add game&rawdata
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43
gamedata/configs/scripts/jupiter/jup_a10_bandit_guard_3.ltx
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gamedata/configs/scripts/jupiter/jup_a10_bandit_guard_3.ltx
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[logic@jup_a10_bandit_guard_3]
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suitable = {=target_squad_name(jup_a10_bandit_squad_3) !check_npc_name(jup_a10_bandit_leader)} true
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prior = 100
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active = walker@jup_a10_bandit_guard_3
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[walker@jup_a10_bandit_guard_3]
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path_walk = jup_a10_bandit_guard_3_walk
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path_look = jup_a10_bandit_guard_3_look
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on_actor_dist_le = 3 | {=actor_has_weapon} remark
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on_info = {+jup_a10_guard_back} walker@1 %-jup_a10_guard_back%
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on_info2 = {=surge_started} walker@surge
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on_actor_in_zone = jup_surge_hide_a10 | walker@1
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meet = meet
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[walker@1]
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path_walk = jup_a10_bandit_guard_3_back_walk
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path_look = jup_a10_bandit_guard_3_back_look
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on_actor_dist_le = 3 | {=actor_has_weapon} remark@2
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on_actor_not_in_zone = jup_a10_guard_spase_restrictor | walker@jup_a10_bandit_guard_3
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[remark]
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anim = backoff2
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target = story | actor
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snd = jup_a10_bandits_warn
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on_timer = 5000 | {-jup_a10_hit_bandit_guard_3} %=hit_npc_from_actor +jup_a10_hit_bandit_guard_3%
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on_info = {!actor_has_weapon} walker@jup_a10_bandit_guard_3
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[remark@2]
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anim = backoff2
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target = story | actor
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snd = jup_a10_bandits_warn
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on_timer = 5000 | {-jup_a10_hit_bandit_guard_3} %=hit_npc_from_actor +jup_a10_hit_bandit_guard_3%
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on_info = {!actor_has_weapon} walker@1
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[meet]
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use = {=actor_enemy} false, {=actor_has_weapon} false ,true
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meet_dialog = jup_a10_guard_dialog
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[walker@surge]
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path_walk = bodyguard_2_walk
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path_look = bodyguard_2_look
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on_info = {=surge_complete} walker@jup_a10_bandit_guard_3
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on_info2 = {=surge_complete +jup_a10_guard_back} walker@1
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