add game&rawdata
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142
gamedata/configs/scripts/zaton/zat_b53_artefact_hunter_2.ltx
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142
gamedata/configs/scripts/zaton/zat_b53_artefact_hunter_2.ltx
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[walker@def_no_loot]
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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@zat_b53_artefact_hunter_2]
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suitable = {=check_npc_name(zat_b53_artefact_hunter_2)}
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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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[walker@wait_actor_scene_start]:walker@def_no_loot
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meet = no_meet
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path_walk = artefact_hunter_2_walk
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path_look = artefact_hunter_2_look
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def_state_standing = wait_na
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on_info = {+zat_b53_artefact_hunter_2_must_say_go_on} walker@scene_start
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[walker@scene_start]:walker@def_no_loot
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meet = no_meet
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path_walk = artefact_hunter_2_walk
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path_look = artefact_hunter_2_look
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def_state_standing = wait_na
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on_game_timer = 15 | walker@say_friend_go_on_snd_timer %=play_sound(zat_b53_artefact_hunter_2_come_on)%
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[walker@say_friend_go_on_snd_timer]:walker@def_no_loot
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meet = no_meet
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path_walk = artefact_hunter_2_walk
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path_look = artefact_hunter_2_look
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def_state_standing = wait_na
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on_info = {+artefact_hunter_1_in_zone_wounted_restrictor_1} walker@say_friend_go_on_snd
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on_info2 = {=surge_kill_all} %=kill_npc%
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[walker@say_friend_go_on_snd]:walker@def_no_loot
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meet = no_meet
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path_walk = artefact_hunter_2_walk
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path_look = artefact_hunter_2_look
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def_state_standing = wait_na
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on_info = {+zat_b53_come_on_continue_sound} walker@wait_friend_wounded %=play_sound(zat_b53_artefact_hunter_2_come_on_continue)%
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on_info2 = {=surge_kill_all} %=kill_npc%
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[walker@wait_friend_wounded]:walker@def_no_loot
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meet = no_meet
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path_walk = artefact_hunter_2_walk
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path_look = artefact_hunter_2_look
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def_state_standing = wait_na
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on_info = {+zat_b53_artefact_hunter_1_in_zone_ounted_restrictor_2} remark@actor_help_snd
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on_info2 = {=surge_kill_all} %=kill_npc%
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[remark@actor_help_snd]:walker@def_no_loot
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meet = no_meet
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anim = wait_na
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target = story | actor
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on_game_timer = 15 | remark@hello_or_dont %=play_sound(zat_b53_artefact_hunter_help)%
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on_info = {=surge_kill_all} %=kill_npc%
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on_info2 = {!is_alive(zat_b53_artefact_hunter_1)} remark@wait_for_a_new_job
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[remark@hello_or_dont]:walker@def_no_loot
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meet = no_meet
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anim = wait_na
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target = story | actor
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on_info = {=surge_kill_all} %=kill_npc%
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on_info2 = {!is_alive(zat_b53_artefact_hunter_1)} remark@wait_for_a_new_job
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on_info3 = {=dist_to_actor_le(5)} remark@actor_help_wait
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on_info4 = {=dist_to_actor_ge(5)} remark@actor_help_anim_hello
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[remark@actor_help_anim_hello]:walker@def_no_loot
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meet = meet
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anim = hello
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target = story | actor
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on_info = {+zat_b53_actor_enemy} walker@actor_enemy
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on_info2 = {=surge_kill_all} %=kill_npc%
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on_info3 = {!is_alive(zat_b53_artefact_hunter_1)} remark@wait_for_a_new_job
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on_info4 = {=dist_to_actor_le(5)} remark@actor_help_wait
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on_info5 = {+zat_b53_thanks_dialog} remark@actor_help_wait %=actor_friend%
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[remark@actor_help_wait]:walker@def_no_loot
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meet = meet
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anim = wait_na
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target = story | actor
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on_info = {=npc_talking} remark@acor_help_talk
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on_info2 = {+zat_b53_thanks_dialog +zat_b53_artefact_hunter_1_with_friend} remark@sit_ass_talk
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on_info3 = {+zat_b53_actor_enemy} walker@actor_enemy
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on_info4 = {=surge_kill_all} %=kill_npc%
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on_info5 = {!is_alive(zat_b53_artefact_hunter_1)} remark@wait_for_a_new_job
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on_info6 = {+zat_b53_thanks_dialog} %=actor_friend%
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[remark@acor_help_talk]:walker@def_no_loot
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meet = meet
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anim = wait_na
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target = story | actor
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on_info = {+zat_b53_artefact_hunter_dialog_1_end} remark@wait_actor_help_to_friend
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on_info2 = {+zat_b53_thanks_dialog +zat_b53_artefact_hunter_1_with_friend} remark@sit_ass_talk
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on_info3 = {+zat_b53_actor_enemy} walker@actor_enemy
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on_info4 = {=surge_kill_all} %=kill_npc%
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on_info5 = {+zat_b53_thanks_dialog} %=actor_friend%
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[remark@wait_actor_help_to_friend]:walker@def_no_loot
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meet = no_meet
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anim = wait_na
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target = story | zat_b53_artefact_hunter_1
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on_info = {+zat_b53_thanks_dialog +zat_b53_artefact_hunter_1_with_friend} remark@sit_ass_talk
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on_info2 = {+zat_b53_actor_enemy} walker@actor_enemy
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on_info3 = {=surge_kill_all} %=kill_npc%
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on_info4 = {!is_alive(zat_b53_artefact_hunter_1)} remark@wait_for_a_new_job
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on_info5 = {+zat_b53_thanks_dialog} %=actor_friend%
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[remark@wait_for_a_new_job]:walker@def_no_loot
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meet = meet
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anim = wait
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target = story | zat_b53_artefact_hunter_1
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on_info = {+zat_b53_actor_enemy} walker@actor_enemy
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on_info2 = {=surge_kill_all} %=kill_npc%
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[remark@sit_ass_talk]:walker@def_no_loot
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meet = meet
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anim = sit_ass
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target = path | zat_b53_artefact_hunter_2_sit_ass_look, 0
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on_info = {+zat_b53_actor_enemy} walker@actor_enemy
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[walker@actor_enemy]:walker@def_no_loot
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meet = no_meet
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path_walk = artefact_hunter_2_walk
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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_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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