(
"ship_battle",mtf_battle_mode,-1,
"You close in and board the enemy ships",
[(0,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(1,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(2,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(3,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(4,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(5,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(6,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(7,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
(10,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(11,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(8,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(9,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(12,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(13,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(14,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
(15,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]),
],
[
(ti_on_agent_spawn, 0, 0, [],
[
(store_trigger_param_1, ":agent_no"),
(call_script, "script_agent_reassign_team", ":agent_no"),
]),
common_battle_init_banner, #sets heraldry on shields and armor
(ti_on_agent_killed_or_wounded, 0, 0, [],
[
(store_trigger_param_1, ":dead_agent_no"),
(store_trigger_param_2, ":killer_agent_no"),
(store_trigger_param_3, ":is_wounded"),
(try_begin),
(ge, ":dead_agent_no", 0),
(neg|agent_is_ally, ":dead_agent_no"),
(agent_is_human, ":dead_agent_no"),
(agent_get_troop_id, ":dead_agent_troop_id", ":dead_agent_no"),
(str_store_troop_name, s6, ":dead_agent_troop_id"),
(assign, reg0, ":dead_agent_no"),
(assign, reg1, ":killer_agent_no"),
(assign, reg2, ":is_wounded"),
(agent_get_team, reg3, ":dead_agent_no"),
#(display_message, "@{!}dead agent no : {reg0} ; killer agent no : {reg1} ; is_wounded : {reg2} ; dead agent team : {reg3} ; {s6} is added"),
(party_add_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1), #addition_to_p_total_enemy_casualties
(eq, ":is_wounded", 1),
(party_wound_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1),
(try_end),
]),
(0, 0, ti_once, [], [
(assign,"$g_battle_won",0),
(assign,"$defender_reinforcement_stage",0),
(assign,"$attacker_reinforcement_stage",0),
# (assign,"$g_presentation_battle_active", 0),
(call_script, "script_place_player_banner_near_inventory"),
(call_script, "script_combat_music_set_situation_with_culture"),
]),
common_music_situation_update,
common_battle_check_friendly_kills,
(1, 0, 5, [(lt,"$defender_reinforcement_stage",2),
(store_mission_timer_a,":mission_time"),
(ge,":mission_time",10),
(store_normalized_team_count,":num_defenders", 0),
(lt,":num_defenders",6),
# (assign, reg2, ":num_defenders"),
# (display_message,"@num_defenders = {reg2}")
],
[(add_reinforcements_to_entry,0,7),(val_add,"$defender_reinforcement_stage",1)]),
(1, 0, 5, [(lt,"$attacker_reinforcement_stage",2),
(store_mission_timer_a,":mission_time"),
(ge,":mission_time",10),
(store_normalized_team_count,":num_attackers", 1),
(lt,":num_attackers",6),
# (assign, reg2, ":num_attackers"),
# (display_message,"@num_attackers = {reg2}")
],
[(add_reinforcements_to_entry,3,7),(val_add,"$attacker_reinforcement_stage",1)]),
common_battle_check_victory_condition,
common_battle_victory_display,
common_battle_tab_press,
common_drowning,
(ti_question_answered, 0, 0, [],
[(store_trigger_param_1,":answer"),
(eq,":answer",0),
(assign, "$pin_player_fallen", 0),
(try_begin),
(store_mission_timer_a, ":elapsed_time"),
(gt, ":elapsed_time", 20),
(str_store_string, s5, "str_retreat"),
(call_script, "script_simulate_retreat", 10, 20, 1),
(try_end),
(call_script, "script_count_mission_casualties_from_agents"),
(finish_mission,0),]),
(1, 4, ti_once, [(main_hero_fallen)],
[
(assign, "$pin_player_fallen", 1),
(str_store_string, s5, "str_retreat"),
(call_script, "script_simulate_retreat", 10, 20),
(assign, "$g_battle_result", -1),
(set_mission_result,-1),
(call_script, "script_count_mission_casualties_from_agents"),
(finish_mission,0)]),
#Wulf end
],
),