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151
gamedata/configs/scripts/zaton/zat_b53_artefact_hunter_1.ltx
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151
gamedata/configs/scripts/zaton/zat_b53_artefact_hunter_1.ltx
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[logic@zat_b53_artefact_hunter_1]
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suitable = {=check_npc_name(zat_b53_artefact_hunter_1)}
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prior = 70
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active = walker@wait_actor_scene_start
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on_hit = hit
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on_death = death
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dont_spawn_loot
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[walker@wait_actor_scene_start]
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corpse_detection_enabled = false
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meet = no_meet
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def_state_moving = walk
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path_walk = artefact_hunter_1_spawn_point
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path_look = artefact_hunter_1_wounted_particle_steam_point_1
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on_signal = zat_b53_artefact_hunter_1_scene_start | remark@scene_start
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on_info = {+zat_b53_thanks_dialog} walker@go_friend
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[remark@scene_start]
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corpse_detection_enabled = false
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meet = no_meet
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anim = probe_stand
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target = path | zat_b53_artefact_hunter_1_wounted_particle_steam_point_1, 0
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on_info = {=actor_in_zone(zat_b53_actor_find_artefact_hunters_restrictor) =actor_see_npc} walker@start_go %+zat_b53_artefact_hunter_2_must_say_go_on%
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on_info2 = {+zat_b53_actor_enemy} walker@actor_enemy
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on_info3 = {+zat_b53_thanks_dialog} walker@go_friend
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[walker@start_go]
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corpse_detection_enabled = false
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meet = no_meet
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def_state_moving = walk
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path_walk = artefact_hunter_1_wounted_particle_steam_point_1
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path_look = artefact_hunter_1_wounted_particle_steam_point_2
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on_info = {=npc_in_zone(zat_b53_artefact_hunter_1_wounted_restrictor_1)} remark@probe %+artefact_hunter_1_in_zone_wounted_restrictor_1%
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on_info2 = {+zat_b53_actor_enemy} walker@actor_enemy
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on_info3 = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc%
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[remark@probe]
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corpse_detection_enabled = false
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meet = no_meet
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anim = probe_way
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target = path | zat_b53_artefact_hunter_1_big_anomaly_go, 0
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on_game_timer = 130 | remark@wait_go_big_anomalie %+zat_b53_come_on_continue_sound%
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on_info = {+zat_b53_actor_enemy} walker@actor_enemy
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on_info2 = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc%
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[remark@wait_go_big_anomalie]
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corpse_detection_enabled = false
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meet = no_meet
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anim = guard_na
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target = path | zat_b53_artefact_hunter_1_big_anomaly_go, 0
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on_game_timer = 110 | walker@go_on_in_big_anomaly %+zat_b53_come_on_continue_sound%
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on_info = {+zat_b53_actor_enemy} walker@actor_enemy
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on_info2 = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc%
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[walker@go_on_in_big_anomaly]
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corpse_detection_enabled = false
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meet = no_meet
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path_walk = artefact_hunter_1_big_anomaly_go
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on_info2 = {=npc_in_zone(zat_b53_artefact_hunter_1_wounted_restrictor_2)} walker@wounded %+zat_b53_artefact_hunter_1_in_zone_ounted_restrictor_2%
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on_info3 = {+zat_b53_actor_enemy} walker@actor_enemy
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on_info4 = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc%
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[walker@wounded]
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wounded = wounded
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corpse_detection_enabled = false
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meet = meet
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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path_walk = artefact_hunter_1_big_anomaly_go
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on_info = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc%
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on_info2 = {+zat_b53_thanks_dialog} walker@go_friend %=actor_friend%
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on_info3 = {=actor_enemy} walker@wounded_actor_enemy
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on_info4 = {=dist_to_actor_ge(100)} %=kill_npc%
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[walker@wounded_actor_enemy]
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wounded = wounded
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corpse_detection_enabled = false
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meet = no_meet
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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path_walk = artefact_hunter_1_big_anomaly_go
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on_info = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc%
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on_info2 = {=dist_to_actor_ge(100)} %=kill_npc%
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[walker@go_friend]
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corpse_detection_enabled = false
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meet = no_meet
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def_state_moving = run
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path_walk = artefact_hunter_1_with_friend_walk
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path_look = artefact_hunter_1_sit_ass_look
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on_signal = zat_b53_artefact_hunter_1_with_friend_walk_sig | remark@sit_ass_talk %+zat_b53_artefact_hunter_1_with_friend%
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on_info = {+zat_b53_actor_enemy} walker@actor_enemy
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on_info2 = {=dist_to_actor_le(5) !npc_in_zone(zat_b53_zone_field_thermal_weak_self_use) -zat_b53_once_use_self_dialog} remark@thanks_self %+zat_b53_once_use_self_dialog%
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[remark@thanks_self]
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meet = meet@self
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combat_ignore_cond = true
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corpse_detection_enabled = false
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combat_ignore_keep_when_attacked = true
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target = story | actor
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on_info = {+zat_b53_thanks_dialog_end !talking} walker@go_friend
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[remark@sit_ass_talk]
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corpse_detection_enabled = false
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meet = meet
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anim = sit_ass
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target = path | zat_b53_artefact_hunter_1_sit_ass_look, 0
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on_info = {+zat_b53_actor_enemy} walker@actor_enemy
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[walker@actor_enemy]
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corpse_detection_enabled = false
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meet = no_meet
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path_walk = artefact_hunter_1_spawn_point
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on_info = %=actor_enemy%
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[meet]
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use = true
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abuse = false
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allow_break = false
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trade_enable = false
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close_anim = nil
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close_victim = nil
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close_distance = 0
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far_distance = 0
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[meet@self]
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use = self
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meet_dialog = zat_b53_artefact_hunter_1_gathering_artefacts
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abuse = false
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allow_break = false
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trade_enable = false
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close_anim = nil
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close_victim = nil
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close_distance = 0
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far_distance = 0
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[hit]
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on_info = {=hit_by_actor} %+zat_b53_actor_enemy%
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[death]
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on_info = {=killed_by_actor -zat_b53_dec_faction_goodwill_done} %=dec_faction_goodwill_to_actor(stalker:100) +zat_b53_dec_faction_goodwill_done%
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[wounded]
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autoheal = false
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enable_talk = true
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not_for_help = true
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hp_state = 101|wounded_heavy@help_heavy
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hp_state_see = 101|wounded_heavy@help_heavy
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hp_victim = 101|nil
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hp_fight = 101|false
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hp_cover = 101|false
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