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85
gamedata/configs/scripts/zaton/zat_b38_bloodsuckers.ltx
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85
gamedata/configs/scripts/zaton/zat_b38_bloodsuckers.ltx
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[logic@bloodsucker_1]
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active = mob_walker@wait1
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on_death = death@1
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on_hit = hit@1
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prior = 200
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suitable = {=check_npc_name(zat_b38_bloodsucker_1)}
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monster_job = true
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[death@1]
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on_info = %+zat_b38_bloodscuker_1_death -zat_b38_fight_started%
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[hit@1]
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on_info = %+zat_b38_fight_started%
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on_info2 = {=hit_by_actor} %+zat_b38_attacker_wake_1%
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[mob_walker@wait1]
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path_walk = bloodsucker_1_wait_walk
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path_look = bloodsucker_1_wait_look
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combat_ignore_cond = true
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on_info2 = {=dist_to_actor_le(5)} mob_home@actor1 %+zat_b38_fight_started%
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on_info3 = {+zat_b38_attacker_wake_1} mob_home@actor1
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on_info4 = {+zat_b38_stalker_cop_see_bloodsucker_done} mob_home@angry1
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on_info5 = {=jup_b47_npc_online(zat_b38_bloodsucker_1) -zat_b38_bl1_on_job} %=teleport_npc(zat_b38_bloodsucker_1_wait_walk) +zat_b38_bl1_on_job%
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on_actor_in_zone = zat_b38 | mob_home@angry2 %=teleport_npc(zat_b38_bloodsucker_2_wait_look) =hit_npc_from_actor%
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out_restr = zat_b38_vnz_out_restr
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[mob_home@actor1]
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path_home = bloodsucker_1_wait_walk
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home_min_radius = 30
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home_max_radius = 40
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on_info = {-zat_b38_fight_started} %+zat_b38_fight_started%
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aggressive = true
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combat_ignore_cond = {=check_enemy_name(zat_b38_stalker_cop) =actor_in_zone(zat_b38_vnz_out_restr)} true
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out_restr = zat_b38_vnz_out_restr
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[mob_home@angry1]
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path_home = bloodsucker_1_home
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aggressive = true
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combat_ignore_cond = {=check_enemy_name(zat_b38_stalker_cop) =actor_in_zone(zat_b38_vnz_out_restr)} true
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out_restr = zat_b38_vnz_out_restr
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on_info = {-zat_b38_fight_started} %+zat_b38_fight_started%
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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[logic@bloodsucker_2]
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active = mob_walker@wait2
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on_death = death@2
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on_hit = hit@2
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prior = 200
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suitable = {=check_npc_name(zat_b38_bloodsucker_2)}
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monster_job = true
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[death@2]
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on_info = %+zat_b38_bloodscuker_2_death -zat_b38_fight_started%
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[hit@2]
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on_info = %+zat_b38_fight_started%
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on_info2 = {=hit_by_actor} %+zat_b38_attacker_wake_2%
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[mob_walker@wait2]
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path_walk = bloodsucker_2_wait_walk
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path_look = bloodsucker_2_wait_look
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combat_ignore_cond = true
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on_info2 = {=dist_to_actor_le(3)} mob_home@actor2 %+zat_b38_fight_started%
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on_info3 = {+zat_b38_attacker_wake_2} mob_home@actor1
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on_info4 = {+zat_b38_stalker_cop_see_bloodsucker_2} mob_home@angry2
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on_actor_in_zone = zat_b38 | %+zat_b38_stalker_cop_see_bloodsucker_2 =hit_npc_from_actor%
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out_restr = zat_b38_vnz_out_restr
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[mob_home@actor2]
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path_home = bloodsucker_2_wait_walk
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aggressive = true
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on_info = {-zat_b38_fight_started} %+zat_b38_fight_started%
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combat_ignore_cond = {=check_enemy_name(zat_b38_stalker_cop) =actor_in_zone(zat_b38_vnz_out_restr)} true
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home_min_radius = 30
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home_max_radius = 40
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out_restr = zat_b38_vnz_out_restr
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[mob_home@angry2]
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path_home = bloodsucker_2_home
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aggressive = true
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combat_ignore_cond = {=check_enemy_name(zat_b38_stalker_cop) =actor_in_zone(zat_b38_vnz_out_restr)} true
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out_restr = zat_b38_vnz_out_restr
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on_info = {-zat_b38_fight_started} %+zat_b38_fight_started%
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