Думаю можно. Если взять например код ловушек от
и вместо кольев прикрутить ракеты, то ...
Далее идёт фаза "start_phase_2_5", мне она в принципе тоже не нужна, её удалить ну или если это не получится сделать я текст поменяю.
А вот затем идут phase_3 и phase_4, и как не пытался я их переделать ничего не выходит, вот они привожу их ниже.
("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_4",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", 4),
],
"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, "$current_town", "p_town_5"),
(assign, ":town_merchant", "trp_rhodok_merchant"),
(assign, ":town_room_scene", "scn_town_5_room"),
(else_try),
(eq, "$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, "$current_town", "p_town_19"),
(assign, ":town_merchant", "trp_sarranid_merchant"),
(assign, ":town_room_scene", "scn_town_19_room"),
(try_end),
(modify_visitors_at_site, ":town_room_scene"),
(reset_visitors),
(set_visitor, 0, "trp_player"),
(set_visitor, 9, ":town_merchant"),
(assign, "$talk_context", tc_merchants_house),
(assign, "$dialog_with_merchant_ended", 0),
(set_jump_mission, "mt_meeting_merchant"),
(jump_to_scene, ":town_room_scene"),
(change_screen_mission),
]),
("continue",
[
(eq, "$current_startup_quest_phase", 3),
],
"Continue...",
[
(call_script, "script_prepare_town_to_fight"),
]),
]
),