# ("start_phase_3",mnf_disable_all_keys,
# "{s16}^^You are exhausted by the time you find the inn in {s1}, and fall asleep quickly. However, #you awake before dawn and are eager to explore your surroundings. You venture out onto the #streets, #which are still deserted. All of a sudden, you hear a sound that stands the hairs of your neck #on end -- #the rasp of a blade sliding from its scabbard...",
# "none",
# [
# (assign, ":continue", 1),
# (try_begin),
# (eq, "$current_startup_quest_phase", 1),
# (try_begin),
# (eq, "$g_killed_first_bandit", 1),
# (str_store_string, s11, "str_killed_bandit_at_alley_fight"),
# (else_try),
# (str_store_string, s11, "str_wounded_by_bandit_at_alley_fight"),
# (try_end),
# (jump_to_menu, "mnu_start_phase_4"),
# (assign, ":continue", 0),
# (else_try),
# (eq, "$current_startup_quest_phase", 3),
# (try_begin),
# (eq, "$g_killed_first_bandit", 1),
# (str_store_string, s11, "str_killed_bandit_at_alley_fight"),
# (else_try),
# (str_store_string, s11, "str_wounded_by_bandit_at_alley_fight"),
# (try_end),
# (jump_to_menu, "mnu_start_phase_4"),
# (assign, ":continue", 0),
# (try_end),
# (str_store_party_name, s1, "$g_starting_town"),
# (str_clear, s16),
# (eq, ":continue", 1),
# ],
# [
# ("continue",[], "Continue...",
# [
# (assign, "$g_starting_town", "$current_town"),
# (call_script, "script_player_arrived"),
# (party_set_morale, "p_main_party", 100),
# (set_encountered_party, "$current_town"),
# (call_script, "script_prepare_alley_to_fight"),
# ]),
# ]
# ),
("start_phase_3",mnf_disable_all_keys,
"{s11}",
"none",
[
# (assign, ":continue", 1),
# (try_begin),
# (eq, "$current_startup_quest_phase", 2),
# (change_screen_return),
# (assign, ":continue", 0),
# (else_try),
# (eq, "$current_startup_quest_phase", 3),
# (str_store_string, s11, "str_merchant_and_you_call_some_townsmen_and_guards_to_get_ready_and_you_get_out_from_tavern"),
# (else_try),
# (eq, "$current_startup_quest_phase", 4),
# (try_begin),
# (eq, "$g_killed_first_bandit", 1),
# (str_store_string, s11, "str_town_fight_ended_you_and_citizens_cleaned_town_from_bandits"),
# (else_try),
# (str_store_string, s11, "str_town_fight_ended_you_and_citizens_cleaned_town_from_bandits_you_wounded"),
# (try_end),
# (try_end),
# (eq, ":continue", 1),
],
[
("continue",
[
# (this_or_next|eq, "$current_startup_quest_phase", 1),
(eq, "$current_startup_quest_phase", 0),
],
"Continue...",
[
(assign, "$town_entered", 1),
(try_begin),
# (eq, "$current_town", "p_town_1"),
# (assign, ":town_merchant", "trp_nord_merchant"),
# (assign, ":town_room_scene", "scn_town_1_room"),
# (else_try),
(eq, "$current_town", "p_town_4"),
(assign, ":town_merchant", "trp_npc11"),
(assign, ":town_room_scene", "scn_town_4_tavern"),
# (else_try),
# (eq, "$current_town", "p_town_6"),
# (assign, ":town_merchant", "trp_swadian_merchant"),
# (assign, ":town_room_scene", "scn_town_6_room"),
# (else_try),
# (eq, "$current_town", "p_town_8"),
# (assign, ":town_merchant", "trp_vaegir_merchant"),
# (assign, ":town_room_scene", "scn_town_8_room"),
# (else_try),
# (eq, "$current_town", "p_town_10"),
# (assign, ":town_merchant", "trp_khergit_merchant"),
# (assign, ":town_room_scene", "scn_town_10_room"),
# (else_try),
# (eq, "$current_town", "p_town_19"),
# (assign, ":town_merchant", "trp_sarranid_merchant"),
# (assign, ":town_room_scene", "scn_town_19_room"),
(try_end),
(modify_visitors_at_site, ":town_4_tavern"),
(reset_visitors),
(set_visitor, 0, "trp_player"),
(set_visitor, 9, ":town_merchant"),
(assign, "$talk_context", tc_merchants_house),
(assign, "$dialog_with_merchant_ended", 0),
(set_jump_mission, "mt_meeting_danusia"),
(jump_to_scene, ":town_4_tavern"),
(change_screen_mission),
]),
# ("continue",
# [
# (eq, "$current_startup_quest_phase", 0),
# ],
# "Continue...",
# [
# (call_script, "script_prepare_town_to_fight"),
# ]),
# ]
),
примерно так, может что пропустил...