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module_mission_templates_morale.py
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520 lines (476 loc) · 23.3 KB
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from header_common import *
from header_operations import *
from header_mission_templates import *
from header_animations import *
from header_sounds import *
from header_music import *
from module_constants import *
from module_info import wb_compile_switch as is_a_wb_mt
# This file contains a heavily modified and improved version
# of Chel's morale scripts. If you modify it, please leave a
# note telling what you did. -CC
tld_morale_triggers = [
# This trigger always happens to prevent a "you killed 30000 troops in this battle." bug when you turn battle morale on
# after it was turned off for some time. -CC
(2, 0, ti_once, [], [
(get_player_agent_kill_count,"$base_kills",0),
(assign,"$new_kills_a",0),
(assign,"$new_kills",0),
(try_begin),
# Display the morale values once, so the players have a general idea.
(eq, "$tld_option_morale", 1),
(assign, "$allies_coh_modifier", 50), #set initial coherence bonus, will lower over time
(assign, "$enemies_coh_modifier", 50),
(call_script, "script_coherence"),
(call_script, "script_healthbars"), #called within script_coherence too, but only after more than 3 minutes
(try_end),
#(assign,"$new_enemy_kills_a",0),
#(assign,"$new_enemy_kills",0),
]),
(0, 0, 0, [(key_clicked, key_z),(eq, cheat_switch, 1)],
[
(try_for_agents, ":agent"),
(call_script, "script_cf_agent_get_morale", ":agent"),
(agent_get_troop_id, ":troop", ":agent"),
(str_store_troop_name, s1, ":troop"),
#(display_message, "@{s1}'s morale: {reg1}"),
(try_end),
]),
# Rally your troops, five second wait inbetween. -CC #InVain: Increase to 15, so you can't spam
(0, 0, 15, [(eq, "$tld_option_morale", 1),(get_player_agent_no, ":player"),(agent_is_alive, ":player"),(key_clicked, key_v)],
[
(set_fixed_point_multiplier, 100),
(assign,":ally","$allies_coh"),
(assign,":enemy","$enemies_coh"),
(val_sub,":ally",":enemy"),
(assign, ":continue", 0),
(assign, ":rallied_agents", 0),
(assign, ":num_banner_carriers", 0),
(assign, ":num_captains", 0),
(store_mission_timer_a, ":time"),
(try_begin),
#(le, ":ally", tld_morale_rout_allies),
(le, "$allies_coh", 80),
(ge, ":time", 30),
(assign, ":continue", 1),
(else_try),
(display_message, "@You do not need to rally your troops yet.", color_neutral_news),
(try_end),
(eq, ":continue", 1),
(get_player_agent_no, ":player"),
(assign, ":max_rallies", 1),
(agent_get_slot, ":times_rallied", ":player", slot_agent_morale_modifier),
(store_attribute_level, ":cha", "trp_player", ca_charisma),
(store_div, ":normal_rallies", ":cha", 5),
(val_add, ":max_rallies", ":normal_rallies"),
(store_skill_level, ":leadership", "skl_leadership", "trp_player"),
(val_mul, ":leadership", 2),
(val_mul, ":normal_rallies", 2),
(store_add, ":rally_strength", ":normal_rallies", ":leadership"),
(store_mul, ":rally_range", ":rally_strength", 500),
(try_begin),
(this_or_next|player_has_item, "itm_angmar_whip_reward"),
(player_has_item, "itm_horn_gondor_reward"),
(store_skill_level,":horn_rallies","skl_leadership","trp_player"),
(val_div, ":horn_rallies", 3),
(val_add, ":max_rallies", ":horn_rallies"),
(try_end),
#(assign, reg0, ":max_rallies"),
#(assign, reg1, ":times_rallied"),
#(display_message, "@Max Rallies: {reg0}, Times Rallied: {reg1}"),
(try_begin),
(lt, ":times_rallied", ":max_rallies"),
(call_script, "script_troop_get_cheer_sound", "trp_player"),
#(play_sound, "snd_evil_horn"),
(try_begin),
(ge, reg1, 0),
(agent_play_sound, ":player", reg1),
(try_end),
(val_add, ":times_rallied", 1),
(agent_set_slot, ":player", slot_agent_morale_modifier, ":times_rallied"),
(val_add, "$allies_coh_modifier", ":rally_strength"),
(try_begin),
(agent_get_horse, ":horse", ":player"),
(ge, ":horse", 0),
(agent_set_animation, ":player", "anim_cheer_player_ride"),
(else_try),
(agent_set_animation, ":player", "anim_cheer_player"),
(try_end),
(agent_get_position, pos90, ":player"),
(try_for_agents, ":agent"),
(neq, ":agent", ":player"),
(agent_is_human, ":agent"),
(agent_is_alive, ":agent"),
(agent_is_ally, ":agent"),
(agent_get_position, pos0, ":agent"),
(get_distance_between_positions, ":dist", pos0, pos90),
(lt,":dist", ":rally_range"),
(agent_get_troop_id, ":troop_type", ":agent"),
#any heroes or special troops expand the rally range
(try_begin),
(troop_is_hero,":troop_type"),
(store_skill_level, ":troop_leaderskip", "skl_leadership", ":troop_type"),
(assign, ":leadership_allies", ":troop_leaderskip"),
(val_add, ":num_captains", 1),
(try_end),
(try_begin),
(this_or_next|eq, ":troop_type", "trp_lothlorien_standard_bearer"),
(this_or_next|eq, ":troop_type", "trp_i5_greenwood_standard_bearer"),
(this_or_next|eq, ":troop_type", "trp_i6_rivendell_standard_bearer"),
(this_or_next|eq, ":troop_type", "trp_i5_isen_uruk_standard_bearer"),
(this_or_next|eq, ":troop_type", "trp_i5_mordor_uruk_standard_bearer"),
(this_or_next|eq, ":troop_type", "trp_i5_greenwood_standard_bearer"),
(eq, ":troop_type", "trp_i5_greenwood_standard_bearer"),
(assign, ":leadership_allies", 2),
(val_add, ":num_banner_carriers", 1),
(try_end),
(try_begin),
(is_between, ":troop_type", "trp_greenwood_captain", "trp_ithilien_captain"),
(assign, ":leadership_allies", 3),
(val_add, ":num_captains", 1),
(try_end),
(val_mul, ":leadership_allies", 200),
(val_add, ":rally_range", ":leadership_allies"),
(call_script, "script_cf_agent_get_leader_troop", ":agent"),
(assign, ":can_rally", 0),
(try_begin),
(eq, reg0, "trp_player"),
(assign, ":can_rally", 1),
(else_try), # Give player a chance to rally allied troops
(store_skill_level,":ldr","skl_leadership","trp_player"),
(gt, ":ldr", 3), # 3 or more leadership
(store_random_in_range, ":rnd", 0, 100),
(store_mul, ":chance", ":ldr", 10),
(gt, ":chance", ":rnd"),
(assign, ":can_rally", 1),
(try_end),
(eq, ":can_rally", 1),
(val_add, ":rallied_agents", 1),
# (str_store_agent_name, s1, ":agent"),
# (display_message, "@rallied {s1}"),
(agent_get_troop_id, ":troop_id", ":agent"),
(agent_get_slot, ":morale_bonus", ":agent", slot_agent_morale_modifier),
(val_add, ":morale_bonus", ":rally_strength"),
(agent_set_slot, ":agent", slot_agent_morale_modifier, ":morale_bonus"),
(agent_get_combat_state, ":agent_cs", ":agent"),
(agent_get_horse, ":agent_horse", ":agent"),
(store_random_in_range, ":chance_to_cheer", 0, 100),
(try_begin), #chance to cheer if rallied (but not when in combat)
(gt, ":chance_to_cheer", 15),
(eq, ":agent_cs", 0),
(try_begin),
(gt, ":agent_horse", 0),
(agent_set_animation, ":agent", "anim_cheer_player_ride"),
(else_try),
(agent_set_animation, ":agent", "anim_cheer"),
(try_end),
(call_script, "script_troop_get_cheer_sound", ":troop_id"),
(ge, reg1, 0),
(agent_play_sound, ":agent", reg1),
(try_end),
(try_begin),
(agent_slot_eq,":agent",slot_agent_routed,1),
(agent_set_slot, ":agent", slot_agent_routed, 0),
(agent_clear_scripted_mode, ":agent"),
] + ((is_a_wb_mt==1) and [
(agent_slot_eq, ":agent", slot_agent_is_running_away, 1),
(agent_set_slot, ":agent", slot_agent_is_running_away, 0),
(agent_stop_running_away, ":agent"),
] or []) + [
(try_end),
(try_end),
(assign, reg10, ":rallied_agents"),
(display_message, "@You rally {reg10} troops!", color_good_news),
(val_mul, reg10, 10),
(val_min, reg10, 500),
(add_xp_as_reward, reg10),
(assign, reg5, ":num_captains"),
(assign, reg6, ":num_banner_carriers"),
(try_begin),
(gt, reg5+reg6, 0),
(display_message, "@{reg5} captains and {reg6} banner carriers support your rally."),
(try_end),
(try_end),
] + ((is_a_wb_mt==1) and [
(try_begin),
(neg|is_presentation_active, "prsnt_battle"),
(start_presentation, "prsnt_show_num_rallies"),
(try_end),
] or []) + [
]),
# AI rallies troops -CC
(3, 0, 0, [(eq, "$tld_option_morale", 1)],
[
(assign,":ally","$allies_coh"),
(assign,":enemy","$enemies_coh"),
(val_sub,":ally",":enemy"),
(get_player_agent_no, ":player"),
# When allied troops are routed, allied commanders rally their troops!
(try_for_agents, ":agent"), #find allied commanders
(le, ":ally", tld_morale_rout_allies),
(le, "$allies_coh", 60),
(neq, ":agent", ":player"),
(agent_is_human, ":agent"),
(agent_is_alive, ":agent"),
(agent_is_ally, ":agent"),
(agent_get_troop_id, ":troop", ":agent"),
(call_script, "script_cf_agent_get_leader_troop", ":agent"),
(eq, ":troop", reg0),
(troop_is_hero, ":troop"),
(agent_get_slot, ":times_rallied", ":agent", slot_agent_morale_modifier),
(store_attribute_level, ":cha", ":troop", ca_charisma),
(store_skill_level, ":leadership", "skl_leadership", ":troop"),
(store_div, ":max_rallies", ":cha", 5),
(val_add, ":max_rallies", 1),
(val_mul, ":leadership", 2),
(val_mul, ":max_rallies", 2),
(store_add, ":rally_strength", ":max_rallies", ":leadership"),
(try_begin),
(call_script, "script_count_enemy_agents_around_agent", ":agent", 300), # AI won't rally if surrounded. The
(le, reg0, 0), # animation makes him vulnerable. -CC
(store_random_in_range, ":die_roll", 0, 101),
(store_mul, ":rally_penalty", ":times_rallied", 20), # The more they have rallied, the less likely to do it again. -CC
(store_sub, ":chance", 80, ":rally_penalty"),
(lt, ":die_roll", ":chance"), # lil' bit of personality in AI commanders
(lt, ":times_rallied", ":max_rallies"), # ":max_rallies"
(str_store_troop_name, s1, ":troop"),
#(assign, reg0, ":chance"),
#(assign, reg1, ":die_roll"),
#(assign, reg2, ":times_rallied"),
(agent_get_troop_id, ":troop", ":agent"),
(troop_get_type, reg65, ":troop"),
(try_begin),
(neq, reg65, 1), #not female
(assign, reg65, 0), #make it male for strings
(try_end),
(str_store_troop_name, s5, ":troop"),
(display_message, "@{s5} rallies {reg65?her:his} troops!", color_good_news),
(val_add, ":times_rallied", 1),
(agent_set_slot, ":agent", slot_agent_morale_modifier, ":times_rallied"),
(val_add, "$allies_coh_modifier", ":rally_strength"),
(call_script, "script_troop_get_cheer_sound", ":troop"),
(try_begin),
(ge, reg1, 0),
(agent_play_sound, ":agent", reg1),
(try_end),
(try_begin),
(agent_get_horse, ":horse", ":agent"),
(ge, ":horse", 0),
(agent_set_animation, ":agent", "anim_cheer_player_ride"),
(else_try),
(agent_set_animation, ":agent", "anim_cheer_player"),
(try_end),
(try_for_agents, ":cur_agent"),
(neq, ":agent", ":cur_agent"),
(agent_is_human, ":cur_agent"),
(agent_is_alive, ":cur_agent"),
(agent_is_ally, ":cur_agent"),
(call_script, "script_cf_agent_get_leader_troop", ":cur_agent"),
(eq, ":troop", reg0),
(agent_get_slot, ":morale_bonus", ":cur_agent", slot_agent_morale_modifier),
(val_add, ":morale_bonus", ":rally_strength"),
(agent_set_slot, ":cur_agent", slot_agent_morale_modifier, ":morale_bonus"),
(agent_set_slot, ":cur_agent", slot_agent_routed, 0),
(agent_clear_scripted_mode, ":cur_agent"),
] + ((is_a_wb_mt==1) and [
(agent_slot_eq, ":cur_agent", slot_agent_is_running_away, 1),
(agent_set_slot, ":cur_agent", slot_agent_is_running_away, 0),
(agent_stop_running_away, ":cur_agent"),
] or []) + [
(try_end),
(try_end),
(try_end),
# When enemy troops are routed, enemy commanders rally their troops!
(try_for_agents, ":agent"),
(ge, ":ally", tld_morale_rout_enemies),
(le, "$enemies_coh", 60),
(agent_is_human, ":agent"),
(agent_is_alive, ":agent"),
(agent_is_ally|neg, ":agent"),
(agent_get_troop_id, ":troop", ":agent"),
(call_script, "script_cf_agent_get_leader_troop", ":agent"),
(eq, ":troop", reg0),
(troop_is_hero, ":troop"),
(agent_get_slot, ":times_rallied", ":agent", slot_agent_morale_modifier),
(store_attribute_level, ":cha", ":troop", ca_charisma),
(store_skill_level, ":leadership", "skl_leadership", ":troop"),
(store_div, ":max_rallies", ":cha", 5),
(val_add, ":max_rallies", 1),
(val_mul, ":leadership", 2),
(val_mul, ":max_rallies", 2),
(store_add, ":rally_strength", ":max_rallies", ":leadership"),
(try_begin),
(call_script, "script_count_enemy_agents_around_agent", ":agent", 300), # AI won't rally if surrounded. The
(le, reg0, 0), # animation makes him vulnerable. -CC
(store_random_in_range, ":die_roll", 0, 101),
(store_mul, ":rally_penalty", ":times_rallied", 20), # The more they have rallied, the less likely to do it again. -CC
(store_sub, ":chance", 80, ":rally_penalty"),
(lt, ":die_roll", ":chance"), # lil' bit of personality in AI commanders
(lt, ":times_rallied", ":max_rallies"), # ":max_rallies"
(assign, reg0, ":chance"),
(assign, reg1, ":die_roll"),
(assign, reg2, ":times_rallied"),
(agent_get_troop_id, ":troop", ":agent"),
(troop_get_type, reg65, ":troop"),
(try_begin),
(neq, reg65, 1), #not female
(assign, reg65, 0), #make it male for strings
(try_end),
(str_store_troop_name, s5, ":troop"),
(display_message, "@{s5} rallies {reg65?her:his} troops!", color_bad_news),
(val_add, ":times_rallied", 1),
(agent_set_slot, ":agent", slot_agent_morale_modifier, ":times_rallied"),
(val_add, "$enemies_coh_modifier", ":rally_strength"),
(call_script, "script_troop_get_cheer_sound", ":troop"),
(try_begin),
(ge, reg1, 0),
(agent_play_sound, ":agent", reg1),
(try_end),
(try_begin),
(agent_get_horse, ":horse", ":agent"),
(ge, ":horse", 0),
(agent_set_animation, ":agent", "anim_cheer_player_ride"),
(else_try),
(agent_set_animation, ":agent", "anim_cheer_player"),
(try_end),
(try_for_agents, ":cur_agent"),
(neq, ":agent", ":cur_agent"), # Ralliers don't rally themselves.
(agent_is_human, ":cur_agent"),
(agent_is_alive, ":cur_agent"),
(agent_is_ally|neg, ":cur_agent"),
(call_script, "script_cf_agent_get_leader_troop", ":cur_agent"),
(eq, ":troop", reg0),
(agent_get_slot, ":morale_bonus", ":cur_agent", slot_agent_morale_modifier),
(val_add, ":morale_bonus", 20),
(agent_set_slot, ":cur_agent", slot_agent_morale_modifier, ":morale_bonus"),
(agent_set_slot, ":cur_agent", slot_agent_routed, 0),
(agent_clear_scripted_mode, ":cur_agent"),
] + ((is_a_wb_mt==1) and [
(agent_slot_eq, ":cur_agent", slot_agent_is_running_away, 1),
(agent_set_slot, ":cur_agent", slot_agent_is_running_away, 0),
(agent_stop_running_away, ":cur_agent"),
] or []) + [
(try_end),
(try_end),
(try_end),
]),
# let the player know of his troop's morale
(0, 0, 2, [(key_clicked, key_t),(eq, "$tld_option_morale", 1)],
[
(call_script, "script_coherence"),
#(call_script, "script_healthbars"),
]),
# calculate coherence once
# redundant, it's done in the first trigger of this file
# (1, 0, ti_once, [(eq, "$tld_option_morale", 1)],
# [
# (call_script, "script_coherence"),
# ]),
# morale check (changed from 15)
(30, 0, 10, [(eq, "$tld_option_morale", 1)],
[
(call_script, "script_coherence"),
(call_script, "script_normalize_coherence_modifier"),
(store_mission_timer_a, ":time"),
(gt, ":time", 180), #3 minutes
(call_script, "script_morale_check"), #allows individual troops to flee if coherence is lower than 75%
]),
# rout check (changed from 20)
(35, 0, 10, [(eq, "$tld_option_morale", 1)],
[
#(call_script, "script_coherence"), #InVain: This is timed so it fires shortly after the above trigger, taking freshly calculated coherence into account.
(store_mission_timer_a, ":time"),
(gt, ":time", 240), #4 minutes
(call_script, "script_rout_check"), #calculates cohesion relation between both sides and can trigger a rout for one side.
]),
# temporary coherence effect of killed friendlies/allies (WB only)
] + ((is_a_wb_mt==1) and [
(ti_on_agent_killed_or_wounded, 0, 0, [],
[
(store_trigger_param_1, ":killed_agent"),
(agent_is_active, ":killed_agent"),
(agent_is_human, ":killed_agent"),
(gt, ":killed_agent", 0),
(store_random_in_range, ":chance", 0, 100), #tweakable
(try_begin),
(agent_is_ally, ":killed_agent"),
(le, "$allies_leadership", ":chance"),
(val_sub, "$allies_coh_modifier", 1),
#(val_add, "$enemies_coh_modifier", 1),
(else_try),
# (val_add, "$allies_coh_modifier", 1),
(val_sub, "$enemies_coh_modifier", 1),
(try_end),
]),
] or []) + [
# Custom trigger, ensures agents get to position and when they do, remove them, but
# only after 90 seconds, to ensure agents have time to advance and engage in
# battle before immediately fleeing, otherwise there is no fight. -CppCoder - Changed to 3.5 mins (kham)
# InVain: Commented out, doesn't make any sense since WB operation agent_start_running_away makes them fade out automatically. Is potentially very performance heavy, too.
# (0.1, 0, 0, [(eq, "$tld_option_morale", 1),(store_mission_timer_a,reg1),(ge,reg1,210)],
# [
# (try_for_agents, ":cur_agent"),
# (agent_is_alive, ":cur_agent"),
# (try_begin),
# (agent_slot_eq,":cur_agent",slot_agent_routed,1),
# ] + ((is_a_wb_mt==1) and [
# ## WB has an operation for fleeing - Kham
# (agent_start_running_away, ":cur_agent"),
# (agent_set_slot, ":cur_agent", slot_agent_is_running_away, 1),
# ] or [
# (call_script, "script_find_exit_position_at_pos4", ":cur_agent"),
# (agent_set_scripted_destination, ":cur_agent", pos4, 1),
# ]) + [
# (agent_get_position, pos2, ":cur_agent"),
# (get_distance_between_positions, ":dist", pos4, pos2),
# (lt, ":dist", 300),
# (store_random_in_range, ":rand", 0, 100),
# (lt, ":rand", 50),
# (call_script, "script_count_enemy_agents_around_agent", ":cur_agent", 600),
# (agent_get_troop_id,":troop_no", ":cur_agent"),
# (le|this_or_next, reg0, 0),
# (is_between, ":troop_no", warg_ghost_begin, warg_ghost_end), # Lone wargs can always flee
# (call_script, "script_remove_agent_from_field", ":cur_agent"),
# (try_end),
# (try_end),
# ]),
(3, 0, 3, [(eq, "$tld_option_morale", 1)],
[
(get_player_agent_kill_count,":more_kills",0),
(val_sub,":more_kills","$base_kills"),
# TODO: CC: Find enemy leader(s) and calculate their morale boost.
(try_begin),
(gt,":more_kills","$new_kills_a"),
(store_sub, ":recent_kills", ":more_kills", "$new_kills_a"),
(val_add,"$allies_coh_modifier",":recent_kills"), #for temporary coherence effect
(assign,"$new_kills_a",":more_kills"),
(assign,"$new_kills",":more_kills"), #/2 for permanent coherence effect
(val_div,"$new_kills",2),
(assign,reg1,":more_kills"),
(display_message,"@You have killed {reg1} enemies in this battle!",0x6495ed),
(display_message,"@Your bravery inspires your troops!",0x6495ed),
(try_end),
]),
#Show num rallies
] + ((is_a_wb_mt==1) and [
(ti_after_mission_start, 0, ti_once, [],[(start_presentation, "prsnt_show_num_rallies")]),
(1, 0, 0, [
(this_or_next|game_key_is_down, gk_move_forward),
(this_or_next|game_key_is_down, gk_move_backward),
(this_or_next|game_key_is_down, gk_move_left),
(game_key_is_down, gk_move_right),
(neg|is_presentation_active, "prsnt_show_num_rallies"),
(neg|is_presentation_active, "prsnt_battle"),
(neg|main_hero_fallen),
],[
(start_presentation, "prsnt_show_num_rallies"),
]),
(0, 0, 0, [
(eq, "$show_key_binds_toggle", 0),
(key_clicked, key_insert),
(this_or_next|neg|key_is_down, key_left_control),
(neg|key_is_down, key_right_control),],
[(assign, "$show_key_binds_toggle", 1),(start_presentation, "prsnt_show_key_binds"),
]),
] or []) + [
]