add game&rawdata
This commit is contained in:
parent
0133cd976c
commit
49b34b5546
45731 changed files with 709831 additions and 0 deletions
66
gamedata/configs/scripts/jupiter/jup_a12_bandit_chief.ltx
Normal file
66
gamedata/configs/scripts/jupiter/jup_a12_bandit_chief.ltx
Normal file
|
|
@ -0,0 +1,66 @@
|
|||
[logic@jup_a12_bandit_chief]
|
||||
active = walker@bandit_chief_stand
|
||||
suitable = {=check_npc_name(jup_a12_bandit_chief)} true
|
||||
prior = 200
|
||||
on_death = death
|
||||
|
||||
[walker@bandit_chief_stand]
|
||||
path_walk = bandit_chief_stand_walk
|
||||
path_look = bandit_chief_stand_look
|
||||
def_state_standing = wait_na
|
||||
combat_ignore_cond = true
|
||||
meet = meet@bandit_chief_stand
|
||||
on_info = {+jup_a12_chief_bandit_wait_threat_prisoner -jup_a12_stalker_prisoner_free} walker@wait_threat_prisoner, {+jup_a12_stalker_prisoner_dead} walker@stand, {+jup_a12_stalker_prisoner_free +jup_a12_stalker_prisoner_thanked_actor} walker@stand, {+jup_a12_actor_enemy_to_bandits -jup_a12_chief_bandit_wait_threat_prisoner} %+jup_a12_chief_bandit_wait_threat_prisoner%
|
||||
|
||||
[meet@bandit_chief_stand]
|
||||
close_anim = wait_na
|
||||
close_snd_hello = nil
|
||||
close_snd_bye = nil
|
||||
close_victim = actor
|
||||
snd_on_use = nil
|
||||
use = {!actor_enemy !actor_has_weapon} true, false
|
||||
use_wpn = false
|
||||
meet_dialog = jup_a12_bandit_chief_dialog
|
||||
trade_enable = false
|
||||
|
||||
[walker@wait_threat_prisoner]
|
||||
path_walk = bandit_chief_threat_prisoner_walk
|
||||
path_look = bandit_chief_threat_prisoner_look
|
||||
def_state_standing = threat_na
|
||||
combat_ignore_cond = true
|
||||
on_actor_in_zone = jup_a12_sr_threat_prisoner_zone | %+jup_a12_chief_bandit_threat_prisoner%
|
||||
on_info = {+jup_a12_chief_bandit_threat_prisoner} walker@threat_prisoner
|
||||
def_state_moving = rush
|
||||
meet = no_meet
|
||||
out_restr = jup_a12_sr_threat_prisoner_zone
|
||||
|
||||
[walker@threat_prisoner]
|
||||
path_walk = bandit_chief_threat_prisoner_walk
|
||||
path_look = bandit_chief_threat_prisoner_look
|
||||
combat_ignore_cond = true
|
||||
def_state_standing = threat_na
|
||||
on_info = {+jup_a12_chief_bandit_kill_prisoner} walker@kill_prisoner, {+jup_a12_stalker_prisoner_dead} walker@stand, %=play_sound(jup_a12_bandit_threat_to_prisoner)%
|
||||
on_game_timer = 25 | %+jup_a12_chief_bandit_kill_prisoner%
|
||||
def_state_moving = rush
|
||||
meet = no_meet
|
||||
out_restr = jup_a12_sr_threat_prisoner_zone
|
||||
|
||||
[walker@kill_prisoner]
|
||||
path_walk = bandit_chief_kill_prisoner_walk
|
||||
path_look = bandit_chief_kill_prisoner_look
|
||||
def_state_standing = threat_na
|
||||
on_info = {+jup_a12_stalker_prisoner_dead} walker@stand
|
||||
combat_ignore_cond = {!check_enemy_name(jup_a12_stalker_prisoner)} true
|
||||
meet = no_meet
|
||||
out_restr = jup_a12_sr_threat_prisoner_zone
|
||||
|
||||
[walker@stand]
|
||||
path_walk = bandit_chief_stand_walk
|
||||
path_look = bandit_chief_stand_look
|
||||
def_state_standing = wait_na
|
||||
meet = meet@bandit_chief_stand
|
||||
combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true
|
||||
out_restr = jup_a12_sr_bandit_bodyguard
|
||||
|
||||
[death]
|
||||
on_info = %+jup_a12_bandit_out%
|
||||
Loading…
Add table
Add a link
Reference in a new issue