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404
gamedata/configs/scripts/zaton/zat_b104_zombied_logic.ltx
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404
gamedata/configs/scripts/zaton/zat_b104_zombied_logic.ltx
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@ -0,0 +1,404 @@
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[logic@zat_b104_zombied_1_1]
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active = walker@roam_1_1
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suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 200
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post_combat_time = 0,0
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;[danger@no_danger]
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;ignore_distance = 2
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;danger_inertion_time_grenade = 2000
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;danger_inertion_time_hit = 2000
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;danger_inertion_time_sound = 2000
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;danger_inertion_time_ricochet = 0
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[walker@roam_1_1]
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path_walk = 1_roam_1_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_1
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_1_1]
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path_walk = 1_attack_walk
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_1
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;danger = danger@no_danger
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[logic@zat_b104_zombied_1_2]
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active = walker@roam_1_2
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suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 200
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post_combat_time = 0,0
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[walker@roam_1_2]
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path_walk = 1_roam_2_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_2
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_1_2]
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path_walk = 1_attack_walk
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_2
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;danger = danger@no_danger
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[logic@zat_b104_zombied_1_3]
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active = walker@roam_1_3
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suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 190
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post_combat_time = 0,0
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[walker@roam_1_3]
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path_walk = 1_roam_3_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_3
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_1_3]
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path_walk = 1_attack_roam
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_3
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;danger = danger@no_danger
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[logic@zat_b104_zombied_1_4]
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active = walker@roam_1_4
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suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 190
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post_combat_time = 0,0
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[walker@roam_1_4]
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path_walk = 1_roam_4_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_4
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_1_4]
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path_walk = 1_attack_roam
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_4
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;danger = danger@no_danger
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[logic@zat_b104_zombied_1_5]
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active = walker@roam_1_5
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suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 190
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post_combat_time = 0,0
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[walker@roam_1_5]
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path_walk = 1_roam_5_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_5
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_1_5]
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path_walk = 1_attack_roam
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_5
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;danger = danger@no_danger
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[logic@zat_b104_zombied_1_6]
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active = walker@roam_1_6
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suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 190
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post_combat_time = 0,0
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[walker@roam_1_6]
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path_walk = 1_roam_6_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_6
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_1_6]
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path_walk = 1_attack_roam
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_6
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;danger = danger@no_danger
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[logic@zat_b104_zombied_1_7]
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active = walker@roam_1_7
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suitable = {=target_squad_name(zat_b104_zombied_1) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 190
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post_combat_time = 0,0
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[walker@roam_1_7]
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path_walk = 1_roam_7_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_1_7
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_1_7]
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path_walk = 1_attack_roam
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_1_7
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;danger = danger@no_danger
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[logic@zat_b104_zombied_2_1]
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active = walker@roam_2_1
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suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 200
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post_combat_time = 0,0
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[walker@roam_2_1]
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path_walk = 2_roam_1_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_1
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_2_1]
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path_walk = 2_attack_walk
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_1
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;danger = danger@no_danger
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[logic@zat_b104_zombied_2_2]
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active = walker@roam_2_2
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suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 200
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post_combat_time = 0,0
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[walker@roam_2_2]
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path_walk = 1_roam_2_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_2
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_2_2]
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path_walk = 2_attack_walk
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_2
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;danger = danger@no_danger
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[logic@zat_b104_zombied_2_3]
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active = walker@roam_2_3
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suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 190
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post_combat_time = 0,0
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[walker@roam_2_3]
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path_walk = 2_roam_3_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_3
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_2_3]
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path_walk = 2_attack_roam
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_3
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;danger = danger@no_danger
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[logic@zat_b104_zombied_2_4]
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active = walker@roam_2_4
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suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 190
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post_combat_time = 0,0
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[walker@roam_2_4]
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path_walk = 2_roam_4_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_4
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_2_4]
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path_walk = 2_attack_roam
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_4
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;danger = danger@no_danger
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[logic@zat_b104_zombied_2_5]
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active = walker@roam_2_5
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suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 190
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post_combat_time = 0,0
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[walker@roam_2_5]
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path_walk = 2_roam_5_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_5
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_2_5]
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path_walk = 2_attack_roam
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_5
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;danger = danger@no_danger
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[logic@zat_b104_zombied_2_6]
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active = walker@roam_2_6
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suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 190
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post_combat_time = 0,0
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[walker@roam_2_6]
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path_walk = 2_roam_6_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_6
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_2_6]
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path_walk = 2_attack_roam
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_6
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;danger = danger@no_danger
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[logic@zat_b104_zombied_2_7]
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active = walker@roam_2_7
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suitable = {=target_squad_name(zat_b104_zombied_2) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 190
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post_combat_time = 0,0
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[walker@roam_2_7]
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path_walk = 2_roam_7_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_2_7
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_2_7]
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path_walk = 2_attack_roam
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_2_7
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;danger = danger@no_danger
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[logic@zat_b104_zombied_3_1]
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active = walker@roam_3_1
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suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 200
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post_combat_time = 0,0
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[walker@roam_3_1]
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path_walk = 3_roam_1_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_1
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_3_1]
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path_walk = 3_attack_walk
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_1
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;danger = danger@no_danger
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[logic@zat_b104_zombied_3_2]
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active = walker@roam_3_2
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suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 200
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post_combat_time = 0,0
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[walker@roam_3_2]
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path_walk = 1_roam_3_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_2
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_3_2]
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path_walk = 3_attack_walk
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_2
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;danger = danger@no_danger
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[logic@zat_b104_zombied_3_3]
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active = walker@roam_3_3
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suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 190
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post_combat_time = 0,0
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[walker@roam_3_3]
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path_walk = 3_roam_3_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_3
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_3_3]
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path_walk = 3_attack_roam
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_3
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;danger = danger@no_danger
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[logic@zat_b104_zombied_3_4]
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active = walker@roam_3_4
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suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 190
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post_combat_time = 0,0
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[walker@roam_3_4]
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path_walk = 3_roam_4_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_4
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_3_4]
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path_walk = 3_attack_roam
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_4
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;danger = danger@no_danger
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[logic@zat_b104_zombied_3_5]
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active = walker@roam_3_5
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suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
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prior = 190
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post_combat_time = 0,0
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[walker@roam_3_5]
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path_walk = 3_roam_5_walk
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on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_5
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combat_ignore_cond = {=dist_to_actor_ge(13)} true
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combat_ignore_keep_when_attacked = false
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;danger = danger@no_danger
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[walker@attack_3_5]
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path_walk = 3_attack_roam
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on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_5
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;danger = danger@no_danger
|
||||
|
||||
|
||||
[logic@zat_b104_zombied_3_6]
|
||||
active = walker@roam_3_6
|
||||
suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
|
||||
prior = 190
|
||||
post_combat_time = 0,0
|
||||
|
||||
[walker@roam_3_6]
|
||||
path_walk = 3_roam_6_walk
|
||||
on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_6
|
||||
combat_ignore_cond = {=dist_to_actor_ge(13)} true
|
||||
combat_ignore_keep_when_attacked = false
|
||||
;danger = danger@no_danger
|
||||
|
||||
[walker@attack_3_6]
|
||||
path_walk = 3_attack_roam
|
||||
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_6
|
||||
;danger = danger@no_danger
|
||||
|
||||
|
||||
[logic@zat_b104_zombied_3_7]
|
||||
active = walker@roam_3_7
|
||||
suitable = {=target_squad_name(zat_b104_zombied_3) -zat_b104_task_end} true, {+zat_b104_task_end =check_npc_name(zombied)} true
|
||||
prior = 190
|
||||
post_combat_time = 0,0
|
||||
|
||||
[walker@roam_3_7]
|
||||
path_walk = 3_roam_7_walk
|
||||
on_actor_in_zone = zat_b104_sr_attack | walker@attack_3_7
|
||||
combat_ignore_cond = {=dist_to_actor_ge(13)} true
|
||||
combat_ignore_keep_when_attacked = false
|
||||
;danger = danger@no_danger
|
||||
|
||||
[walker@attack_3_7]
|
||||
path_walk = 3_attack_roam
|
||||
on_info = {=dist_to_story_obj_ge(zat_b104_sr_attack:50)} walker@roam_3_7
|
||||
;danger = danger@no_danger
|
||||
Loading…
Add table
Add a link
Reference in a new issue