Ok, może będzie jeszcze ułatwieniem jak podam w której linii kod się rozpoczyna i kończy. Rozpoczyna się w linii 2379 pod AI Triggers, a kończy w 2401. Kawałek kodu, pogrubionym skrypt dot. gwizdania na konia:
#new (25.11.09) starts (sdsd = TODO : make a similar code to also helping ally encounters)
#count all total (not dead) enemy soldiers (in battle area + not currently placed in battle area)
(call_script, "script_party_count_members_with_full_he alth", "p_collective_enemy"),
(assign, ":total_enemy_soldiers", reg0),
#decrease number of agents already in battle area to find all number of reinforcement enemies
(assign, ":enemy_soldiers_in_battle_area", 0),
(try_for_agents,":cur_agent"),
(agent_is_human, ":cur_agent"),
(agent_get_party_id, ":agent_party", ":cur_agent"),
(try_begin),
(neq, ":agent_party", "p_main_party"),
(neg|agent_is_ally, ":cur_agent"),
(val_add, ":enemy_soldiers_in_battle_area", 1),
(try_end),
(try_end),
(store_sub, ":total_enemy_reinforcements", ":total_enemy_soldiers", ":enemy_soldiers_in_battle_area"),
(try_begin),
(lt, ":total_enemy_reinforcements", 15),
(ge, "$defender_reinforcement_stage", 2),
(eq, "$defender_reinforcement_limit_increased", 0),
(val_add, "$g_defender_reinforcement_limit", 1),
(assign, "$defender_reinforcement_limit_increased", 1),
(try_end),
#new (25.11.09) ends
(lt,"$defender_reinforcement_stage","$g_defender_reinforcement_limit"),
(store_mission_timer_a,":mission_time"),
(ge,":mission_time",10),
(store_normalized_team_count,":num_defenders", 0),
(lt,":num_defenders",6)],
[(add_reinforcements_to_entry,0,7),(assign, "$defender_reinforcement_limit_increased", 0),(val_add,"$defender_reinforcement_stage",1)]),
(1, 0, 5, [(lt,"$attacker_reinforcement_stage",2),
(store_mission_timer_a,":mission_time"),
(ge,":mission_time",10),
(store_normalized_team_count,":num_attackers", 1),
(lt,":num_attackers",6)],
[(add_reinforcements_to_entry,3,7),(val_add,"$attacker_reinforcement_stage",1)]),
common_battle_check_victory_condition,
common_battle_victory_display,
(1, 4, ti_once, [(main_hero_fallen)],
[
(assign, "$pin_player_fallen", 1),
(str_store_string, s5, "str_retreat"),
(call_script, "script_simulate_retreat", 10, 20, 1),
(assign, "$g_battle_result", -1),
(set_mission_result,-1),
(call_script, "script_count_mission_casualties_from_ag ents"),
(finish_mission,0)]),
common_battle_inventory,
#AI Triggers
(linia 2379) 0, 0, 60, [(key_clicked, key_t),(store_attribute_level,"$attribute","trp_player",3),(ge,"$attribute",2),(neg|main_hero_fallen)], [
(get_player_agent_no, ":player_agent"),
(agent_get_position, pos1, ":player_agent"),
(store_sub,":ch_bonus","$attribute",2),
(val_div,":ch_bonus",-2),
(assign,":whistled",":ch_bonus"),
(try_for_agents,":agent"),
(agent_is_alive,":agent"),
(neg|agent_is_human,":agent"),
(neg|ge,":whistled",1),
(agent_get_position, pos2, ":agent"),
(get_distance_between_positions,":distance",pos2,pos1),
(ge,":distance",250),
(agent_set_scripted_destination,":agent",pos1,1),
(val_add,":whistled",1),
(try_end),
(display_message,"@Koń w drodze!",0x6495ed),
(call_script, "script_sprint_exp_penalty"),
]), (linia 2401)
(0, 0, ti_once, [
(store_mission_timer_a,":mission_time"),(ge,":mission_time",2),
],
[(call_script, "script_select_battle_tactic"),
(call_script, "script_battle_tactic_init"),
#(call_script, "script_battle_calculate_initial_powers"), #deciding run away method changed and that line is erased
]),