In mission templates:
(ti_on_order_issued, 0, 0,
[
(store_trigger_param_1, "
rder"),
(eq, "
rder", 9),
],
[
(assign, "$dont_use_fist_enable", 1),
]),
(2, 2, 0,
# 2 seconds delay before applying the consequences are mandatory due to weapon switch animations
[
(eq, "$dont_use_fist_enable", 1),
(set_show_messages, 0),
# It's better to give new orders silently since they will be issued for every agent with bare fists
(try_for_agents, ":agent1"),
(agent_is_alive, ":agent1"),
# Agents within try_for_agents loop are always active, no need to check for it
(agent_is_human, ":agent1"),
(agent_is_ally, ":agent1"),
(agent_is_non_player, ":agent1"),
(neg|agent_slot_eq, ":agent1", 15, 1),
(agent_get_wielded_item, ":w_item", ":agent1", 0),
(le, ":w_item", -1),
(agent_get_team, ":team", ":agent1"),
(agent_get_division , ":division", ":agent1"),
(team_give_order, ":team", ":division", 10),
(end_try),
(set_show_messages, 1),
],
[
(try_for_agents, ":agent2"),
(agent_is_alive, ":agent2"),
(agent_is_human, ":agent2"),
(agent_is_ally, ":agent2"),
(agent_is_non_player, ":agent2"),
(neg|agent_slot_eq, ":agent2", 15, 1),
(assign, ":end", 4),
(try_for_range, ":slot", 0, ":end"),
(agent_get_item_slot, ":item", ":agent2", ":slot"),
(gt, ":item", 0),
(item_get_swing_damage_type, ":dmg_type", ":item"),
(eq, ":dmg_type", 2),
# if blunt
(agent_set_wielded_item, ":agent2", ":item"),
(assign, ":end", -1),
(end_try),
(end_try),
(assign, "$dont_use_fist_enable", 0),
]),