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150
gamedata/configs/scripts/jupiter/jup_b221_duty.ltx
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150
gamedata/configs/scripts/jupiter/jup_b221_duty.ltx
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@ -0,0 +1,150 @@
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[logic@jup_b221_duty_01]
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active = animpoint@jup_b221_duty_01_reach
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suitable = {=check_npc_name(monolith)} false, {+jup_b25_freedom_flint_gone =npc_in_zone(jup_a6_sr_noweap) =npc_community(dolg)} true
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prior = 150
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[animpoint@jup_b221_duty_01_reach]
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cover_name = jup_b221_duty_01
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avail_animations = animpoint_stay_table
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use_camp = false
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meet = meet@jup_b221_duty
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on_info = {=npc_in_zone(jup_a6_sr_light)} animpoint@jup_b221_duty_01
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combat_ignore_cond = true
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out_restr = jup_a6_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[animpoint@jup_b221_duty_01]
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cover_name = jup_b221_duty_01
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avail_animations = animpoint_stay_table
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use_camp = false
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meet = meet@jup_b221_duty
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on_info = {+jup_b221_duty_main} animpoint@jup_b221_duty_01_theme
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = jup_a6_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[animpoint@jup_b221_duty_01_theme]
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cover_name = jup_b221_duty_01
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avail_animations = animpoint_stay_table
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use_camp = false
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meet = no_meet
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on_info = {-jup_b221_play_main_start} %=jup_b221_play_main(duty) +jup_b221_play_main_start%
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on_signal = theme_end | animpoint@jup_b221_duty_01 %-jup_b221_duty_main -jup_b221_play_main_start%
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = jup_a6_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[meet@jup_b221_duty]
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close_anim = nil
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close_victim = nil
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far_anim = nil
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far_victim = nil
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close_distance = 0
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far_distance = 0
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use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
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snd_on_use = {!dist_to_actor_le(3)} nil
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meet_on_talking = false
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[logic@jup_b221_duty_02]
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active = animpoint@jup_b221_duty_02_reach
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suitable = {=check_npc_name(monolith)} false, {+jup_b25_freedom_flint_gone =npc_in_zone(jup_a6_sr_noweap) =npc_community(dolg)} true
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prior = 150
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[animpoint@jup_b221_duty_02_reach]
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cover_name = jup_b221_duty_02
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avail_animations = animpoint_stay_table
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use_camp = false
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meet = meet@jup_b221_duty
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on_info = {=npc_in_zone(jup_a6_sr_light)} animpoint@jup_b221_duty_02
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combat_ignore_cond = true
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out_restr = jup_a6_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[animpoint@jup_b221_duty_02]
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cover_name = jup_b221_duty_02
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avail_animations = animpoint_stay_table
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use_camp = false
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meet = meet@jup_b221_duty
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on_info = {+jup_b221_duty_reaction_01} animpoint@jup_b221_duty_02_reaction
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = jup_a6_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[animpoint@jup_b221_duty_02_reaction]
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cover_name = jup_b221_duty_02
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use_camp = false
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meet = no_meet
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on_info = %=play_sound(jup_b221_duty_reaction)%
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on_signal = sound_end | animpoint@jup_b221_duty_02 %-jup_b221_duty_reaction_01%
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = jup_a6_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[logic@jup_b221_duty_03]
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active = animpoint@jup_b221_duty_03_reach
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suitable = {=check_npc_name(monolith)} false, {+jup_b25_freedom_flint_gone =npc_in_zone(jup_a6_sr_noweap) =npc_community(dolg)} true
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prior = 150
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[animpoint@jup_b221_duty_03_reach]
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cover_name = jup_b221_duty_03
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avail_animations = animpoint_stay_table
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use_camp = false
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meet = meet@jup_b221_duty
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on_info = {=npc_in_zone(jup_a6_sr_light)} animpoint@jup_b221_duty_03
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combat_ignore_cond = true
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out_restr = jup_a6_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[animpoint@jup_b221_duty_03]
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cover_name = jup_b221_duty_03
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avail_animations = animpoint_stay_table
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use_camp = false
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meet = meet@jup_b221_duty
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on_info = {+jup_b221_duty_reaction_02} animpoint@jup_b221_duty_03_reaction
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = jup_a6_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[animpoint@jup_b221_duty_03_reaction]
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cover_name = jup_b221_duty_03
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use_camp = false
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meet = no_meet
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on_info = %=play_sound(jup_b221_duty_reaction)%
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on_signal = sound_end | animpoint@jup_b221_duty_03 %-jup_b221_duty_reaction_02%
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = jup_a6_sr_noweap
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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