------ bandit_companion_task_1 function bandit_companion_task_1_complete(a,b) local squad = get_story_squad("bandit_companion_task_1") if not (squad) then return false end local id = squad:commander_id() local npc = db.storage[id] and db.storage[id].object if not (npc) then return false end local total_loot_count = 0 for k in squad:squad_members() do local npc = db.storage[k.id] and db.storage[k.id].object if (npc) then total_loot_count = total_loot_count + (load_var(npc,"s_loot_count") or 0) end end if (total_loot_count >= 9) then return true end return false end function bandit_companion_task_1_not_complete(a,b) return not bandit_companion_task_1_complete(a,b) end function bandit_companion_task_1_complete_task(a,b) -- xQd if db.actor and load_var(db.actor,"warfare_escort_task_smart") then task_manager.get_task_manager():set_task_completed("sim_default_bandit_trader_task_4") else task_manager.get_task_manager():set_task_completed("val_smart_terrain_7_4_bandit_trader_stalker_task_3") end -- xQd end a:stop_talk() b:stop_talk() end function bandit_companion_task_1_give_reward(a,b) dialogs.relocate_money(db.actor,math.random(2500,4000),"in") xr_effects.inc_faction_goodwill_to_actor(db.actor, nil, {"bandit", 50}) end