;==============================================================
;
; TASKS PROVIDED DYNAMICALLY BY NPC's
;	CoC 1.3.11 - DoctorX
;       CoC 1.3.20 - First_Lieutenant_Skelja
;	Main faction: ALL NPC's
;	Strings file: st_quests_general.xml
;	Modified by: DoctorX and First_Lieutenant_Skelja:)
;	March 18, 2016, Ìàé 29, 2016
;
;==============================================================


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

[simulation_task_1]
icon = ui_iconsTotal_find_item
prior = 90
repeat_timeout = 500
storyline = false
sim_communities = stalker, csky, dolg, ecolog, monolith
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:1:4)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_1_fetch_finish
precondition = {=random_chance(60)} true, false
on_complete = %=reward_item_cost_mult_and_remove(simulation_task_1_fetch:1) =reward_stash(true) =remove_fetch_item(simulation_task_1_fetch) =inc_task_stage(simulation_task_1) =pstor_reset(simulation_task_1_fetch)%
on_fail = %=pstor_reset(simulation_task_1_fetch)%
reward_item = ammo_5.56x45_ap:ammo_5.56x45_ap:ammo_12x70_buck:ammo_12x70_buck
condlist_0 = {!task_giver_alive(simulation_task_1)} fail


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

[simulation_task_2]
icon = ui_iconsTotal_find_item
prior = 90
repeat_timeout = 500
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:1:4)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_2_fetch_finish
precondition = {=random_chance(60)} true, false
on_complete = %=reward_item_cost_mult_and_remove(simulation_task_2_fetch:2.5) =reward_stash(true) =remove_fetch_item(simulation_task_2_fetch) =inc_task_stage(simulation_task_2) =pstor_reset(simulation_task_2_fetch)%
on_fail = %=pstor_reset(simulation_task_2_fetch)%
condlist_0 = {!task_giver_alive(simulation_task_2)} fail


; --------------------------------------------------------------------------------------------------
; FIND MUTANT MEAT FOR ALL FACTION

[simulation_task_3]
icon = ui_iconsTotal_monster_part
prior = 75
sim_communities = stalker, csky, killer, freedom, bandit, monolith, ecolog, dolg, army
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(simulation_task_3_fetch:6:mutant_part_boar_chop:mutant_part_dog_meat:mutant_part_flesh_meat:mutant_part_psevdodog_meat:mutant_part_tushkano_meat)%
stage_complete = 1
repeat_timeout = 500
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_3_fetch_finish
precondition = {=random_chance(60)} true, false
on_complete = %=reward_item_cost_mult_and_remove(simulation_task_3_fetch:6:6) =reward_stash(true) =inc_task_stage(simulation_task_3)%
reward_item = ammo_9x39_ap:ammo_9x39_ap:ammo_9x39_ap:ammo_5.56x45_ap:ammo_5.56x45_ap
condlist_0 = {!task_giver_alive(simulation_task_3)} fail


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

[simulation_task_4]
icon = ui_iconsTotal_artefact
prior = 65
sim_communities = stalker, csky, dolg, freedom, killer, ecolog
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 = {=random_chance(60)} true, false
repeat_timeout = 16400
on_complete = %=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
reward_random_money(1500:3000)
reward_item = wpn_vintorez


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

[simulation_task_5]
icon = ui_iconsTotal_weapons
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 = {=random_chance(60)} true, false
repeat_timeout = 500
on_complete = %=complete_task_inc_goodwill(50:stalker) =reward_item_cost_mult_and_remove(simulation_task_5_fetch:1.2) =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, MILITARY, OR MONOLITH TASK-

[simulation_task_6]
icon = ui_iconsTotal_weapons
prior = 60
sim_communities = dolg, killer, csky, army, monolith, freedom
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 = {=random_chance(60)} true, false
repeat_timeout = 500
on_complete = %=reward_item_cost_mult_and_remove(simulation_task_6_fetch:1.5) =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_Zalozhnik
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) +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 = 26400
on_complete = %=reward_random_money(1500:3000) =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) =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_Zalozhnik
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:killer:monolith) =setup_companion_task(hostage_companion_task_1_dolg:nil:simulation_task_8_id:true) +hostage_companion_task_1_started%
precondition = {=random_chance =is_faction_enemy_to_actor(bandit) =is_faction_enemy_to_actor(freedom) =is_faction_enemy_to_actor(killer) =is_faction_enemy_to_actor(monolith) -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:killer:monolith) !squad_exist(hostage_companion_task_1)} true, false
repeat_timeout = 26400
on_complete = %=reward_random_money(1500:3000) =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) =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_Zalozhnik
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:dolg:bandit:killer) =setup_companion_task(hostage_companion_task_1_freedom:nil:simulation_task_9_id:true) +hostage_companion_task_1_started%
precondition = {=random_chance =is_faction_enemy_to_actor(monolith) =is_faction_enemy_to_actor(army) =is_faction_enemy_to_actor(dolg) =is_faction_enemy_to_actor(bandit) =is_faction_enemy_to_actor(killer) -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:dolg:bandit:killer) !squad_exist(hostage_companion_task_1)} true, false
repeat_timeout = 26400
on_complete = %=reward_random_money(1500:3000) =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) =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_Zalozhnik
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) +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 = 26400
on_complete = %=complete_task_inc_goodwill(50:ecolog) =reward_stash(true) =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) =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
reward_item = af_soul


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

[simulation_task_11]
icon = ui_iconsTotal_kill_stalker
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 = {=random_chance(25)} true, false
repeat_timeout = 16400
status_functor = bounty_task
target_functor = general_bounty_task
stage_complete = 1
on_init = %=on_init_bounty_hunt(simulation_task_11:killer:army:bandit)%
on_complete = %=reward_random_money(2500:4500) =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_iconsTotal_kill_stalker
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 = {=random_chance(25)} true, false
repeat_timeout = 26400
status_functor = bounty_task
target_functor = general_bounty_task
stage_complete = 1
on_init = %=on_init_bounty_hunt(simulation_task_12:bandit)%
on_complete = %=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
reward_item = wpn_sig550:vodka


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

[simulation_task_13]
icon = ui_iconsTotal_find_item
prior = 90
repeat_timeout = 500
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:1:4)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_13_fetch_finish
precondition = {=random_chance(60)} true, false
on_complete = %=reward_item_cost_mult_and_remove(simulation_task_13_fetch:1) =reward_stash(true) =remove_fetch_item(simulation_task_13_fetch) =inc_task_stage(simulation_task_13) =pstor_reset(simulation_task_13_fetch)%
on_fail = %=pstor_reset(simulation_task_13_fetch)%
reward_item = ammo_9x39_pab9:ammo_9x39_pab9:ammo_5.45x39_ap:ammo_vog-25
condlist_0 = {!task_giver_alive(simulation_task_13)} fail


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

[simulation_task_14]
icon = ui_iconsTotal_find_item
prior = 90
repeat_timeout = 500
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:1:4)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_14_fetch_finish
precondition = {=random_chance(60)} true, false
on_complete = %=reward_item_cost_mult_and_remove(simulation_task_14_fetch:1) =reward_stash(true) =remove_fetch_item(simulation_task_14_fetch) =inc_task_stage(simulation_task_14) =pstor_reset(simulation_task_14_fetch)%
on_fail = %=pstor_reset(simulation_task_14_fetch)%
reward_item = ammo_5.45x39_ap:ammo_5.45x39_fmj:ammo_5.45x39_fmj:ammo_9x19_pbp
condlist_0 = {!task_giver_alive(simulation_task_14)} fail


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

[simulation_task_15]
icon = ui_iconsTotal_artefact
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 = {=random_chance(60)} true, false
repeat_timeout = 16400
on_complete = %=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
reward_item = wpn_svd


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

[simulation_task_16]
icon = ui_iconsTotal_weapons
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 = {=random_chance(60)} true, false
repeat_timeout = 86400
on_complete = %=complete_task_inc_goodwill(50:bandit) =reward_item_cost_mult_and_remove(simulation_task_16_fetch:2) =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_iconsTotal_kill_stalker
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 = {=random_chance(25)} true, false
repeat_timeout = 1000
status_functor = bounty_task
target_functor = general_bounty_task
stage_complete = 1
on_init = %=on_init_bounty_hunt(simulation_task_17:bandit:freedom:csky)%
on_complete = %=inc_task_stage(simulation_task_17) =reward_stash(true) =complete_task_inc_goodwill(50:army)%
on_fail = %=fail_task_dec_goodwill(25:army)%
condlist_0 = {!task_giver_alive(simulation_task_17)} fail
reward_random_money(500:800)


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

[simulation_task_18]
icon = ui_iconsTotal_kill_stalker
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 = {=random_chance(25)} true, false
repeat_timeout = 1000
status_functor = bounty_task
target_functor = general_bounty_task
stage_complete = 1
on_init = %=on_init_bounty_hunt(simulation_task_18:stalker:army:dolg)%
on_complete = %=reward_random_money(2500:4500) =reward_stash(true) =inc_task_stage(simulation_task_18)%
condlist_0 = {!task_giver_alive(simulation_task_18)} fail


; --------------------------------------------------------------------------------------------------
; AUTHOR FIRST_LIEUTENANT_SKELJA, CITY - KIEV, COUNTRY - UKRAINE:)

[simulation_task_19]
icon = ui_inGame2_Zalozhnik
prior = 50
sim_communities = killer
storyline = false
title = simulation_task_19_name
descr = simulation_task_19_text
job_descr = simulation_task_19_about
task_complete_descr = simulation_task_19_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_19_id:freedom:bandit:dolg:army) =setup_companion_task(hostage_companion_task_1_killer:nil:simulation_task_19_id:true) +hostage_companion_task_1_started%
precondition = {=random_chance =is_faction_enemy_to_actor(bandit) =is_faction_enemy_to_actor(freedom) =is_faction_enemy_to_actor(dolg) =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:freedom:bandit:dolg:army) !squad_exist(hostage_companion_task_1)} true, false
repeat_timeout = 16400
on_complete = %=reward_random_money(6100:6500) =unlock_smart(simulation_task_19_id) =complete_task_inc_goodwill(50:killer) =remove_special_task_squad(hostage_companion_task_1) =pstor_reset(simulation_task_19_id) =pstor_reset(simulation_task_19_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started =inc_task_stage(simulation_task_19)%
on_fail = %=unlock_smart(simulation_task_19_id) =fail_task_dec_goodwill(25:killer) =pstor_reset(simulation_task_19_id) =pstor_reset(simulation_task_19_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started%
condlist_0 = {!squad_exist(hostage_companion_task_1)} fail


; --------------------------------------------------------------------------------------------------
; AUTHOR FIRST_LIEUTENANT_SKELJA, CITY - KIEV, COUNTRY - UKRAINE:) - ñèì êâåñò ñïàñåíèå çàäíèöû âîÿêè èç ïëåíà:)

[simulation_task_20]
icon = ui_inGame2_Zalozhnik
prior = 50
sim_communities = army
storyline = false
title = simulation_task_20_name
descr = simulation_task_20_text
job_descr = simulation_task_20_about
task_complete_descr = simulation_task_20_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_20_id:bandit:stalker:freedom:csky:killer:monolith) =setup_companion_task(hostage_companion_task_1_army:nil:simulation_task_20_id:true) +hostage_companion_task_1_started%
precondition = {=random_chance =is_faction_enemy_to_actor(bandit) =is_faction_enemy_to_actor(stalker) =is_faction_enemy_to_actor(freedom) =is_faction_enemy_to_actor(csky) =is_faction_enemy_to_actor(killer) =is_faction_enemy_to_actor(monolith) -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:stalker:freedom:csky:killer:monolith) !squad_exist(hostage_companion_task_1)} true, false
repeat_timeout = 10400
on_complete = %=reward_random_money(5100:5500) =complete_task_inc_goodwill(50:army) =remove_special_task_squad(hostage_companion_task_1) =pstor_reset(simulation_task_20_id) =pstor_reset(simulation_task_20_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started =inc_task_stage(simulation_task_20) =unlock_smart(simulation_task_20_id)%
on_fail = %=unlock_smart(simulation_task_20_id) =fail_task_dec_goodwill(30:army) =pstor_reset(simulation_task_20_id) =pstor_reset(simulation_task_20_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started%
condlist_0 = {!squad_exist(hostage_companion_task_1)} fail


; --------------------------------------------------------------------------------------------------
; AUTHOR FIRST_LIEUTENANT_SKELJA, CITY - KIEV, COUNTRY - UKRAINE:) - ÑÈÌ ÊÂÅÑÒ âîåííûõ ÍÀ ÓÍÈ×ÒÎÆÅÍÈÅ È ÂÎÇÌÎÆÍÛÉ ÇÀÕÂÀÒ ËÀÃÅÐß, ÕÓÉ ÇÍÀÅÒ, ÏÎ ÄÅÁÈËÜÍÎÌÓ ÝÒÀ ÔÓÍÊÖÈß ÐÀÁÎÒÀÅÒ,ÒÀÊ ×ÒÎ ÍÀÂÅÐÍÎÅ ÒÓÏÎ ÓÍÈ×ÒÎÆÅÍÈÅ ËÀÃÅÐß, ÍÎ ÏÎËÓ×ÀÅÌ ÊÂÅÑÒ ÎÒ ËÅÂÛÕ ÍÏÑ(((

[simulation_task_21]
icon = ui_iconsTotal_eliminate_lager
prior = 2
sim_communities = army
storyline = false 
title = simulation_task_21_name
descr = simulation_task_21_text
job_descr = simulation_task_21_about
task_complete_descr = simulation_task_21_finish
repeat_timeout = 3000
target_functor = general_under_faction_control
status_functor = check_smart_under_faction_control_staged
status_functor_params = freedom,bandit,monolith,killer,zombied
stage_complete = 1
on_init = %=find_smart_under_faction_control(simulation_task_21_id:freedom:bandit:monolith:killer:zombied) =add_task_companion(army_sim_squad_novice:army_sim_squad_advanced:army_sim_squad_veteran:army_sim_squad_sniper) +simulation_task_21_started -simulation_task_21_completed%
precondition = {=all_avail_smart_stayed_squad_count_ge_by_faction(1:nil:false:freedom:bandit:monolith:killer:zombied)} true, false
on_complete = %=complete_task_inc_goodwill(50:army) =reward_random_money(500:1300) =inc_task_stage(simulation_task_21) =pstor_reset(simulation_task_21_id) =pstor_reset(simulation_task_21_target_id)%
on_fail = %=pstor_reset(simulation_task_21_id) =pstor_reset(simulation_task_21_target_id)%
condlist_0 = {!task_giver_alive(simulation_task_21)} fail
condlist_1 = {=check_task_stage(simulation_task_21:21)} %+simulation_task_21_completed =inc_task_stage(simulation_task_21) =remove_task_companion
(army_sim_squad_novice:army_sim_squad_advanced:army_sim_squad_veteran:army_sim_squad_sniper)%


; --------------------------------------------------------------------------------------------------
; AUTHOR FIRST_LIEUTENANT_SKELJA, CITY - KIEV, COUNTRY - UKRAINE:) - ÑÈÌ ÊÂÅÑÒ ìîíîëèòà ÍÀ ÓÍÈ×ÒÎÆÅÍÈÅ È ÂÎÇÌÎÆÍÛÉ ÇÀÕÂÀÒ ËÀÃÅÐß, ÕÓÉ ÇÍÀÅÒ, ÏÎ ÄÅÁÈËÜÍÎÌÓ ÝÒÀ ÔÓÍÊÖÈß ÐÀÁÎÒÀÅÒ,ÒÀÊ ×ÒÎ ÍÀÂÅÐÍÎÅ ÒÓÏÎ ÓÍÈ×ÒÎÆÅÍÈÅ ËÀÃÅÐß, ÍÎ ÏÎËÓ×ÀÅÌ ÊÂÅÑÒ ÎÒ ËÅÂÛÕ ÍÏÑ(((

[simulation_task_22]
icon = ui_iconsTotal_eliminate_lager
prior = 2
sim_communities = monolith
storyline = false 
title = simulation_task_22_name
descr = simulation_task_22_text
job_descr = simulation_task_22_about
task_complete_descr = simulation_task_22_finish
repeat_timeout = 5600
target_functor = general_under_faction_control
status_functor = check_smart_under_faction_control_staged
status_functor_params = freedom,bandit,army,dolg,killer,stalker
stage_complete = 1
on_init = %=find_smart_under_faction_control(simulation_task_22_id:freedom:bandit:army:dolg:killer:stalker) =add_task_companion(monolith_sim_squad_novice:monolith_sim_squad_advanced:monolith_sim_squad_veteran:monolith_sim_squad_sniper) +simulation_task_22_started -simulation_task_22_completed%
precondition = {=all_avail_smart_stayed_squad_count_ge_by_faction(1:nil:false:freedom:bandit:army:dolg:killer:stalker)} true, false
on_complete = %=complete_task_inc_goodwill(50:monolith) =reward_random_money(1500:2000) =inc_task_stage(simulation_task_22) =pstor_reset(simulation_task_22_id) =pstor_reset(simulation_task_22_target_id)%
on_fail = %=pstor_reset(simulation_task_22_id) =pstor_reset(simulation_task_22_target_id)%
condlist_0 = {!task_giver_alive(simulation_task_22)} fail
condlist_1 = {=check_task_stage(simulation_task_22:22)} %+simulation_task_22_completed =inc_task_stage(simulation_task_22) =remove_task_companion
(monolith_sim_squad_novice:monolith_sim_squad_advanced:monolith_sim_squad_veteran:monolith_sim_squad_sniper)%


; --------------------------------------------------------------------------------------------------
; AUTHOR FIRST_LIEUTENANT_SKELJA, CITY - KIEV, COUNTRY - UKRAINE:) - ÑÈÌ ÊÂÅÑÒ CSKY ÍÀ ÓÍÈ×ÒÎÆÅÍÈÅ È ÂÎÇÌÎÆÍÛÉ ÇÀÕÂÀÒ ËÀÃÅÐß, ÕÓÉ ÇÍÀÅÒ, ÏÎ ÄÅÁÈËÜÍÎÌÓ ÝÒÀ ÔÓÍÊÖÈß ÐÀÁÎÒÀÅÒ,ÒÀÊ ×ÒÎ ÍÀÂÅÐÍÎÅ ÒÓÏÎ ÓÍÈ×ÒÎÆÅÍÈÅ ËÀÃÅÐß, ÍÎ ÏÎËÓ×ÀÅÌ ÊÂÅÑÒ ÎÒ ËÅÂÛÕ ÍÏÑ(((

[simulation_task_23]
icon = ui_iconsTotal_eliminate_lager
prior = 2
sim_communities = csky
storyline = false 
title = simulation_task_21_name
descr = simulation_task_21_text
job_descr = simulation_task_21_about
task_complete_descr = simulation_task_21_finish
repeat_timeout = 10400
target_functor = general_under_faction_control
status_functor = check_smart_under_faction_control_staged
status_functor_params = army,bandit,monolith,killer
stage_complete = 1
on_init = %=find_smart_under_faction_control(simulation_task_23_id:army:bandit:monolith:killer:zombied) =add_task_companion(csky_sim_squad_novice:csky_sim_squad_advanced:csky_sim_squad_veteran) +simulation_task_23_started -simulation_task_23_completed%
precondition = {=all_avail_smart_stayed_squad_count_ge_by_faction(1:nil:false:army:bandit:monolith:killer:zombied)} true, false
on_complete = %=complete_task_inc_goodwill(50:csky) =reward_random_money(1000:2000) =inc_task_stage(simulation_task_23) =pstor_reset(simulation_task_23_id) =pstor_reset(simulation_task_23_target_id)%
on_fail = %=pstor_reset(simulation_task_23_id) =pstor_reset(simulation_task_23_target_id)%
condlist_0 = {!task_giver_alive(simulation_task_23)} fail
condlist_1 = {=check_task_stage(simulation_task_23:23)} %+simulation_task_10_completed =inc_task_stage(simulation_task_23) =remove_task_companion
(csky_sim_squad_novice:csky_sim_squad_advanced:csky_sim_squad_veteran)%


; --------------------------------------------------------------------------------------------------
; AUTHOR FIRST_LIEUTENANT_SKELJA, CITY - KIEV, COUNTRY - UKRAINE:) - ÑÈÌ ÊÂÅÑÒ ÁÀÍÄÈÒÎÂ ÍÀ ÓÍÈ×ÒÎÆÅÍÈÅ È ÂÎÇÌÎÆÍÛÉ ÇÀÕÂÀÒ ËÀÃÅÐß, ÕÓÉ ÇÍÀÅÒ, ÏÎ ÄÅÁÈËÜÍÎÌÓ ÝÒÀ ÔÓÍÊÖÈß ÐÀÁÎÒÀÅÒ,ÒÀÊ ×ÒÎ ÍÀÂÅÐÍÎÅ ÒÓÏÎ ÓÍÈ×ÒÎÆÅÍÈÅ ËÀÃÅÐß, ÍÎ ÏÎËÓ×ÀÅÌ ÊÂÅÑÒ ÎÒ ËÅÂÛÕ ÍÏÑ(((

[simulation_task_24]
icon = ui_iconsTotal_eliminate_lager
prior = 2
sim_communities = bandit
storyline = false 
title = simulation_task_24_name
descr = simulation_task_24_text
job_descr = simulation_task_24_about
task_complete_descr = simulation_task_24_finish
repeat_timeout = 8400
target_functor = general_under_faction_control
status_functor = check_smart_under_faction_control_staged
status_functor_params = stalker,army,freedom,dolg,monolith,killer,zombied
stage_complete = 1
on_init = %=find_smart_under_faction_control(simulation_task_24_id:stalker:army:freedom:dolg:monolith:killer:zombied) =add_task_companion(bandit_sim_squad_novice:bandit_sim_squad_advanced:bandit_sim_squad_veteran) +simulation_task_24_started -simulation_task_24_completed%
precondition = {=all_avail_smart_stayed_squad_count_ge_by_faction(1:nil:false:stalker:army:freedom:dolg:monolith:killer:zombied)} true, false
on_complete = %=complete_task_inc_goodwill(50:bandit) =reward_random_money(500:1500) =inc_task_stage(simulation_task_24) =pstor_reset(simulation_task_24_id) =pstor_reset(simulation_task_24_target_id)%
on_fail = %=pstor_reset(simulation_task_24_id) =pstor_reset(simulation_task_24_target_id)%
condlist_0 = {!task_giver_alive(simulation_task_24)} fail
condlist_1 = {=check_task_stage(simulation_task_24:24)} %+simulation_task_24_completed =inc_task_stage(simulation_task_24) =remove_task_companion
(bandit_sim_squad_novice:bandit_sim_squad_advanced:bandit_sim_squad_veteran:)%

; --------------------------------------------------------------------------------------------------
; AUTHOR FIRST_LIEUTENANT_SKELJA, CITY - KIEV, COUNTRY - UKRAINE:) - ÑÈÌ ÊÂÅÑÒ ÎÄÈÍÎ×ÅÊ ÍÀ ÓÍÈ×ÒÎÆÅÍÈÅ È ÂÎÇÌÎÆÍÛÉ ÇÀÕÂÀÒ ËÀÃÅÐß, ÕÓÉ ÇÍÀÅÒ, ÏÎ ÄÅÁÈËÜÍÎÌÓ ÝÒÀ ÔÓÍÊÖÈß ÐÀÁÎÒÀÅÒ,ÒÀÊ ×ÒÎ ÍÀÂÅÐÍÎÅ ÒÓÏÎ ÓÍÈ×ÒÎÆÅÍÈÅ ËÀÃÅÐß, ÍÎ ÏÎËÓ×ÀÅÌ ÊÂÅÑÒ ÎÒ ËÅÂÛÕ ÍÏÑ(((

[simulation_task_25]
icon = ui_iconsTotal_eliminate_lager
prior = 2
sim_communities = stalker
storyline = false 
title = simulation_task_21_name
descr = simulation_task_21_text
job_descr = simulation_task_25_about
task_complete_descr = simulation_task_25_finish
repeat_timeout = 17900
target_functor = general_under_faction_control
status_functor = check_smart_under_faction_control_staged
status_functor_params = bandit,zombied,monolith
stage_complete = 1
on_init = %=find_smart_under_faction_control(simulation_task_25_id:bandit:zombied:monolith) =add_task_companion(stalker_sim_squad_novice:stalker_sim_squad_advanced:stalker_sim_squad_veteran) +simulation_task_25_started -simulation_task_25_completed%
precondition = {=all_avail_smart_stayed_squad_count_ge_by_faction(1:nil:false:bandit:zombied:monolith)} true, false
on_complete = %=complete_task_inc_goodwill(50:stalker) =reward_random_money(500:1500) =inc_task_stage(simulation_task_25) =pstor_reset(simulation_task_25_id) =pstor_reset(simulation_task_25_target_id)%
on_fail = %=pstor_reset(simulation_task_25_id) =pstor_reset(simulation_task_25_target_id)%
condlist_0 = {!task_giver_alive(simulation_task_25)} fail
condlist_1 = {=check_task_stage(simulation_task_25:25)} %+simulation_task_25_completed =inc_task_stage(simulation_task_25) =remove_task_companion
(stalker_sim_squad_novice:stalker_sim_squad_advanced:stalker_sim_squad_veteran)%

; --------------------------------------------------------------------------------------------------
; AUTHOR FIRST_LIEUTENANT_SKELJA, CITY - KIEV, COUNTRY - UKRAINE:) - ÑÈÌ ÊÂÅÑÒ ÄÎËÃÀ ÍÀ ÓÍÈ×ÒÎÆÅÍÈÅ È ÂÎÇÌÎÆÍÛÉ ÇÀÕÂÀÒ ËÀÃÅÐß, ÕÓÉ ÇÍÀÅÒ, ÏÎ ÄÅÁÈËÜÍÎÌÓ ÝÒÀ ÔÓÍÊÖÈß ÐÀÁÎÒÀÅÒ, ÒÀÊ ×ÒÎ ÍÀÂÅÐÍÎÅ ÒÓÏÎ ÓÍÈ×ÒÎÆÅÍÈÅ ËÀÃÅÐß, ÍÎ ÏÎËÓ×ÀÅÌ ÊÂÅÑÒ ÎÒ ËÅÂÛÕ ÍÏÑ(((

[simulation_task_26]
icon = ui_iconsTotal_eliminate_lager
prior = 2
sim_communities = dolg
storyline = false 
title = simulation_task_21_name
descr = simulation_task_21_text
job_descr = simulation_task_26_about
task_complete_descr = simulation_task_26_finish
repeat_timeout = 16400
target_functor = general_under_faction_control
status_functor = check_smart_under_faction_control_staged
status_functor_params = freedom,bandit,killer,monolith,zombied
stage_complete = 1
on_init = %=find_smart_under_faction_control(simulation_task_26_id:freedom:bandit:killer:monolith:zombied) =add_task_companion(duty_sim_squad_novice:duty_sim_squad_advanced:duty_sim_squad_veteran) +simulation_task_26_started -simulation_task_26_completed%
precondition = {=all_avail_smart_stayed_squad_count_ge_by_faction(1:nil:false:freedom:bandit:killer:monolith:zombied)} true, false
on_complete = %=complete_task_inc_goodwill(50:dolg) =reward_random_money(500:1500) =inc_task_stage(simulation_task_26) =pstor_reset(simulation_task_26_id) =pstor_reset(simulation_task_26_target_id)%
on_fail = %=pstor_reset(simulation_task_26_id) =pstor_reset(simulation_task_26_target_id)%
condlist_0 = {!task_giver_alive(simulation_task_26)} fail
condlist_1 = {=check_task_stage(simulation_task_26:26)} %+simulation_task_26_completed =inc_task_stage(simulation_task_26) =remove_task_companion
(duty_sim_squad_novice:duty_sim_squad_advanced:duty_sim_squad_veteran)%

; --------------------------------------------------------------------------------------------------
; AUTHOR FIRST_LIEUTENANT_SKELJA, CITY - KIEV, COUNTRY - UKRAINE:) - ÑÈÌ ÊÂÅÑÒ ÑÂÎÁÎÄÛ ÍÀ ÓÍÈ×ÒÎÆÅÍÈÅ È ÂÎÇÌÎÆÍÛÉ ÇÀÕÂÀÒ ËÀÃÅÐß, ÕÓÉ ÇÍÀÅÒ, ÏÎ ÄÅÁÈËÜÍÎÌÓ ÝÒÀ ÔÓÍÊÖÈß ÐÀÁÎÒÀÅÒ, ÒÀÊ ×ÒÎ ÍÀÂÅÐÍÎÅ ÒÓÏÎ ÓÍÈ×ÒÎÆÅÍÈÅ ËÀÃÅÐß, ÍÎ ÏÎËÓ×ÀÅÌ ÊÂÅÑÒ ÎÒ ËÅÂÛÕ ÍÏÑ(((

[simulation_task_27]
icon = ui_iconsTotal_eliminate_lager
prior = 2
sim_communities = freedom
storyline = false 
title = simulation_task_21_name
descr = simulation_task_21_text
job_descr = simulation_task_27_about
task_complete_descr = simulation_task_27_finish
repeat_timeout = 9400
target_functor = general_under_faction_control
status_functor = check_smart_under_faction_control_staged
status_functor_params = dolg,bandit,killer,monolith,zombied
stage_complete = 1
on_init = %=find_smart_under_faction_control(simulation_task_27_id:dolg:bandit:killer:monolith:zombied) =add_task_companion(freedom_sim_squad_novice:freedom_sim_squad_advanced:freedom_sim_squad_veteran) +simulation_task_27_started -simulation_task_27_completed%
precondition = {=all_avail_smart_stayed_squad_count_ge_by_faction(1:nil:false:dolg:bandit:killer:zombied:monolith)} true, false
on_complete = %=complete_task_inc_goodwill(50:freedom) =reward_random_money(600:1600) =inc_task_stage(simulation_task_27) =pstor_reset(simulation_task_27_id) =pstor_reset(simulation_task_27_target_id)%
on_fail = %=pstor_reset(simulation_task_27_id) =pstor_reset(simulation_task_27_target_id)%
condlist_0 = {!task_giver_alive(simulation_task_27)} fail
condlist_1 = {=check_task_stage(simulation_task_27:27)} %+simulation_task_27_completed =inc_task_stage(simulation_task_27) =remove_task_companion
(freedom_sim_squad_novice:freedom_sim_squad_advanced:freedom_sim_squad_veteran)%

; --------------------------------------------------------------------------------------------------
; AUTHOR FIRST_LIEUTENANT_SKELJA, CITY - KIEV, COUNTRY - UKRAINE:) - ÑÈÌ ÊÂÅÑÒ ÌÅÐÊÎÂ ÍÀ ÓÍÈ×ÒÎÆÅÍÈÅ È ÂÎÇÌÎÆÍÛÉ ÇÀÕÂÀÒ ËÀÃÅÐß, ÕÓÉ ÇÍÀÅÒ, ÏÎ ÄÅÁÈËÜÍÎÌÓ ÝÒÀ ÔÓÍÊÖÈß ÐÀÁÎÒÀÅÒ, ÒÀÊ ×ÒÎ ÍÀÂÅÐÍÎÅ ÒÓÏÎ ÓÍÈ×ÒÎÆÅÍÈÅ ËÀÃÅÐß, ÍÎ ÏÎËÓ×ÀÅÌ ÊÂÅÑÒ ÎÒ ËÅÂÛÕ ÍÏÑ(((

[simulation_task_28]
icon = ui_iconsTotal_eliminate_lager
prior = 2
sim_communities = killer
storyline = false 
title = simulation_task_21_name
descr = simulation_task_21_text
job_descr = simulation_task_21_about
task_complete_descr = simulation_task_21_finish
repeat_timeout = 9400
target_functor = general_under_faction_control
status_functor = check_smart_under_faction_control_staged
status_functor_params = freedom,dolg,bandit,monolith,zombied
stage_complete = 1
on_init = %=find_smart_under_faction_control(simulation_task_28_id:freedom:dolg:bandit:monolith:zombied) =add_task_companion(merc_sim_squad_novice:merc_sim_squad_advanced:merc_sim_squad_veteran) +simulation_task_28_started -simulation_task_28_completed%
precondition = {=all_avail_smart_stayed_squad_count_ge_by_faction(1:nil:false:freedom:dolg:bandit:monolith:zombied)} true, false
on_complete = %=complete_task_inc_goodwill(50:killer) =reward_random_money(600:1600) =inc_task_stage(simulation_task_28) =pstor_reset(simulation_task_28_id) =pstor_reset(simulation_task_28_target_id)%
on_fail = %=pstor_reset(simulation_task_28_id) =pstor_reset(simulation_task_28_target_id)%
condlist_0 = {!task_giver_alive(simulation_task_28)} fail
condlist_1 = {=check_task_stage(simulation_task_28:28)} %+simulation_task_28_completed =inc_task_stage(simulation_task_28) =remove_task_companion
(merc_sim_squad_novice:merc_sim_squad_advanced:merc_sim_squad_veteran)%

[simulation_task_29]
icon = ui_iconsTotal_mutant
prior = 10
sim_communities = stalker, bandit, killer, freedom, dolg, monolith, ecolog, army, csky
storyline = false
title = simulation_task_29_name
descr = simulation_task_29_text
job_descr = simulation_task_29_about
task_complete_descr = simulation_task_29_finish
target_functor = general_under_faction_control
status_functor = check_smart_under_faction_control_staged
status_functor_params = monster
on_init = %=find_smart_under_faction_control(simulation_task_29_id:monster)%
precondition = {=all_avail_smart_stayed_squad_count_ge_by_faction(1:nil:false:monster)} true, false
repeat_timeout = 2500
stage_complete = 1
on_complete = %=reward_random_money(700:1400) =reward_stash(true) =inc_task_stage(simulation_task_29) =pstor_reset(simulation_task_29_id) =pstor_reset(simulation_task_29_target_id)%
on_fail = %=pstor_reset(simulation_task_29_id) =pstor_reset(simulation_task_29_target_id)%
condlist_0 = {!task_giver_alive(simulation_task_29)} fail


[simulation_task_30]
icon = ui_iconsTotal_monster_part
prior = 20
sim_communities = stalker, bandit, killer, freedom, dolg, monolith, ecolog, army, csky
storyline = false
title = simulation_task_30_name
title_functor = general_fetch_task
descr = simulation_task_30_text
descr_functor = general_fetch_task
job_descr = simulation_task_30_about
fetch_descr = simulation_task_30_fetch_about
fetch_func = %=setup_rare_mutant_fetch_task(simulation_task_30_fetch)%
stage_complete = 1
; precondition = {=random_chance(50)} true, false
repeat_timeout = 2500
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_30_fetch_finish
on_complete = %=reward_random_money(1150:1500) =reward_stash(true) =remove_fetch_item(simulation_task_30_fetch) =inc_task_stage(simulation_task_30_1)%
condlist_0 = {!task_giver_alive(simulation_task_30)} fail

; --------------------------------------------------------------------------------------------------
; AUTHOR FIRST_LIEUTENANT_SKELJA, CITY - KIEV, COUNTRY - UKRAINE:) - ñèì êâåñò ñïàñåíèå áàíäèòà

[simulation_task_31]
icon = ui_inGame2_Zalozhnik
prior = 50
sim_communities = bandit
storyline = false
title = simulation_task_31_name
descr = simulation_task_31_text
job_descr = simulation_task_31_about
task_complete_descr = simulation_task_31_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_31_id:stalker:dolg:army:freedom:csky:killer) =setup_companion_task(hostage_companion_task_1_bandit:nil:simulation_task_31_id:true) +hostage_companion_task_1_started%
precondition = {=random_chance =is_faction_enemy_to_actor(stalker) =is_faction_enemy_to_actor(dolg) =is_faction_enemy_to_actor(army) =is_faction_enemy_to_actor(freedom) =is_faction_enemy_to_actor(csky) =is_faction_enemy_to_actor(killer) -hostage_companion_task_1_started -hostage_companion_task_1_hostage_rescued =all_avail_smart_stayed_squad_count_ge_by_faction_ex(1:nil:false:stalker:dolg:army:freedom:csky:killer) !squad_exist(hostage_companion_task_1)} true, false
repeat_timeout = 4000
on_complete = %=reward_random_money(4100:4400) =complete_task_inc_goodwill(50:bandit) =remove_special_task_squad(hostage_companion_task_1) =pstor_reset(simulation_task_31_id) =pstor_reset(simulation_task_31_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started =inc_task_stage(simulation_task_31) =unlock_smart(simulation_task_31_id)%
on_fail = %=unlock_smart(simulation_task_31_id) =fail_task_dec_goodwill(30:bandit) =pstor_reset(simulation_task_31_id) =pstor_reset(simulation_task_31_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started%
condlist_0 = {!squad_exist(hostage_companion_task_1)} fail

; --------------------------------------------------------------------------------------------------
; AUTHOR FIRST_LIEUTENANT_SKELJA, CITY - KIEV, COUNTRY - UKRAINE:)

[simulation_task_32]
icon = ui_inGame2_Zalozhnik
prior = 50
sim_communities = csky
storyline = false
title = simulation_task_32_name
descr = simulation_task_32_text
job_descr = simulation_task_32_about
task_complete_descr = simulation_task_32_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_32_id:army:bandit:freedom:monolith) =setup_companion_task(hostage_companion_task_1_csky:nil:simulation_task_32_id:true) +hostage_companion_task_1_started%
precondition = {=random_chance =is_faction_enemy_to_actor(army) =is_faction_enemy_to_actor(bandit) =is_faction_enemy_to_actor(freedom) =is_faction_enemy_to_actor(monolith) -hostage_companion_task_1_started -hostage_companion_task_1_hostage_rescued =all_avail_smart_stayed_squad_count_ge_by_faction(1:nil:false:army:bandit:freedom:monolith) !squad_exist(hostage_companion_task_1)} true, false
repeat_timeout = 9500
on_complete = %=reward_random_money(4500:5000) =unlock_smart(simulation_task_32_id) =complete_task_inc_goodwill(50:csky) =remove_special_task_squad(hostage_companion_task_1) =pstor_reset(simulation_task_32_id) =pstor_reset(simulation_task_21_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started =inc_task_stage(simulation_task_32)%
on_fail = %=unlock_smart(simulation_task_32_id) =fail_task_dec_goodwill(25:csky) =pstor_reset(simulation_task_32_id) =pstor_reset(simulation_task_32_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started%
condlist_0 = {!squad_exist(hostage_companion_task_1)} fail

; --------------------------------------------------------------------------------------------------
; AUTHOR FIRST_LIEUTENANT_SKELJA, CITY - KIEV, COUNTRY - UKRAINE:)

[simulation_task_33]
icon = ui_inGame2_Zalozhnik
prior = 50
sim_communities = monolith
storyline = false
title = simulation_task_33_name
descr = simulation_task_33_text
job_descr = simulation_task_33_about
task_complete_descr = simulation_task_33_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_33_id:army:freedom:dolg:killer:stalker:bandit) =setup_companion_task(hostage_companion_task_1_monolith:nil:simulation_task_33_id:true) +hostage_companion_task_1_started%
precondition = {=random_chance =is_faction_enemy_to_actor(army) =is_faction_enemy_to_actor(freedom) =is_faction_enemy_to_actor(dolg) =is_faction_enemy_to_actor(killer) =is_faction_enemy_to_actor(stalker) =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(1:nil:false:army:freedom:dolg:killer:stalker:bandit) !squad_exist(hostage_companion_task_1)} true, false
repeat_timeout = 3400
on_complete = %=reward_random_money(5000:6000) =unlock_smart(simulation_task_33_id) =complete_task_inc_goodwill(50:monolith) =remove_special_task_squad(hostage_companion_task_1) =pstor_reset(simulation_task_33_id) =pstor_reset(simulation_task_33_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started =inc_task_stage(simulation_task_33)%
on_fail = %=unlock_smart(simulation_task_33_id) =fail_task_dec_goodwill(25:monolith) =pstor_reset(simulation_task_33_id) =pstor_reset(simulation_task_33_target_id) -hostage_companion_task_1_hostage_rescued -hostage_companion_task_1_started%
condlist_0 = {!squad_exist(hostage_companion_task_1)} fail

;--------------------------------------------------------------------------------------------------
; ÓÁÈÒÜ ÍÅÂÅÐÍÛÕ

[simulation_task_34]
icon = ui_inGame2_Odin_vistrel
prior = 35
sim_communities = monolith
storyline = false
title = simulation_task_34_name
descr = simulation_task_34_text
job_descr = simulation_task_34_about
task_complete_descr = simulation_task_34_finish
precondition = {=random_chance(60)} true, false
repeat_timeout = 3500
status_functor = bounty_task
target_functor = general_bounty_task
stage_complete = 1
on_init = %=on_init_bounty_hunt(simulation_task_34:stalker:army:dolg)%
on_complete = %=reward_random_money(1000:1200) =reward_stash(true) =inc_task_stage(simulation_task_34)%
condlist_0 = {!task_giver_alive(simulation_task_34)} fail

;--------------------------------------------------------------------------------------------------
; Íàéòè àðò äëÿ ìîíîëèòîâöà

[simulation_task_35]
icon = ui_iconsTotal_artefact
prior = 65
sim_communities = monolith
storyline = false
title = simulation_task_35_name
title_functor = general_fetch_task
descr = simulation_task_35_text
descr_functor = general_fetch_task
job_descr = simulation_task_35_about
fetch_descr = simulation_task_35_fetch_about
fetch_func = %=setup_artefact_fetch_task(simulation_task_35_fetch)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_35_fetch_finish
precondition = {=random_chance(60)} true, false
repeat_timeout = 16400
on_complete = %=remove_fetch_item(simulation_task_35_fetch) =reward_stash(true) =inc_task_stage(simulation_task_35)%
on_fail = %=fail_task_dec_goodwill(25:monolith)%
condlist_0 = {!task_giver_alive(simulation_task_35)} fail
reward_random_money(1800:3000)

;--------------------------------------------------------------------------------------------------
; Íàéòè ñòâîë ó÷¸íîìó

[simulation_task_36]
icon = ui_iconsTotal_weapons
prior = 60
sim_communities = ecolog
storyline = false
title = simulation_task_36_name
title_functor = general_fetch_task
descr = simulation_task_36_text
descr_functor = general_fetch_task
job_descr = simulation_task_36_about
fetch_descr = simulation_task_36_fetch_about
fetch_func = %=setup_weapon_fetch_task(simulation_task_36_fetch)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_36_fetch_finish
precondition = {=random_chance(60)} true, false
repeat_timeout = 5000
on_complete = %=complete_task_inc_goodwill(50:ecolog) =reward_item_cost_mult_and_remove(simulation_task_36_fetch:1.2) =reward_stash(true) =inc_task_stage(simulation_task_36)%
on_fail = %=fail_task_dec_goodwill(25:ecolog)%
condlist_0 = {!task_giver_alive(simulation_task_36)} fail

;--------------------------------------------------------------------------------------------------
; Óáèòü ÄÎËÃÎÂÖÀ

[simulation_task_37]
icon = ui_iconsTotal_mil_lukash_job
prior = 60
sim_communities = freedom
storyline = false
title = simulation_task_37_name
descr = simulation_task_37_text
job_descr = simulation_task_37_about
task_complete_descr = simulation_task_37_finish
precondition = {=random_chance(60)} true, false
repeat_timeout = 10400
status_functor = bounty_task
target_functor = general_bounty_task
stage_complete = 1
on_init = %=on_init_bounty_hunt(simulation_task_37:dolg)%
on_complete = %=inc_task_stage(simulation_task_37) =reward_stash(true) =complete_task_inc_goodwill(50:freedom)%
on_fail = %=fail_task_dec_goodwill(25:freedom)%
condlist_0 = {!task_giver_alive(simulation_task_37)} fail
reward_item = wpn_walther:vodka:vodka:ammo_9x19_fmj
reward_random_money(1500:3000)

;--------------------------------------------------------------------------------------------------
; Óáèòü ÌÎÍÎËÈÒÎÂÖÀ

[simulation_task_38]
icon = ui_iconsTotal_mil_blockpost_job
prior = 35
sim_communities = freedom
storyline = false
title = simulation_task_38_name
descr = simulation_task_38_text
job_descr = simulation_task_38_about
task_complete_descr = simulation_task_38_finish
precondition = {=random_chance(60)} true, false
repeat_timeout = 20400
status_functor = bounty_task
target_functor = general_bounty_task
stage_complete = 1
on_init = %=on_init_bounty_hunt(simulation_task_38:monolith)%
on_complete = %=inc_task_stage(simulation_task_38) =reward_stash(true) =complete_task_inc_goodwill(50:freedom)%
on_fail = %=fail_task_dec_goodwill(25:freedom)%
condlist_0 = {!task_giver_alive(simulation_task_38)} fail
reward_item = wpn_g36:ammo_5.56x45_ap:ammo_5.56x45_ap
reward_random_money(5000:5200)

;--------------------------------------------------------------------------------------------------
; Óáèòü ÑÂÎÁÎÄÎÂÖÀ

[simulation_task_39]
icon = ui_iconsNpc_stalker_sv_balon_1
prior = 60
sim_communities = dolg
storyline = false
title = simulation_task_39_name
descr = simulation_task_39_text
job_descr = simulation_task_39_about
task_complete_descr = simulation_task_39_finish
precondition = {=random_chance(60)} true, false
repeat_timeout = 20400
status_functor = bounty_task
target_functor = general_bounty_task
stage_complete = 1
on_init = %=on_init_bounty_hunt(simulation_task_39:freedom)%
on_complete = %=inc_task_stage(simulation_task_39) =reward_stash(true) =complete_task_inc_goodwill(50:dolg)%
on_fail = %=fail_task_dec_goodwill(25:dolg)%
condlist_0 = {!task_giver_alive(simulation_task_39)} fail
reward_random_money(1800:3000)

;--------------------------------------------------------------------------------------------------
; Óáèòü ÍÀ¨ÌÍÈÊÀ-ÊÈËËÅÐÀ

[simulation_task_40]
icon = ui_iconsTotal_mil_kill_sniper
prior = 60
sim_communities = dolg
storyline = false
title = simulation_task_40_name
descr = simulation_task_40_text
job_descr = simulation_task_40_about
task_complete_descr = simulation_task_40_finish
precondition = {=random_chance(60)} true, false
repeat_timeout = 20400
status_functor = bounty_task
target_functor = general_bounty_task
stage_complete = 1
on_init = %=on_init_bounty_hunt(simulation_task_40:killer)%
on_complete = %=inc_task_stage(simulation_task_40) =reward_stash(true) =complete_task_inc_goodwill(50:dolg)%
on_fail = %=fail_task_dec_goodwill(25:dolg)%
condlist_0 = {!task_giver_alive(simulation_task_40)} fail
reward_random_money(5200:5800)

;--------------------------------------------------------------------------------------------------
; Íàéòè ÏÀÒÐÎÍÛ ÄËß ÊÎÌÀÍÄÈÐÀ ÊÂÀÄÀ

[simulation_task_41]
icon = ui_inGame2_Osobiy_zakaz
prior = 30
sim_communities = freedom
storyline = false
title = simulation_task_41_name
title_functor = general_fetch_task
descr = simulation_task_41_text
descr_functor = general_fetch_task
job_descr = simulation_task_41_about
fetch_descr = simulation_task_41_fetch_about
fetch_func = %=setup_generic_fetch_task(simulation_task_41_fetch:10:ammo_5.56x45_ap:ammo_9x19_fmj:ammo_9x18_fmj:ammo_12x70_buck:ammo_5.56x45_ss190:ammo_11.43x23_fmj:ammo_11.43x23_hydro:ammo_7.62x54_7h1:ammo_12x76_zhekan)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_41_fetch_finish
repeat_timeout = 12500
on_complete = %=complete_task_inc_goodwill(150:freedom) =reward_random_money(2500:3000) =remove_fetch_item(simulation_task_41_fetch:10) =inc_task_stage(simulation_task_41)%
precondition = {=random_chance(60)} true, false
on_fail = %=fail_task_dec_goodwill(25:freedom)%
condlist_0 = {!task_giver_alive(simulation_task_41)} fail
reward_item = medkit_scientic:medkit_scientic:medkit_scientic:detector_advanced:conserva:conserva:energy_drink:energy_drink:energy_drink:energy_drink

[simulation_task_42]
icon = ui_inGame2_Osobiy_zakaz
prior = 30
sim_communities = dolg
storyline = false
title = simulation_task_42_name
title_functor = general_fetch_task
descr = simulation_task_42_text
descr_functor = general_fetch_task
job_descr = simulation_task_42_about
fetch_descr = simulation_task_42_fetch_about
fetch_func = %=setup_generic_fetch_task(simulation_task_42_fetch:11:ammo_5.45x39_fmj:ammo_9x39_pab9:ammo_9x18_fmj:ammo_12x70_buck:ammo_5.45x39_ap:ammo_7.62x54_7h1:ammo_pkm_100:ammo_9x19_fmj:ammo_12x76_zhekan)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_42_fetch_finish
repeat_timeout = 22500
on_complete = %=complete_task_inc_goodwill(150:dolg) =reward_random_money(3500:3800) =remove_fetch_item(simulation_task_42_fetch:11) =inc_task_stage(simulation_task_42)%
precondition = {=random_chance(60)} true, false
on_fail = %=fail_task_dec_goodwill(25:dolg)%
condlist_0 = {!task_giver_alive(simulation_task_42)} fail
reward_item = medkit_army:medkit_army:medkit_army:wpn_addon_scope_detector:wpn_addon_grenade_launcher

[simulation_task_43]
icon = ui_inGame2_Osobiy_zakaz
prior = 30
sim_communities = killer
storyline = false
title = simulation_task_43_name
title_functor = general_fetch_task
descr = simulation_task_43_text
descr_functor = general_fetch_task
job_descr = simulation_task_43_about
fetch_descr = simulation_task_43_fetch_about
fetch_func = %=setup_generic_fetch_task(simulation_task_43_fetch:11:ammo_5.56x45_ap:ammo_11.43x23_fmj:ammo_5.56x45_ss190:ammo_9x18_fmj:ammo_7.62x54_7h1:ammo_11.43x23_hydro)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_43_fetch_finish
repeat_timeout = 22500
on_complete = %=complete_task_inc_goodwill(150:killer) =reward_random_money(3500:3800) =remove_fetch_item(simulation_task_43_fetch:11) =inc_task_stage(simulation_task_43)%
precondition = {=random_chance(60)} true, false
on_fail = %=fail_task_dec_goodwill(25:killer)%
condlist_0 = {!task_giver_alive(simulation_task_43)} fail
reward_item = medkit_army:wpn_addon_silencer:wpn_addon_scope_susat_night

[simulation_task_44]
icon = ui_inGame2_Osobiy_zakaz
prior = 30
sim_communities = army
storyline = false
title = simulation_task_44_name
title_functor = general_fetch_task
descr = simulation_task_44_text
descr_functor = general_fetch_task
job_descr = simulation_task_44_about
fetch_descr = simulation_task_44_fetch_about
fetch_func = %=setup_generic_fetch_task(simulation_task_44_fetch:12:ammo_5.45x39_fmj:ammo_9x39_pab9:ammo_9x18_fmj:ammo_5.45x39_ap:ammo_7.62x54_7h1)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_44_fetch_finish
repeat_timeout = 22500
on_complete = %=complete_task_inc_goodwill(150:army) =reward_random_money(3500:3800) =remove_fetch_item(simulation_task_44_fetch:12) =inc_task_stage(simulation_task_44)%
precondition = {=random_chance(60)} true, false
on_fail = %=fail_task_dec_goodwill(25:army)%
condlist_0 = {!task_giver_alive(simulation_task_44)} fail
reward_item = wpn_addon_scope_night:wpn_addon_grenade_launcher:detector_simple:conserva:conserva:conserva:conserva:vodka

[simulation_task_45]
icon = ui_inGame2_Osobiy_zakaz
prior = 30
sim_communities = monolith
storyline = false
title = simulation_task_45_name
title_functor = general_fetch_task
descr = simulation_task_45_text
descr_functor = general_fetch_task
job_descr = simulation_task_45_about
fetch_descr = simulation_task_45_fetch_about
fetch_func = %=setup_generic_fetch_task(simulation_task_45_fetch:12:ammo_5.45x39_fmj:ammo_5.56x45_ap:ammo_9x39_pab9:ammo_11.43x23_fmj:ammo_7.62x54_7h1:ammo_11.43x23_hydro:ammo_9x19_fmj)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_45_fetch_finish
repeat_timeout = 22500
on_complete = %=complete_task_inc_goodwill(150:monolith) =reward_random_money(4000:4100) =remove_fetch_item(simulation_task_45_fetch:12) =inc_task_stage(simulation_task_45)%
precondition = {=random_chance(60)} true, false
on_fail = %=fail_task_dec_goodwill(25:monolith)%
condlist_0 = {!task_giver_alive(simulation_task_45)} fail
reward_item = wpn_addon_scope_night:wpn_addon_grenade_launcher:detector_elite:wpn_addon_silencer:wpn_addon_scope_susat_night

[simulation_task_46]
icon = ui_inGame2_Osobiy_zakaz
prior = 30
sim_communities = ecolog
storyline = false
title = simulation_task_46_name
title_functor = general_fetch_task
descr = simulation_task_46_text
descr_functor = general_fetch_task
job_descr = simulation_task_46_about
fetch_descr = simulation_task_46_fetch_about
fetch_func = %=setup_generic_fetch_task(simulation_task_46_fetch:10:ammo_5.45x39_fmj:ammo_5.56x45_ap:ammo_11.43x23_fmj:ammo_9x18_fmj:ammo_9x19_fmj:ammo_12x76_zhekan)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_46_fetch_finish
repeat_timeout = 22500
on_complete = %=complete_task_inc_goodwill(150:ecolog) =reward_random_money(4000:4200) =remove_fetch_item(simulation_task_46_fetch:10) =inc_task_stage(simulation_task_46)%
precondition = {=random_chance(60)} true, false
on_fail = %=fail_task_dec_goodwill(25:ecolog)%
condlist_0 = {!task_giver_alive(simulation_task_46)} fail
reward_item = medkit_scientic:medkit_scientic:medkit_scientic:detector_scientific:antirad:antirad

[simulation_task_47]
icon = ui_inGame2_Osobiy_zakaz
prior = 30
sim_communities = stalker
storyline = false
title = simulation_task_47_name
title_functor = general_fetch_task
descr = simulation_task_47_text
descr_functor = general_fetch_task
job_descr = simulation_task_47_about
fetch_descr = simulation_task_47_fetch_about
fetch_func = %=setup_generic_fetch_task(simulation_task_47_fetch:10:ammo_5.45x39_fmj:ammo_12x70_buck:ammo_9x18_fmj:ammo_5.56x45_ap:ammo_9x19_fmj:ammo_11.43x23_fmj:ammo_9x39_pab9:ammo_12x76_zhekan)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_47_fetch_finish
repeat_timeout = 22500
on_complete = %=complete_task_inc_goodwill(150:stalker) =reward_random_money(2000:2200) =remove_fetch_item(simulation_task_47_fetch:10) =inc_task_stage(simulation_task_47)%
precondition = {=random_chance(60)} true, false
on_fail = %=fail_task_dec_goodwill(25:stalker)%
condlist_0 = {!task_giver_alive(simulation_task_47)} fail
reward_item = medkit:medkit:medkit:vodka:vodka:vodka:bandage:bandage:bandage:detector_advanced:conserva:conserva:kolbasa:bread:bread:bread

[simulation_task_48]
icon = ui_inGame2_Osobiy_zakaz
prior = 30
sim_communities = bandit
storyline = false
title = simulation_task_48_name
title_functor = general_fetch_task
descr = simulation_task_48_text
descr_functor = general_fetch_task
job_descr = simulation_task_48_about
fetch_descr = simulation_task_48_fetch_about
fetch_func = %=setup_generic_fetch_task(simulation_task_48_fetch:10:ammo_5.45x39_fmj:ammo_12x70_buck:ammo_9x19_fmj:ammo_9x18_fmj:ammo_5.56x45_ap:ammo_11.43x23_fmj:ammo_12x76_zhekan)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_48_fetch_finish
repeat_timeout = 22500
on_complete = %=complete_task_inc_goodwill(150:stalker) =reward_random_money(2550:3000) =remove_fetch_item(simulation_task_48_fetch:10) =inc_task_stage(simulation_task_48)%
precondition = {=random_chance(60)} true, false
on_fail = %=fail_task_dec_goodwill(25:bandit)%
condlist_0 = {!task_giver_alive(simulation_task_48)} fail
reward_item = vodka:vodka:vodka:vodka:vodka:vodka:vodka:vodka:vodka:vodka:detector_advanced:conserva:conserva:kolbasa:kolbasa:kolbasa:bread

[simulation_task_49]
icon = ui_inGame2_Osobiy_zakaz
prior = 30
sim_communities = csky
storyline = false
title = simulation_task_49_name
title_functor = general_fetch_task
descr = simulation_task_49_text
descr_functor = general_fetch_task
job_descr = simulation_task_49_about
fetch_descr = simulation_task_49_fetch_about
fetch_func = %=setup_generic_fetch_task(simulation_task_49_fetch:10:ammo_9x18_fmj:ammo_12x70_buck:ammo_9x19_fmj:ammo_5.56x45_ap:ammo_5.45x39_fmj:ammo_11.43x23_fmj:ammo_12x76_zhekan)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_49_fetch_finish
repeat_timeout = 22500
on_complete = %=complete_task_inc_goodwill(150:csky) =reward_random_money(2550:3000) =remove_fetch_item(simulation_task_49_fetch:10) =inc_task_stage(simulation_task_49)%
precondition = {=random_chance(60)} true, false
on_fail = %=fail_task_dec_goodwill(25:csky)%
condlist_0 = {!task_giver_alive(simulation_task_49)} fail
reward_item = vodka:vodka:vodka:vodka:vodka:antirad:bandage:medkit:detector_advanced

;--------------------------------------------------------------------------------------------------
; Íàéòè ÃÐÀÍÀÒÛ Ô1\ÐÃÄ-5 ÄËß ÊÎÌÀÍÄÈÐÀ ÊÂÀÄÀ (ÊÐÎÌÅ Ó×ÅÍÛÕ)

[simulation_task_50]
icon = ui_iconsTotal_esc_dinamit_to_volk
prior = 35
sim_communities = stalker, bandit, csky, dolg, freedom, killer, army, monolith
storyline = false
title = simulation_task_50_name
title_functor = general_fetch_task
descr = simulation_task_50_text
descr_functor = general_fetch_task
job_descr = simulation_task_50_about
fetch_descr = simulation_task_50_fetch_about
fetch_func = %=setup_generic_fetch_task(simulation_task_50_fetch:13:grenade_f1:grenade_rgd5)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_50_fetch_finish
repeat_timeout = 6500
on_complete = %=reward_random_money(2550:3700) =remove_fetch_item(simulation_task_50_fetch:13) =inc_task_stage(simulation_task_50)%
precondition = {=random_chance(60)} true, false
condlist_0 = {!task_giver_alive(simulation_task_50)} fail

;--------------------------------------------------------------------------------------------------
; ÏÐÈÍÅÑÒÈ ÁÐÎÍÅÆÈËÅÒ ÄËß ÄÐÓÃÀ ÊÎÌÀÍÄÈÐÀ ÊÂÀÄÀ ÄËß ÂÑÅÕ ÃÐÓÏÏÈÐÎÂÎÊ (ÊÐÎÌÅ ÝÊÎËÎÃÎÂ È ÌÎÍÎËÈÒÀ)

[simulation_task_51]
icon = ui_inGame2_PD_master_boevih_sistem
prior = 35
sim_communities = stalker
storyline = false
title = simulation_task_51_name
title_functor = general_fetch_task
descr = simulation_task_51_text
descr_functor = general_fetch_task
job_descr = simulation_task_51_about
fetch_descr = simulation_task_51_fetch_about
fetch_func = %=setup_generic_fetch_task(simulation_task_51_fetch:1:stalker_outfit:scientific_outfit)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_51_fetch_finish
repeat_timeout = 36500
on_complete = %=complete_task_inc_goodwill(250:stalker) =reward_random_money(2550:2700) =remove_fetch_item(simulation_task_51_fetch:1) =inc_task_stage(simulation_task_51)%
precondition = {=random_chance(60)} true, false
on_fail = %=fail_task_dec_goodwill(25:stalker)%
condlist_0 = {!task_giver_alive(simulation_task_51)} fail
reward_item = af_gravi:vodka:vodka:conserva:conserva

[simulation_task_52]
icon = ui_inGame2_PD_master_boevih_sistem
prior = 35
sim_communities = bandit
storyline = false
title = simulation_task_52_name
title_functor = general_fetch_task
descr = simulation_task_52_text
descr_functor = general_fetch_task
job_descr = simulation_task_52_about
fetch_descr = simulation_task_52_fetch_about
fetch_func = %=setup_generic_fetch_task(simulation_task_52_fetch:1:banditmerc_outfit:trenchcoat_outfit)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_52_fetch_finish
repeat_timeout = 36500
on_complete = %=complete_task_inc_goodwill(250:bandit) =reward_random_money(4550:4700) =remove_fetch_item(simulation_task_52_fetch:1) =inc_task_stage(simulation_task_52)%
precondition = {=random_chance(60)} true, false
on_fail = %=fail_task_dec_goodwill(25:bandit)%
condlist_0 = {!task_giver_alive(simulation_task_52)} fail
reward_item = af_medusa:vodka:vodka

[simulation_task_53]
icon = ui_inGame2_PD_master_boevih_sistem
prior = 35
sim_communities = csky
storyline = false
title = simulation_task_53_name
title_functor = general_fetch_task
descr = simulation_task_53_text
descr_functor = general_fetch_task
job_descr = simulation_task_53_about
fetch_descr = simulation_task_53_fetch_about
fetch_func = %=setup_generic_fetch_task(simulation_task_53_fetch:1:cs_medium_outfit:cs_light_novice_outfit)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_53_fetch_finish
repeat_timeout = 36500
on_complete = %=complete_task_inc_goodwill(250:csky) =reward_random_money(3550:3700) =remove_fetch_item(simulation_task_53_fetch:1) =inc_task_stage(simulation_task_53)%
precondition = {=random_chance(60)} true, false
on_fail = %=fail_task_dec_goodwill(25:csky)%
condlist_0 = {!task_giver_alive(simulation_task_53)} fail
reward_item = af_eye:antirad:antirad

[simulation_task_54]
icon = ui_inGame2_PD_master_boevih_sistem
prior = 35
sim_communities = dolg
storyline = false
title = simulation_task_54_name
title_functor = general_fetch_task
descr = simulation_task_54_text
descr_functor = general_fetch_task
job_descr = simulation_task_54_about
fetch_descr = simulation_task_54_fetch_about
fetch_func = %=setup_generic_fetch_task(simulation_task_54_fetch:1:dolg_heavy_outfit:dolg_outfit)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_54_fetch_finish
repeat_timeout = 36500
on_complete = %=complete_task_inc_goodwill(250:dolg) =reward_random_money(8550:8700) =remove_fetch_item(simulation_task_54_fetch:1) =inc_task_stage(simulation_task_54)%
precondition = {=random_chance(60)} true, false
on_fail = %=fail_task_dec_goodwill(25:dolg)%
condlist_0 = {!task_giver_alive(simulation_task_54)} fail
reward_item = af_cristall_flower:antirad:antirad:vodka:vodka

[simulation_task_55]
icon = ui_inGame2_PD_master_boevih_sistem
prior = 35
sim_communities = freedom
storyline = false
title = simulation_task_55_name
title_functor = general_fetch_task
descr = simulation_task_55_text
descr_functor = general_fetch_task
job_descr = simulation_task_55_about
fetch_descr = simulation_task_55_fetch_about
fetch_func = %=setup_generic_fetch_task(simulation_task_55_fetch:1:svoboda_scientific_outfit:svoboda_heavy_outfit:svoboda_heavy_outfit_2)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_55_fetch_finish
repeat_timeout = 36500
on_complete = %=complete_task_inc_goodwill(250:freedom) =reward_random_money(9550:9700) =remove_fetch_item(simulation_task_55_fetch:1) =inc_task_stage(simulation_task_55)%
precondition = {=random_chance(60)} true, false
on_fail = %=fail_task_dec_goodwill(25:freedom)%
condlist_0 = {!task_giver_alive(simulation_task_55)} fail
reward_item = af_gold_fish:antirad:antirad:vodka:vodka:medkit_army:medkit_army

[simulation_task_56]
icon = ui_inGame2_PD_master_boevih_sistem
prior = 35
sim_communities = killer
storyline = false
title = simulation_task_56_name
title_functor = general_fetch_task
descr = simulation_task_56_text
descr_functor = general_fetch_task
job_descr = simulation_task_56_about
fetch_descr = simulation_task_56_fetch_about
fetch_func = %=setup_generic_fetch_task(simulation_task_56_fetch:1:merc_scientific_outfit)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_56_fetch_finish
repeat_timeout = 36500
on_complete = %=complete_task_inc_goodwill(250:killer) =reward_random_money(6550:6700) =remove_fetch_item(simulation_task_56_fetch:1) =inc_task_stage(simulation_task_56)%
precondition = {=random_chance(60)} true, false
on_fail = %=fail_task_dec_goodwill(25:killer)%
condlist_0 = {!task_giver_alive(simulation_task_56)} fail
reward_item = af_soul:antirad:antirad:vodka:vodka:medkit_army:medkit_army

[simulation_task_57]
icon = ui_inGame2_PD_master_boevih_sistem
prior = 35
sim_communities = army
storyline = false
title = simulation_task_57_name
title_functor = general_fetch_task
descr = simulation_task_57_text
descr_functor = general_fetch_task
job_descr = simulation_task_57_about
fetch_descr = simulation_task_57_fetch_about
fetch_func = %=setup_generic_fetch_task(simulation_task_57_fetch:1:specops_outfit:military_outfit)%
stage_complete = 1
status_functor = actor_has_fetch_item
target_functor = general_fetch_task
task_complete_descr = simulation_task_57_fetch_finish
repeat_timeout = 36500
on_complete = %=complete_task_inc_goodwill(250:army) =reward_random_money(2550:2700) =remove_fetch_item(simulation_task_57_fetch:1) =inc_task_stage(simulation_task_57)%
precondition = {=random_chance(60)} true, false
on_fail = %=fail_task_dec_goodwill(25:army)%
condlist_0 = {!task_giver_alive(simulation_task_57)} fail
reward_item = af_night_star:antirad:antirad:vodka:vodka:medkit_army:medkit_army:medkit_army:medkit_army

; --------------------------------------------------------------------------------------------------
; AUTHOR FIRST_LIEUTENANT_SKELJA, CITY - KIEV, COUNTRY - UKRAINE:) - ÑÈÌ ÊÂÅÑÒ ýêîëîãîâ íà óíè÷òîæåíèå çîìáè

[simulation_task_58]
icon = ui_inGame2_Zombied_3
prior = 2
sim_communities = ecolog
storyline = false 
title = simulation_task_58_name
descr = simulation_task_58_text
job_descr = simulation_task_58_about
task_complete_descr = simulation_task_58_finish
repeat_timeout = 3000
target_functor = general_under_faction_control
status_functor = check_smart_under_faction_control_staged
status_functor_params = zombied
stage_complete = 1
on_init = %=find_smart_under_faction_control(simulation_task_58_id:zombied) =add_task_companion(ecolog_sim_squad_novice:ecolog_sim_squad_advanced:ecolog_sim_squad_veteran) +simulation_task_58_started -simulation_task_58_completed%
precondition = {=all_avail_smart_stayed_squad_count_ge_by_faction(1:nil:false:zombied)} true, false
on_complete = %=complete_task_inc_goodwill(50:ecolog) =reward_random_money(800:1500) =inc_task_stage(simulation_task_58) =pstor_reset(simulation_task_58_id) =pstor_reset(simulation_task_58_target_id)%
on_fail = %=pstor_reset(simulation_task_58_id) =pstor_reset(simulation_task_58_target_id)%
condlist_0 = {!task_giver_alive(simulation_task_58)} fail
condlist_1 = {=check_task_stage(simulation_task_58:58)} %+simulation_task_58_completed =inc_task_stage(simulation_task_58) =remove_task_companion
(ecolog_sim_squad_novice:ecolog_sim_squad_advanced:ecolog_sim_squad_veteran)%

; --------------------------------------------------------------------------------------------------
; AUTHOR FIRST_LIEUTENANT_SKELJA, CITY - KIEV, COUNTRY - UKRAINE:) - ÑÈÌ ÊÂÅÑÒ ýêîëîãîâ íà óíè÷òîæåíèå áàíäîñîâ

[simulation_task_59]
icon = ui_iconsTotal_gar_help_dymon
prior = 2
sim_communities = ecolog
storyline = false 
title = simulation_task_59_name
descr = simulation_task_59_text
job_descr = simulation_task_59_about
task_complete_descr = simulation_task_59_finish
repeat_timeout = 3000
target_functor = general_under_faction_control
status_functor = check_smart_under_faction_control_staged
status_functor_params = bandit
stage_complete = 1
on_init = %=find_smart_under_faction_control(simulation_task_59_id:bandit) =add_task_companion(ecolog_sim_squad_novice:ecolog_sim_squad_advanced:ecolog_sim_squad_veteran) +simulation_task_59_started -simulation_task_59_completed%
precondition = {=all_avail_smart_stayed_squad_count_ge_by_faction(1:nil:false:bandit)} true, false
on_complete = %=complete_task_inc_goodwill(50:ecolog) =reward_random_money(500:1300) =inc_task_stage(simulation_task_59) =pstor_reset(simulation_task_59_id) =pstor_reset(simulation_task_59_target_id)%
on_fail = %=pstor_reset(simulation_task_59_id) =pstor_reset(simulation_task_59_target_id)%
condlist_0 = {!task_giver_alive(simulation_task_59)} fail
condlist_1 = {=check_task_stage(simulation_task_59:59)} %+simulation_task_59_completed =inc_task_stage(simulation_task_59) =remove_task_companion
(ecolog_sim_squad_novice:ecolog_sim_squad_advanced:ecolog_sim_squad_veteran)%


