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Drombeys committed Nov 30, 2024
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2 changes: 2 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -78,3 +78,5 @@ changelog.txt

# CLion cache
cmake-build*/

.clang-format
12 changes: 6 additions & 6 deletions gamedata/configs/misc/tm_jupiter.ltx
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@

;ñþæåòíûå çàäàíèÿ
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[jup_a9_way_to_pripyat_power_info]
icon = ui_inGame2_Put_v_pripyat
Expand Down Expand Up @@ -129,7 +129,7 @@ descr = {+pas_b400_way_button_pressed} pas_b400_pripyat_text, {-pas_b400_way_bu
target = {+pas_b400_way_button_pressed} pas_b400_fwd, {-pas_b400_way_button_pressed +pas_b400_sr_way_2} pas_b400_ph_button_way, {+pas_b400_hall_done} pas_b400_door_way, {+pas_b400_hall_door_opened} pas_b400_door_hall, {-pas_b400_hall_door_opened !squad_exist(pas_b400_stalkers_squad) +pas_b400_sr_hall_12_in_2} pas_b400_ph_button_hall, {-pas_b400_hall_door_opened +pas_b400_about_control_gates +pas_b400_sr_hall_12_in_2} pas_b400_ph_button_hall, {+pas_b400_control_down_door_opened} pas_b400_door_hall, {-pas_b400_control_down_door_opened !squad_exist(pas_b400_stalkers_squad) +pas_b400_sr_hall_11_in} pas_b400_ph_button_control_down, {-pas_b400_control_down_door_opened +pas_b400_about_transformer +pas_b400_sr_hall_11_in} pas_b400_ph_button_control_down, {-pas_b400_control_down_door_opened !squad_exist(pas_b400_stalkers_squad) +pas_b400_sr_hall_12_in} nil, {-pas_b400_control_down_door_opened +pas_b400_about_railway +pas_b400_sr_hall_12_in} nil, {+pas_b400_tunnel_button_pressed} pas_b400_door_hall, {-pas_b400_tunnel_button_pressed +pas_b400_sr_tunnel_5_in +pas_b400_zulus_about_train_gates_1} pas_b400_ph_button_tunnel, {-pas_b400_tunnel_button_pressed +pas_b400_sr_tunnel_5_in !is_alive(pas_b400_zulus)} pas_b400_ph_button_tunnel, {+pas_b400_downstairs_button_pressed} pas_b400_door_tunnel, {-pas_b400_downstairs_button_pressed +pas_b400_sr_downstairs_2} pas_b400_ph_button_downstairs, {+pas_b400_track_button_pressed} pas_b400_door_downstairs, {-pas_b400_track_button_pressed +pas_b400_sr_track_4 !is_alive(pas_b400_zulus)} pas_b400_ph_button_track, {-pas_b400_track_button_pressed +pas_b400_sr_track_4 =is_alive(pas_b400_zulus) +pas_b400_zulus_about_obstacle_2} pas_b400_ph_button_track, {+pas_b400_elevator_button_pressed} pas_b400_door_track, {-pas_b400_elevator_button_pressed +pas_b400_sr_elevator_5} pas_b400_ph_button_elevator, pas_b400_door_elevator
condlist_0 = {=actor_on_level(pripyat)} complete

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[jup_b208_burers_hunt]
icon = ui_inGame2_Ohota_na_Burerov
Expand Down Expand Up @@ -242,10 +242,10 @@ prior = 2
storyline = false
title = {-jup_b6_two_anomaly_learned +jup_b6_travel} jup_b6_travel_name, {+jup_b6_two_anomaly_learned +jup_b6_st_mission} jup_b6_travel_home_name, {+jup_b6_two_anomaly_learned} jup_b6_get_reward_name, {+jup_b6_anom_1_guard} jup_b6_anom_1_guard_name, {+jup_b6_anom_2_guard} jup_b6_anom_2_guard_name, {+jup_b6_st_mission} jup_b6_watch_topol_squad_six_name, jup_b6_get_to_anomal_place_name
descr = {-jup_b6_two_anomaly_learned +jup_b6_travel} jup_b6_travel_text, {+jup_b6_two_anomaly_learned +jup_b6_st_mission} jup_b6_travel_home_text, {+jup_b6_two_anomaly_learned} jup_b6_get_reward_text, {+jup_b6_anom_1_guard} jup_b6_anom_1_guard_text, {+jup_b6_anom_2_guard} jup_b6_anom_2_guard_text, {+jup_b6_st_mission} jup_b6_watch_topol_squad_six_text, jup_b6_get_to_anomal_place_text
target = {+jup_b6_two_anomaly_learned +jup_b6_st_mission =squad_exist(jup_b6_stalker_freedom_squad) +jup_b6_give_task +jup_b6_freedom_employed} jup_b6_stalker_freedom_squad, {+jup_b6_two_anomaly_learned +jup_b6_st_mission =squad_exist(jup_b6_stalker_duty_squad) +jup_b6_give_task +jup_b6_duty_employed} jup_b6_stalker_duty_squad, {+jup_b6_two_anomaly_learned +jup_b6_st_mission =squad_exist(jup_b6_stalker_gonta_squad) +jup_b6_give_task +jup_b6_gonta_employed} jup_b6_stalker_gonta_squad, {+jup_b6_two_anomaly_learned +jup_b6_st_mission =squad_exist(jup_b6_stalker_exprisoner_squad) +jup_b6_give_task +jup_b6_exprisoner_work_on_sci} jup_b6_stalker_exprisoner_squad, {+jup_b6_two_anomaly_learned +jup_b6_st_mission =squad_exist(jup_b1_stalker_squad) +jup_b6_give_task -jup_b6_freedom_employed -jup_b6_duty_employed -jup_b6_gonta_employed -jup_b6_exprisoner_work_on_sci -jup_b1_squad_is_dead} jup_b1_stalker_squad, {+jup_b6_two_anomaly_learned} jup_b6_scientist_nuclear_physicist, {=squad_exist(jup_b6_stalker_freedom_squad) +jup_b6_give_task +jup_b6_freedom_employed} jup_b6_stalker_freedom_squad, {=squad_exist(jup_b6_stalker_duty_squad) +jup_b6_give_task +jup_b6_duty_employed} jup_b6_stalker_duty_squad, {=squad_exist(jup_b6_stalker_gonta_squad) +jup_b6_give_task +jup_b6_gonta_employed} jup_b6_stalker_gonta_squad, {=squad_exist(jup_b6_stalker_exprisoner_squad) +jup_b6_give_task +jup_b6_exprisoner_work_on_sci} jup_b6_stalker_exprisoner_squad, {=squad_exist(jup_b1_stalker_squad) +jup_b6_give_task -jup_b6_freedom_employed -jup_b6_duty_employed -jup_b6_gonta_employed -jup_b6_exprisoner_work_on_sci -jup_b1_squad_is_dead} jup_b1_stalker_squad
target = {=jup_b6_t_1} jup_b6_stalker_freedom_squad, {+jup_b6_two_anomaly_learned +jup_b6_st_mission =squad_exist(jup_b6_stalker_duty_squad) +jup_b6_give_task +jup_b6_duty_employed} jup_b6_stalker_duty_squad, {+jup_b6_two_anomaly_learned +jup_b6_st_mission =squad_exist(jup_b6_stalker_gonta_squad) +jup_b6_give_task +jup_b6_gonta_employed} jup_b6_stalker_gonta_squad, {=jup_b6_t_5} jup_b6_stalker_exprisoner_squad, {=jup_b6_t_2} jup_b1_stalker_squad, {+jup_b6_two_anomaly_learned} jup_b6_scientist_nuclear_physicist, {=squad_exist(jup_b6_stalker_freedom_squad) +jup_b6_give_task +jup_b6_freedom_employed} jup_b6_stalker_freedom_squad, {=squad_exist(jup_b6_stalker_duty_squad) +jup_b6_give_task +jup_b6_duty_employed} jup_b6_stalker_duty_squad, {=squad_exist(jup_b6_stalker_gonta_squad) +jup_b6_give_task +jup_b6_gonta_employed} jup_b6_stalker_gonta_squad, {=squad_exist(jup_b6_stalker_exprisoner_squad) +jup_b6_give_task +jup_b6_exprisoner_work_on_sci} jup_b6_stalker_exprisoner_squad, {=jup_b6_t_6} jup_b1_stalker_squad
condlist_0 = {+jup_b6_complete_end} complete
condlist_1 = {!squad_exist(jup_b1_stalker_squad) +jup_b6_give_task -jup_b6_freedom_employed -jup_b6_duty_employed -jup_b6_gonta_employed -jup_b6_exprisoner_work_on_sci +jup_b1_squad_is_dead} fail %+jup_b6_task_fail%, {!squad_exist(jup_b6_stalker_freedom_squad) +jup_b6_give_task +jup_b6_freedom_employed} fail %+jup_b6_task_fail%, {!squad_exist(jup_b6_stalker_duty_squad) +jup_b6_give_task +jup_b6_duty_employed} fail %+jup_b6_task_fail%, {!squad_exist(jup_b6_stalker_gonta_squad) +jup_b6_give_task +jup_b6_gonta_employed} fail %+jup_b6_task_fail%, {!squad_exist(jup_b6_stalker_exprisoner_squad) +jup_b6_give_task +jup_b6_exprisoner_work_on_sci} fail %+jup_b6_task_fail%
condlist_2 = {=is_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b6_give_task -jup_b6_freedom_employed -jup_b6_duty_employed -jup_b6_gonta_employed -jup_b6_exprisoner_work_on_sci -jup_b1_squad_is_dead} fail %+jup_b6_task_fail%, {=is_squad_enemy_to_actor(jup_b6_stalker_freedom_squad) +jup_b6_give_task +jup_b6_freedom_employed} fail %+jup_b6_task_fail%, {=is_squad_enemy_to_actor(jup_b6_stalker_duty_squad) +jup_b6_give_task +jup_b6_duty_employed} fail %+jup_b6_task_fail%, {=is_squad_enemy_to_actor(jup_b6_stalker_gonta_squad) +jup_b6_give_task +jup_b6_gonta_employed} fail %+jup_b6_task_fail%, {=is_squad_enemy_to_actor(jup_b6_stalker_exprisoner_squad) +jup_b6_give_task +jup_b6_exprisoner_work_on_sci} fail %+jup_b6_task_fail%
condlist_1 = {=jup_b6_t_3} fail %+jup_b6_task_fail%, {!squad_exist(jup_b6_stalker_freedom_squad) +jup_b6_give_task +jup_b6_freedom_employed} fail %+jup_b6_task_fail%, {!squad_exist(jup_b6_stalker_duty_squad) +jup_b6_give_task +jup_b6_duty_employed} fail %+jup_b6_task_fail%, {!squad_exist(jup_b6_stalker_gonta_squad) +jup_b6_give_task +jup_b6_gonta_employed} fail %+jup_b6_task_fail%, {!squad_exist(jup_b6_stalker_exprisoner_squad) +jup_b6_give_task +jup_b6_exprisoner_work_on_sci} fail %+jup_b6_task_fail%
condlist_2 = {=jup_b6_t_4} fail %+jup_b6_task_fail%, {=is_squad_enemy_to_actor(jup_b6_stalker_freedom_squad) +jup_b6_give_task +jup_b6_freedom_employed} fail %+jup_b6_task_fail%, {=is_squad_enemy_to_actor(jup_b6_stalker_duty_squad) +jup_b6_give_task +jup_b6_duty_employed} fail %+jup_b6_task_fail%, {=is_squad_enemy_to_actor(jup_b6_stalker_gonta_squad) +jup_b6_give_task +jup_b6_gonta_employed} fail %+jup_b6_task_fail%, {=is_squad_enemy_to_actor(jup_b6_stalker_exprisoner_squad) +jup_b6_give_task +jup_b6_exprisoner_work_on_sci} fail %+jup_b6_task_fail%
on_complete = %+jup_b6_task_done =inc_counter(jup_b1_sci_task_controller_count) =inc_faction_goodwill_to_actor(ecolog:250)%

[jup_b6_employ_stalkers]
Expand Down Expand Up @@ -484,4 +484,4 @@ title = {+jup_b6_all_hunters_are_dead} jup_b211_take_reward_name, {+jup_b211_sw
descr = {+jup_b6_all_hunters_are_dead} jup_b211_take_reward_text, {+jup_b211_swamp_bloodsuckers_hunt_started} jup_b211_kill_bloodsuckers_text
target = {+jup_b6_all_hunters_are_dead} jup_b220_trapper, {+jup_b211_swamp_bloodsuckers_hunt_started} jup_b6_swamp_hunters
condlist_0 = {+jup_b211_scene_done} complete
on_complete = %=give_treasure(jup_hiding_place_9:jup_hiding_place_41:jup_hiding_place_47) =inc_faction_goodwill_to_actor(freedom:250) =inc_faction_goodwill_to_actor(stalker:200) =inc_faction_goodwill_to_actor(dolg:250)%
on_complete = %=jup_b211_s_b_h_1%
22 changes: 11 additions & 11 deletions gamedata/configs/misc/tm_pripyat.ltx
Original file line number Diff line number Diff line change
@@ -1,9 +1,9 @@

;ńţćĺňíűĺ çŕäŕíč˙
;�������� �������

[pri_a17_task_find_gauss_rifle]
icon = ui_inGame2_Neizvestnoe_oruzhie
on_init = %=send_tip(st_resupply_ready:can_resupply) +pri_a22_actor_needs_ammo_supply -pri_a22_actor_needs_ammo_supply_one_done +pri_a22_actor_needs_grenade_supply +pri_a25_actor_needs_medikit_supply +pri_a25_actor_needs_medikit_basic_supply +pri_a25_free_repair%
on_init = %=pri_a17_t_f_g_r_1%
prior = 120
storyline = true
title = {+zat_a23_actor_has_gauss_rifle_documentation} pri_a17_talk_with_kovalski_about_gauss_rifle_information_name, {+zat_a23_actor_has_access_card_to_testing_workshop} pri_a17_get_gauss_rifle_documentation_name, {+zat_b3_stalker_tech_produce_62_show +zat_b3_tech_has_awaken} pri_a17_stalker_tech_produce_62_get_info_name, {+zat_b3_tech_see_produce_62_quest} pri_a17_stalker_tech_produce_62_show_name, {+pri_a17_actor_bring_gauss_rifle} pri_a17_get_info_name, {=actor_has_item(pri_a17_gauss_rifle)} pri_a17_task_give_gauss_rifle_to_kovalski_name, {+pri_a17_gauss_falled} pri_a17_task_get_gauss_rifle_from_preacher_name, {+pri_a17_actor_attack_military_antibug -pri_a17_mon_preacher_dead} pri_a17_kill_preacher_name, {+pri_a17_in_cover -pri_a17_mon_preacher_dead} pri_a17_kill_preacher_name, {+pri_a17_ice_dead -pri_a17_actor_attack_military} pri_a17_get_in_cover_name, {+pri_a17_patrol_dead} pri_a17_maraud_name, {+pri_a17_military_recon_squad_ambush_dialog_end} pri_a17_watch_recons_six_name, pri_a17_task_find_gauss_rifle_name
Expand All @@ -15,7 +15,7 @@ condlist_2 = {+pri_a28_update_task_cover_strelok} reversed

[pri_a20_check_recon_squad_task]
icon = ui_inGame2_Propavshaya_razvedgruppa
on_init = %=send_tip(st_resupply_ready:can_resupply) +pri_a22_actor_needs_ammo_supply -pri_a22_actor_needs_ammo_supply_one_done +pri_a22_actor_needs_grenade_supply +pri_a25_actor_needs_medikit_supply +pri_a25_actor_needs_medikit_advanced_supply%
on_init = %=pri_a20_c_r_t_1%
prior = 121
storyline = true
title = pri_a20_check_recon_squad_task_name
Expand All @@ -25,12 +25,12 @@ condlist_0 = {+pri_a20_talk_with_colonel_complete} complete

[pri_a18_inspect_monolith]
icon = ui_inGame2_Skoplenie_monolita
on_init = %=send_tip(st_resupply_ready:can_resupply) +pri_a22_actor_needs_ammo_supply -pri_a22_actor_needs_ammo_supply_one_done +pri_a22_actor_needs_grenade_supply +pri_a25_actor_needs_medikit_supply +pri_a25_actor_needs_medikit_basic_supply%
on_init = %=pri_a18_i_m_1%
prior = 122
storyline = true
title = {!squad_exist(pri_a18_monolith_idol_squad) !squad_exist(pri_a18_monolith_post_guard_squad) !squad_exist(pri_a18_monolith_corridor_squad) !squad_exist(pri_a18_monolith_2nd_corridor_squad) +pri_a18_find_antena} pri_a18_use_idol_name, {+pri_a18_get_reinforcement_done} pri_a18_go_post_name, {+pri_a18_wait_reinf -pri_a18_near_bus} pri_a18_wait_reinf_name, pri_a18_get_reinforcement_name
descr = {!squad_exist(pri_a18_monolith_idol_squad) !squad_exist(pri_a18_monolith_post_guard_squad) !squad_exist(pri_a18_monolith_corridor_squad) !squad_exist(pri_a18_monolith_2nd_corridor_squad) +pri_a18_find_antena} pri_a18_use_idol_text, {+pri_a18_get_reinforcement_done} pri_a18_go_post_text, {+pri_a18_wait_reinf -pri_a18_near_bus} pri_a18_wait_reinf_text, pri_a18_get_reinforcement_text
target = {!squad_exist(pri_a18_monolith_idol_squad) !squad_exist(pri_a18_monolith_post_guard_squad) !squad_exist(pri_a18_monolith_corridor_squad) !squad_exist(pri_a18_monolith_2nd_corridor_squad) +pri_a18_find_antena} pri_a18_use_idol, {+pri_a18_get_reinforcement_done} pri_a18_go_post, pri_a18_wait_reinf
title = {=pri_a18_i_m_1} pri_a18_use_idol_name, {+pri_a18_get_reinforcement_done} pri_a18_go_post_name, {+pri_a18_wait_reinf -pri_a18_near_bus} pri_a18_wait_reinf_name, pri_a18_get_reinforcement_name
descr = {=pri_a18_i_m_2} pri_a18_use_idol_text, {+pri_a18_get_reinforcement_done} pri_a18_go_post_text, {+pri_a18_wait_reinf -pri_a18_near_bus} pri_a18_wait_reinf_text, pri_a18_get_reinforcement_text
target = {=pri_a18_i_m_3} pri_a18_use_idol, {+pri_a18_get_reinforcement_done} pri_a18_go_post, pri_a18_wait_reinf
condlist_0 = {+pri_a18_use_idol_done !squad_exist(pri_a18_monolith_idol_squad)} complete
on_complete = %=inc_faction_goodwill_to_actor(army:250)%

Expand All @@ -56,7 +56,7 @@ on_complete = %+pri_a21_task_end =inc_faction_goodwill_to_actor(army:250)%

[pri_a22_rfi_source]
icon = ui_inGame2_Radiopomehi
on_init = %=send_tip(st_resupply_ready:can_resupply) +pri_a22_actor_needs_ammo_supply -pri_a22_actor_needs_ammo_supply_one_done +pri_a22_actor_needs_grenade_supply +pri_a25_actor_needs_medikit_supply +pri_a25_actor_needs_medikit_basic_supply%
on_init = %=pri_a22_rfi_s_1%
prior = 126
storyline = true
title = {+pri_a25_check_freezer_knock} pri_a25_check_freezer_knock_name, {+pri_a25_destroy_antenna} pri_a25_destroy_antenna_name, {+pri_a25_find_antenna} pri_a25_find_antenna_name, {+pri_a25_blow_up_door} pri_a25_blow_up_door_name, {+pri_a25_find_explosive} pri_a25_find_explosive_name, {+pri_a22_scene_done} pri_a25_remove_source_of_hindrances_name, {+pri_a22_actor_in_zone_pri_a22_find_squad} pri_a22_search_yarmoshuk_body_name, pri_a22_find_dead_squad_name
Expand All @@ -66,7 +66,7 @@ condlist_0 = {+pri_a25_rfi_source_eliminated} complete

[pri_b305_check_unknown_signal]
icon = ui_inGame2_Neizvestniy
on_init = %=send_tip(st_resupply_ready:can_resupply) +pri_a22_actor_needs_ammo_supply -pri_a22_actor_needs_ammo_supply_one_done +pri_a22_actor_needs_grenade_supply +pri_a25_actor_needs_medikit_supply +pri_a25_actor_needs_medikit_advanced_supply%
on_init = %=pri_b305_c_u_s_1%
prior = 128
storyline = true
title = {+pri_b305_third_cam_end} pri_b305_check_unknown_signal_4_name, {+pri_b305_kirilov_signal_lost_done} pri_b305_check_unknown_signal_3_name, {+pri_b305_mooving_signal} pri_b305_check_unknown_signal_2_name, pri_b305_check_unknown_signal_1_name
Expand All @@ -85,7 +85,7 @@ condlist_0 = {+pri_b305_second_cam_end} complete

[pri_a28_evacuation]
icon = ui_inGame2_Evakuatsiya
on_init = %=send_tip(st_resupply_ready:can_resupply) +pri_a22_actor_needs_ammo_supply -pri_a22_actor_needs_ammo_supply_one_done +pri_a22_actor_needs_grenade_supply +pri_a25_actor_needs_medikit_supply +pri_a25_actor_needs_medikit_elite_supply%
on_init = %=pri_a28_e_1%
prior = 129
storyline = true
title = {+pri_a28_helis_defended} pri_a28_helis_gonna_fly_name, {+pri_a28_defender_needed} pri_a28_return_to_helis_name, {+pri_a28_defend_start} pri_a28_defend_helis_name, {+pri_a28_squad_dead} pri_a28_go_hellis_name, {+pri_a28_koval_dead +pri_a28_strelok_dead} pri_a28_go_hellis_name, {+pri_a28_strelok_dead -pri_a28_koval_dead} pri_a28_cover_militarys_name, {+pri_a28_update_task_cover_strelok} pri_a28_cover_strelok_name, {+pri_a28_update_task_tell_kovalski_when_ready} pri_a28_tell_kovalski_when_ready_name, {+pri_a28_militarys_go_to_the_door} pri_a28_talk_with_kovalski_name, pri_a28_wait_surge_end_name
Expand Down Expand Up @@ -115,7 +115,7 @@ descr = {-lx8_doc_1 -lx8_doc_2 -lx8_doc_3 -lx8_doc_4 -lx8_doc_5 -lx8_doc_6} pri_
target = {!actor_on_level(labx8)} pri_b306_sr_control, {=actor_on_level(labx8) -lx8_doc_1} nil, {=actor_on_level(labx8)} lx8_lift_button ;{-lx8_doc_1 -lx8_doc_2 -lx8_doc_3 -lx8_doc_4 -lx8_doc_5} pri_a19_lab_x8_investigation_map, {-lx8_doc_2 -lx8_doc_3 -lx8_doc_4 -lx8_doc_5} pri_a19_lab_x8_investigation_map, {-lx8_doc_3 -lx8_doc_4 -lx8_doc_5} pri_a19_lab_x8_investigation_map, {-lx8_doc_4 -lx8_doc_5} pri_a19_lab_x8_investigation_map, {-lx8_doc_5} pri_a19_lab_x8_investigation_map, pri_a19_lab_x8_investigation_map
condlist_0 = {!actor_on_level(labx8) +lx8_doc_1} complete

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[pri_b35_task]
icon = ui_inGame2_Odin_vistrel
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