#script_game_get_skill_modifier_for_troop
# This script is called from the game engine when a skill's modifiers are needed
# INPUT: arg1 = troop_no, arg2 = skill_no
# OUTPUT: trigger_result = modifier_value
("game_get_skill_modifier_for_troop",
[(store_script_param, ":troop_no", 1),
(store_script_param, ":skill_no", 2),
(assign, ":modifier_value", 0),
(try_begin),
(eq, ":skill_no", "skl_wound_treatment"),
(call_script, "script_get_troop_item_amount", ":troop_no", "itm_book_wound_treatment_reference"),
(gt, reg0, 0),
(val_add, ":modifier_value", 1),
(else_try),
(eq, ":skill_no", "skl_trainer"),
(call_script, "script_get_troop_item_amount", ":troop_no", "itm_book_training_reference"),
(gt, reg0, 0),
(val_add, ":modifier_value", 1),
(else_try),
(eq, ":skill_no", "skl_surgery"),
(call_script, "script_get_troop_item_amount", ":troop_no", "itm_book_surgery_reference"),
(gt, reg0, 0),
(val_add, ":modifier_value", 1),
(else_try),
# Your code here to check for Caravan Master .....
# TODO: create a script called check_for_troop_type_in_player_party
(eq, ":skill_no", "skl_trade"),
(call_script, "script_check_for_troop_type_in_player_party", trp_caravan_master),
(gt, reg0, 0),
(val_add, ":modifier_value", 1),
(try_end),
(set_trigger_result, ":modifier_value"),
]),