_day, monster_predatory_night, monster_vegetarian, monster_zombied_day, monster_zombied_night, monster_special
condlist_0 = {+freedom_poselok_ug_trader_death} fail
on_job_descr = %=setup_assault_task(freedom_poselok_ug_trader_task_1)%
on_init = %+freedom_poselok_ug_trader_mutant_task%
on_complete = %=complete_task_inc_goodwill(50:freedom) =reward_random_money(3500:5000) =reward_stash(true) =inc_task_stage(freedom_poselok_ug_trader_task_1) -freedom_poselok_ug_trader_mutant_task%
on_fail = %=fail_task_dec_goodwill(25:freedom)%
; artefact
[freedom_poselok_ug_trader_task_2]
icon = ui_iconsTotal_artefact
storyline = false
prior = 65
repeat_timeout = 21200
;precondition = true
title = freedom_poselok_ug_trader_task_2_name
title_functor = general_fetch_task
descr = freedom_poselok_ug_trader_task_2_text
descr_functor = general_fetch_task
job_descr = freedom_poselok_ug_trader_task_2_about
fetch_descr = freedom_poselok_ug_trader_task_2_fetch_about
task_complete_descr = freedom_poselok_ug_trader_task_2_fetch_finish
stage_complete = 1
target_functor = general_fetch_task
status_functor = actor_has_fetch_item
condlist_0 = {+freedom_poselok_ug_trader_death} fail
fetch_func = %=setup_fetch_task(freedom_poselok_ug_trader_task_2_fetch:artefacts:1:1)%
on_complete = %=complete_task_inc_goodwill(50:freedom) =fetch_reward_and_remove(freedom_poselok_ug_trader_task_2_fetch:1.3) =reward_stash(true) =inc_task_stage(freedom_poselok_ug_trader_task_2)%
on_fail = %=fail_task_dec_goodwill(25:freedom)%
; documents
[freedom_poselok_ug_trader_task_3]
icon = ui_inGame2_Poslednie_razrabotki
storyline = false
prior = 39
repeat_timeout = 43200
precondition = {-drx_sl_quest_item_task_1_started} true, false
title = freedom_poselok_ug_trader_task_3_name
descr = freedom_poselok_ug_trader_task_3_text
job_descr = freedom_poselok_ug_trader_task_3_about
task_complete_descr = freedom_poselok_ug_trader_task_3_finish
stage_complete = 1
target_functor = drx_sl_quest_item_task_target
status_functor = drx_sl_quest_item_task_status
condlist_0 = {+freedom_poselok_ug_trader_death} fail
on_job_descr = %=drx_sl_create_quest_stash(freedom_poselok_ug_trader_task_3:1)%
on_complete = %=reward_random_money_by_dist(freedom_poselok_ug_trader_task_3:3000:3500:0.4) =reward_stash(true) =complete_task_inc_goodwill(50:freedom) =remove_item(drx_sl_quest_item_1) =inc_task_stage(freedom_poselok_ug_trader_task_3) -drx_sl_quest_item_task_1_started =drx_sl_unregister_task_giver(freedom_poselok_ug_trader_task_3) =drx_sl_reset_stored_task(freedom_poselok_ug_trader_task_3)%
on_fail = %=fail_task_dec_goodwill(25:freedom) -drx_sl_quest_item_task_1_started =drx_sl_unregister_task_giver(freedom_poselok_ug_trader_task_3) =drx_sl_reset_stored_task(freedom_poselok_ug_trader_task_3)%
;------------------------------------------------
; ----- Bandit trader -----
; mutant hunt
[bandit_poselok_ug_trader_task_1]
icon = ui_inGame2_Nochnaya_ohota
storyline = false
prior = 55
repeat_timeout = 21000
precondition = {=validate_assault_task(bandit_poselok_ug_trader_task_1:1:1:nil:false:true:nil)} true, false
title = bandit_poselok_ug_trader_task_1_name
descr = bandit_poselok_ug_trader_task_1_text
job_descr = bandit_poselok_ug_trader_task_1_about
task_complete_descr = bandit_poselok_ug_trader_task_1_finish
stage_complete = 1
target_functor = assault_task_target_functor
status_functor = assault_task_status_functor
status_functor_params = monster, monster_predatory_day, monster_predatory_night, monster_vegetarian, monster_zombied_day, monster_zombied_night, monster_special
condlist_0 = {+bandit_poselok_ug_trader_death} fail
on_job_descr = %=setup_assault_task(bandit_poselok_ug_trader_task_1)%
on_complete = %=reward_random_money(6500:8000) =reward_stash(true) =complete_task_inc_goodwill(50:bandit) =inc_task_stage(bandit_poselok_ug_trader_task_1) =drx_sl_unregister_task_giver(bandit_poselok_ug_trader_task_1) =drx_sl_reset_stored_task(bandit_poselok_ug_trader_task_1)%
on_fail = %=fail_task_dec_goodwill(25:bandit) =drx_sl_unregister_task_giver(bandit_poselok_ug_trader_task_1) =drx_sl_reset_stored_task(bandit_poselok_ug_trader_task_1)%
; bounty
[bandit_poselok_ug_trader_task_2]
icon = ui_inGame2_Odin_vistrel
storyline = false
prior = 45
repeat_timeout = 21000
;precondition = true
title = bandit_poselok_ug_trader_task_2_name
descr = bandit_poselok_ug_trader_task_2_text
job_descr = bandit_poselok_ug_trader_task_2_about
task_complete_descr = bandit_poselok_ug_trader_task_2_finish
stage_complete = 1
target_functor = general_bounty_task
status_functor = bounty_task
condlist_0 = {+bandit_poselok_ug_trader_death} fail
on_job_descr = %=setup_bounty_task(bandit_poselok_ug_trader_task_2:true:false:bandit)%
on_complete = %=reward_random_money(7500:8500) =reward_stash(true) =complete_task_inc_goodwill(50:bandit) =inc_task_stage(bandit_poselok_ug_trader_task_2) =drx_sl_unregister_task_giver(bandit_poselok_ug_trader_task_2) =drx_sl_reset_stored_task(bandit_poselok_ug_trader_task_2)%
on_fail = %=fail_task_dec_goodwill(25:bandit) =drx_sl_unregister_task_giver(bandit_poselok_ug_trader_task_2) =drx_sl_reset_stored_task(bandit_poselok_ug_trader_task_2)%
; meat
[bandit_poselok_ug_trader_task_3]
icon = ui_inGame2_Pripasi
storyline = false
prior = 30
repeat_timeout = 16200
;precondition = true
title = bandit_poselok_ug_trader_task_3_name
title_functor = general_fetch_task
descr = bandit_poselok_ug_trader_task_3_text
descr_functor = general_fetch_task
job_descr = bandit_poselok_ug_trader_task_3_about
fetch_descr = bandit_poselok_ug_trader_task_3_fetch_about
task_complete_descr = bandit_poselok_ug_trader_task_3_fetch_finish
stage_complete = 1
target_functor = general_fetch_task
status_functor = actor_has_fetch_item
condlist_0 = {+bandit_poselok_ug_trader_death} fail
fetch_func = %=setup_fetch_task(bandit_poselok_ug_trader_task_3_fetch:mutant_meat:6:10)%
on_complete = %=fetch_reward_and_remove(bandit_poselok_ug_trader_task_3_fetch:1.25) =reward_stash(true) =complete_task_inc_goodwill(50:bandit) =inc_task_stage(bandit_poselok_ug_trader_task_3) =pstor_reset(bandit_poselok_ug_trader_task_3_fetch) =drx_sl_unregister_task_giver(bandit_poselok_ug_trader_task_3) =drx_sl_reset_stored_task(bandit_poselok_ug_trader_task_3)%
on_fail = %=fail_task_dec_goodwill(25:bandit) =pstor_reset(bandit_poselok_ug_trader_task_3_fetch) =drx_sl_unregister_task_giver(bandit_poselok_ug_trader_task_3) =drx_sl_reset_stored_task(bandit_poselok_ug_trader_task_3)%
@@ -0,0 +1,71 @@
;------------------------------------------------
; ---------------- 1 protect scientist ------------------
[redemption_task_1]
icon = ui_icon_news_trx_death_report
prior = 20
storyline = true
title_functor = redemption_1_target_functor
descr_functor = redemption_1_target_functor
target_functor = redemption_1_target_functor
status_functor = redemption_1_status_functor
condlist_0 = {+redemption_1_stage_1 +redemption_task_1_eco_death} fail, {+redemption_1_stage_2 +redemption_task_1_eco_death} fail, {+redemption_1_stage_3 +redemption_task_1_eco_death} fail, {+redemption_1_stage_4 +redemption_task_1_eco_death} fail, {+redemption_1_stage_5 +redemption_task_1_eco_death} fail
; -------------- 2 find documents ------------
[redemption_task_2]
icon = ui_icon_news_trx_death_report
prior = 20
storyline = true
title_functor = redemption_2_target_functor
descr_functor = redemption_2_target_functor
target_functor = redemption_2_target_functor
status_functor = redemption_2_status_functor
; -------------- 3 place devices ------------
[redemption_task_3]
icon = ui_icon_news_trx_death_report
prior = 20
storyline = true
title_functor = redemption_3_target_functor
descr_functor = redemption_3_target_functor
target_functor = redemption_3_target_functor
status_functor = redemption_3_status_functor
; -------------- 4 get documents ------------
[redemption_task_4]
icon = ui_icon_news_trx_death_report
prior = 20
storyline = true
title_functor = redemption_4_target_functor
descr_functor = redemption_4_target_functor
target_functor = redemption_4_target_functor
status_functor = redemption_4_status_functor
; -------------- 5 get help ------------
[redemption_task_5]
icon = ui_icon_news_trx_death_report
prior = 20
storyline = true
title_functor = redemption_5_target_functor
descr_functor = redemption_5_target_functor
target_functor = redemption_5_target_functor
status_functor = redemption_5_status_functor
condlist_0 = {+redemption_5_stage_5 +redemption_task_5_dutier_death} %-redemption_final_monolith% fail
; -------------- 6 final ------------
[redemption_task_6]
icon = ui_icon_news_trx_death_report
prior = 20
storyline = true
title_functor = redemption_6_target_functor
descr_functor = redemption_6_target_functor
target_functor = redemption_6_target_functor
status_functor = redemption_6_status_functor