#TAVERN DRUNK DIALOGS
   [anyone, "start", 
   [
   (eq, "$g_talk_troop", "trp_belligerent_drunk"),
   ],
   "What are you looking at?", "drunk_response", 
   [
     (try_begin),
       (eq, "$g_main_attacker_agent", 0),
       (call_script, "script_activate_tavern_attackers"),       
     (try_end),
     (mission_disable_talk),
   ]],
   [anyone, "start", 
   [
   (eq, "$g_talk_troop", "trp_hired_assassin"),
   ],
   "Are you looking at me?", "drunk_response", 
   [
     (try_begin),
       (eq, "$g_main_attacker_agent", 0),
       (call_script, "script_activate_tavern_attackers"),       
     (try_end),
     (mission_disable_talk),
   ]],
   [anyone, "start", 
   [
   (eq, "$g_talk_troop", "trp_hired_assassin"),
      (eq,1,0),
   ],
   "{!}Added to match dialog ids with translations.", "close_window", 
   []],
 
   
  [anyone, "start", [
  (is_between, "$g_talk_troop", tavernkeepers_begin, tavernkeepers_end),
  (gt, "$g_main_attacker_agent", 0),
  (neg|agent_is_alive, "$g_main_attacker_agent"),
  
  (try_begin),
    (neg|agent_is_alive, "$g_main_attacker_agent"),
   (agent_get_troop_id, ":type", "$g_main_attacker_agent"),
   (eq, ":type", "trp_hired_assassin"),
   
   (str_store_string, s9, "str_strange_that_one_didnt_seem_like_your_ordenary_troublemaker_he_didnt_drink_all_that_much__he_just_stood_there_quietly_and_watched_the_door_you_may_wish_to_consider_whether_you_have_any_enemies_who_know_you_are_in_town_a_pity_that_blood_had_to_be_spilled_in_my_establishment"),
    (assign, "$g_main_attacker_agent", 0),
   (troop_add_gold, "trp_player", 50),
   (troop_add_item, "trp_player", "itm_sword_viking_1", 0),
   
  (else_try),
   #(display_message, "str_wielded_item_reg3"),
   
   (lt, "$g_attacker_drawn_weapon", "itm_tutorial_spear"),
   (str_store_string, s9, "str_you_never_let_him_draw_his_weapon_still_it_looked_like_he_was_going_to_kill_you_take_his_sword_and_purse_i_suppose_he_was_trouble_but_its_not_good_for_an_establishment_to_get_a_name_as_a_place_where_men_are_killed"),
    (assign, "$g_main_attacker_agent", 0),
   (troop_add_gold, "trp_player", 50),
   (troop_add_item, "trp_player", "itm_sword_viking_1", 0),
   (call_script, "script_troop_change_relation_with_troop", "trp_player", "$g_talk_troop", -1),
  (else_try),
   (neg|agent_is_alive, "$g_main_attacker_agent"),
   (str_store_string, s9, "str_well_id_say_that_he_started_it_that_entitles_you_to_his_sword_and_purse_i_suppose_have_a_drink_on_the_house_as_i_daresay_youve_saved_a_patron_or_two_a_broken_skull_still_i_hope_he_still_has_a_pulse_its_not_good_for_an_establishment_to_get_a_name_as_a_place_where_men_are_killed"),
    (assign, "$g_main_attacker_agent", 0),
   (troop_add_gold, "trp_player", 50),
   (troop_add_item, "trp_player", "itm_sword_viking_1", 0),
   (call_script, "script_troop_change_relation_with_troop", "trp_player", "$g_talk_troop", 1),
  (try_end),   
  (troop_set_slot, "trp_hired_assassin", slot_troop_cur_center, -1),
  ],
   "{!}{s9}", "player_duel_response", [
   ]],
   # здесь проверяется метательное оружие в руке или нет; если да - бармен скажет "no shooting"
  [anyone, "start", [
  (is_between, "$g_talk_troop", tavernkeepers_begin, tavernkeepers_end),
  (gt, "$g_main_attacker_agent", 0),
  (try_begin),
   (get_player_agent_no, ":player_agent"),
   (agent_get_wielded_item, ":wielded_item", ":player_agent", 0),
   (is_between, ":wielded_item", "itm_darts", "itm_torch"),
   (neq, ":wielded_item", "itm_javelin_melee"), # neq - not equal (если я правильно понимаю), означает что если металки не в рукопашном режиме, то бармен скажет "no shooting"
   (neq, ":wielded_item", "itm_throwing_spear_melee"),
   (neq, ":wielded_item", "itm_jarid_melee"),
   (neq, ":wielded_item", "itm_light_throwing_axes_melee"),
   (neq, ":wielded_item", "itm_throwing_axes_melee"),
   (neq, ":wielded_item", "itm_heavy_throwing_axes_melee"),
   (str_store_string, s9, "str_stop_no_shooting_no_shooting"), # здесь проверка металок вроде кончается
    (assign, ":default_item", -1), # если в руках было метательное, то после слов бармена о "no shooting" эта строка убирает оружие из рук. дальше начинается проверка на стрелковое
   (troop_get_inventory_capacity, ":end_cond", "trp_player"), 
   (try_for_range, ":i_slot", 0, ":end_cond"),
      (troop_get_inventory_slot, ":item_id", "trp_player", ":i_slot"),
      
      (is_between, ":item_id", weapons_begin, weapons_end),
      (neg|is_between, ":item_id", ranged_weapons_begin, ranged_weapons_end),
      
      (assign, ":default_item", ":item_id"),
      (assign, ":end_cond", 0), #break
    (try_end),
   
   (agent_set_wielded_item, ":player_agent", ":default_item"),
  (else_try),
   (str_store_string, s9, "str_em_ill_stay_out_of_this"), # если в руках было стрелковое, бармен снова скажет что стрелять/метать нельзя
  (try_end),
  ],
   "{!}{s9}", "close_window", [
   ]], # проверка на стрелковое/метательное заканчивается. дальше, собственно, ветвь диалогов.
  [anyone|plyr, "player_duel_response", [],
   "Such a waste...", "close_window", [
   ]],
   
  [anyone|plyr, "player_duel_response", [],
   "Better him than me", "close_window", [
   ]],
   
  [anyone|plyr, "drunk_response", [],
   "I'm not sure... Some sort of animal, clearly", "drunk_fight_start", [
   ]],
   
  [anyone|plyr, "drunk_response", [],
   "Excuse me -- please accept my apologies", "drunk_fight_start", [
   ]],
   
  [anyone, "drunk_fight_start", [],
   "I'll wipe that smirk right off your face!", "close_window", [
   (troop_set_slot, "trp_belligerent_drunk", slot_troop_cur_center, 0),   
   ]],
      
  [anyone|plyr, "drunk_response", 
  [
    (troop_slot_ge, "trp_player", slot_troop_renown, 150),
  ],
   "Do you have any idea who I am?", "drunk_player_high_renown", [
   ]],
  [anyone, "drunk_player_high_renown", [
  (eq, "$g_talk_troop", "trp_hired_assassin"),
  ],
   "Do I care?", "drunk_fight_start", [
   ]],
   
  [anyone, "drunk_player_high_renown", [],
   "Emmm... Actually... Yes, yes, I do know who you are, {sir/madame}. Please forgive me, your grace -- it must be the drink. I'll be leaving, now...", "drunk_player_high_renown", [
   ]],
   
  [anyone|plyr, "drunk_player_high_renown", [],
   "Why, if you want a fight, you shall have one!", "drunk_fight_start", [
   ]],
   
  [anyone|plyr, "drunk_player_high_renown", [],
   "I thought as much. Now, remove yourself from here", "close_window", 
   [
     (assign, "$drunks_dont_pick_fights", 1),
     (troop_set_slot, "trp_belligerent_drunk", slot_troop_cur_center, 0),
          
     (call_script, "script_deactivate_tavern_attackers"),
     
     (assign, "$g_belligerent_drunk_leaving", "$g_main_attacker_agent"),
     
     (mission_enable_talk),
     
     (try_for_agents, ":agent"),
       (agent_is_alive, ":agent"),
       (agent_get_position, pos4, ":agent"),
       (agent_set_scripted_destination, ":agent", pos4),
     (try_end),
     
     (entry_point_get_position, pos1, 0),
     (agent_set_scripted_destination, "$g_main_attacker_agent", pos1),
     
     (assign, "$g_main_attacker_agent", 0),
   ]],