; Здесь содержатся дескрипшены сквадов, которые потом можно создавать используя спец функции.

;---------------------------LEVEL RED FOREST-----------------

[red_stalker_artefact_hunters_1]
faction = stalker
npc = red_stalker_artefact_hunter, red_stalker_artefact_hunter, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_3
;target_smart = {+red_artefact_hunters_task_2_complete +red_forest_open} esc_smart_terrain_5_7, {+red_artefact_hunters_go2} red_smart_terrain_6_3, red_smart_terrain_6_6
target_smart = {+red_forest_allyes_have_map +red_artefact_hunters_task_2_complete +red_forest_open} red_smart_terrain_3_1, {+red_artefact_hunters_task_2_complete +red_forest_open} esc_smart_terrain_5_7, {+red_artefact_hunters_go2} red_smart_terrain_6_3, red_smart_terrain_6_6
attack_power = {+red_artefact_hunters_go2} 50
relationship = friend

;**************** pursuit ambush ******************************
[red_pursuit_bounty_hunters_squad_1]
faction = stalker
npc = red_bounty_hunter_6
target_smart = {+red_bounty_hunters_free} nil, red_smart_terrain_bridge
attack_power = 500
sympathy = 0
relationship = enemy

[red_pursuit_bounty_hunters_squad_2]
faction = stalker
npc = red_bounty_hunter_1, red_bounty_hunter_2, red_bounty_hunter_3, red_bounty_hunter_4, red_bounty_hunter_5
target_smart = {+red_bounty_hunters_free} nil, red_smart_terrain_bridge
sympathy = 0
relationship = enemy
attack_power = 500

[red_pursuit_bounty_hunters_squad_3]
faction = stalker
npc = red_pursuit_bounty_hunter, red_pursuit_bounty_hunter, red_pursuit_bounty_hunter, red_pursuit_bounty_hunter
target_smart = {+red_bounty_hunters_free} nil, red_smart_terrain_4_5

;*********** bridge mercs **************************
[red_allyes_recon_squad_1]
faction = killer
npc = red_bridge_stalker_leshiy, red_bridge_ally_stalker_1, red_bridge_ally_stalker_2, red_bridge_ally_stalker_3, red_bridge_ally_stalker_4
target_smart = {=squad_in_zone(red_allyes_recon_squad_1:red_smart_terrain_5_5_defence)} nil, {+red_leshiy_reward_done +red_bridge_allyes_free} red_smart_terrain_5_5, {+red_bridge_allyes_free} red_smart_terrain_bridge, {+red_bridge_bandit_out}red_bridge_bandit_smart, red_bridge_ally_smart
invulnerability = {+red_bridge_allyes_try_pull_down} false, true
sympathy = 0
relationship = friend

;************ bridge bandits **********************
[red_bridge_bandit_groop_1]
faction = renegade
npc = red_bridge_renegade, red_bridge_renegade
target_smart = red_bridge_bandit_smart
sympathy = 0
relationship = enemy

[red_bridge_bandit_groop_2]
faction = renegade
npc = red_bridge_renegade, red_bridge_renegade
target_smart = red_bridge_bandit_smart
sympathy = 0
relationship = enemy

[red_bridge_bandit_groop_3]
faction = renegade
npc = red_bridge_renegade, red_bridge_renegade
target_smart = red_bridge_bandit_smart
sympathy = 0
relationship = enemy

[red_bridge_bandit_groop_4]
faction = renegade
npc = red_bridge_renegade, red_bridge_renegade
target_smart = red_bridge_bandit_smart
sympathy = 0
relationship = enemy

;************ compass keepers ******************
[red_bandit_compass_groop_1]
faction = renegade
npc = red_bridge_renegade, red_bridge_renegade, red_bridge_renegade, red_bridge_renegade, red_bridge_renegade
target_smart = red_smart_terrain_3_2
sympathy = 0
relationship = enemy

[red_bandit_compass_groop_2]
faction = renegade
npc = red_bridge_renegade, red_bridge_renegade, red_bridge_renegade, red_bridge_renegade, red_bridge_renegade
target_smart = red_smart_terrain_3_2
sympathy = 0
relationship = enemy

[red_bandit_compass_groop_3]
faction = renegade
npc = red_bridge_renegade, red_bridge_renegade, red_bridge_renegade, red_bridge_renegade, red_bridge_renegade
target_smart = red_smart_terrain_3_1
sympathy = 0
relationship = enemy

[red_bandit_compass_groop_4]
faction = renegade
npc = red_bridge_renegade, red_bridge_renegade, red_bridge_renegade, red_bridge_renegade, red_bridge_renegade
target_smart = red_smart_terrain_3_1
sympathy = 0
relationship = enemy

;**************** sim squads ******************************
[red_stalker_gate_keepers_1]
faction = dolg
npc = sim_default_duty_4, sim_default_duty_2, sim_default_duty_3, sim_default_duty_3
target_smart = red_smart_terrain_4_2

[red_stalker_gate_keepers_2]
faction = dolg
npc = sim_default_duty_3, sim_default_duty_3, sim_default_duty_3, sim_default_duty_3, sim_default_duty_3
target_smart = {+red_forest_open} red_smart_terrain_3_2, red_smart_terrain_4_2

[red_stalker_gate_keepers_3]
faction = dolg
npc = sim_default_duty_3, sim_default_duty_3, sim_default_duty_3, sim_default_duty_3, sim_default_duty_3
target_smart = {+red_forest_open} red_smart_terrain_4_2, red_smart_terrain_3_1

[red_stalker_gate_keepers_4]
faction = dolg
npc = sim_default_duty_3, sim_default_duty_3, sim_default_duty_3, sim_default_duty_2, sim_default_duty_1
target_smart = {+red_forest_open} red_smart_terrain_3_2, red_smart_terrain_3_1

;***************** sim monsters squad *************************
[red_snork_attack_1]
faction = monster
;npc = snork_strong, snork_normal, snork_normal, snork_normal, snork_normal
npc = gigant_strong
target_smart = red_smart_terrain_6_3
attack_power = 500

[red_snork_dangeon_keepers_1]
faction = monster
npc = snork_strong, snork_strong, snork_strong
target_smart = red_smart_terrain_monsters

[red_snork_dangeon_keepers_2]
faction = monster
npc = snork_weak, snork_weak, snork_normal, snork_normal, snork_normal, snork_strong
target_smart = {=is_smart_captured(red_smart_terrain_6_3) !smart_captured_by_faction(red_smart_terrain_6_3:monster)} red_smart_terrain_6_3, red_smart_terrain_monsters_2
attack_power = 500

[red_forest_monsters_snork_1]
faction = monster
npc = snork_normal, snork_normal, snork_normal, snork_normal
target_smart = {+red_forest_open =is_dark_night()}red_smart_terrain_4_3:red_smart_terrain_4_5:red_smart_terrain_3_3:red_smart_terrain_4_2:loop, {=is_dark_night()}red_smart_terrain_4_3:red_smart_terrain_4_5:red_smart_terrain_3_3:loop, red_smart_terrain_3_2
attack_power = 200

[red_forest_monsters_1]
faction = monster
npc = psy_dog, pseudodog_normal, pseudodog_normal
target_smart = red_smart_terrain_monsters_3
;attack_power = 200

[red_forest_monsters_2]
faction = monster
npc = pseudodog_normal, pseudodog_normal, pseudodog_weak, pseudodog_weak
target_smart = red_smart_terrain_monsters_3:red_smart_terrain_6_6:red_smart_terrain_4_5:loop
attack_power = {=is_dark_night()} 200

[red_forest_monsters_3]
faction = monster
npc = pseudodog_strong, pseudodog_normal, pseudodog_weak, pseudodog_weak
target_smart = {+red_forest_open =is_dark_night()}red_smart_terrain_monsters_3:red_smart_terrain_4_2:loop, red_smart_terrain_monsters_3
attack_power = 200

[red_forest_monsters_4]
faction = monster
npc = snork_normal, snork_normal, snork_normal, snork_normal, snork_normal
target_smart = red_smart_terrain_4_3:red_smart_terrain_3_3:red_smart_terrain_3_2:loop
attack_power = 200

[red_forest_monsters_5]
faction = monster
npc = snork_strong, snork_normal, snork_normal, snork_normal, snork_normal, snork_normal
target_smart = red_smart_terrain_3_2

[red_forest_monsters_6]
faction = monster
npc = dog_normal, dog_normal, dog_normal, dog_normal, dog_normal, dog_normal, dog_strong, dog_strong
target_smart = nil
