add game&rawdata
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242
gamedata/configs/scripts/zaton/zat_b5_dealer_assistant_1.ltx
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242
gamedata/configs/scripts/zaton/zat_b5_dealer_assistant_1.ltx
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[logic@zat_b5_dealer_assistant_1]
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active = walker@start
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suitable = {=check_npc_name(zat_b5_dealer_assistant_1)} true
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prior = 100
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post_combat_time = 0,0
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on_hit = hit
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on_death = death
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[walker@start]
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path_walk = zat_b5_dealer_assistant_1_walker_1_walk
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path_look = zat_b5_dealer_assistant_1_walker_1_look
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def_state_moving1 = assault
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def_state_standing = guard_na
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on_info = {+zat_b5_actor_with_bandits} walker@start_work_bandit
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on_info2 = {+zat_b5_meat} walker@fight
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on_info3 = {+zat_b5_actor_with_dealer} walker@start_work_dealer
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on_info4 = {+zat_b5_actor_with_stalkers} walker@start_work_bandit %=actor_enemy%
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(sim_default)} true
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danger = danger
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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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[walker@start_work_bandit]
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path_walk = zat_b5_dealer_assistant_1_walker_10_walk
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path_look = zat_b5_dealer_assistant_1_walker_10_look
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def_state_moving1 = walk
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def_state_standing = guard_na
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on_info = {+zat_b5_actor_bandit_go_to_trader} walker@wait, {+zat_b5_actor_stalker_go_to_trader} walker@wait
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on_info2 = {+zat_b5_meat} walker@fight %=actor_enemy%
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider)} true, {=check_enemy_name(zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander)} true, {=check_enemy_name(zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true
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danger = danger
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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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;--æäåò îòâåòà
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[walker@wait]
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path_walk = zat_b5_dealer_assistant_1_walker_10_walk
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path_look = zat_b5_dealer_assistant_1_walker_10_look
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def_state_moving1 = walk
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def_state_standing = guard_na
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on_info = {+zat_b5_sultan_speak_for_stalkers} walker@fear
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on_info2 = {+zat_b5_meat} walker@fight %=actor_enemy%
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on_info3 = {+zat_b5_actor_with_stalkers =see_actor =actor_see_npc} remark@see_actor
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider)} true, {=check_enemy_name(zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander)} true, {=check_enemy_name(zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true
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danger = danger
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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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[remark@see_actor]
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anim = guard_na
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target = story | actor
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on_info = %=play_sound(zat_b5_bandits_see_actor)%
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on_signal = sound_end | walker@fight %+zat_b5_meat =actor_enemy%
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor:zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(sim_default)} true
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danger = danger
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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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;--âòîðàÿ ôðàçà "îðóæèå íå ïðîáëåìà"
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[walker@fear]
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path_walk = zat_b5_dealer_assistant_1_walker_10_walk
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path_look = zat_b5_dealer_assistant_1_walker_11_look
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def_state_moving1 = walk
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def_state_standing = guard_na
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on_info = {+zat_b5_meat} walker@fight %=actor_enemy%
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider)} true, {=check_enemy_name(zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander)} true, {=check_enemy_name(zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true
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danger = danger
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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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;--óíèâåðñàëüíûé áîé
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[walker@fight]
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path_walk = zat_b5_dealer_assistant_1_walker_10_walk
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path_look = zat_b5_dealer_assistant_1_walker_10_look
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def_state_standing = guard_na
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meet = no_meet
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out_restr = zat_b5_smart_terrain_attack
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combat_ignore_cond = {-zat_b5_stalker_death +zat_b5_actor_with_stalkers =check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(sim_default)} true
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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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[walker@start_work_dealer]
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path_walk = zat_b5_dealer_assistant_1_walker_1_walk
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path_look = zat_b5_dealer_assistant_1_walker_1_look
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def_state_moving1 = assault
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def_state_standing = guard_na
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on_info = {+zat_b5_actor_together_dealer} walker@timer_to_position
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on_info2 = {+zat_b5_meat} walker@dealer_fear
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on_info3 = {+zat_b5_dolg_enemy} walker@dealer_fight %=actor_enemy%
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor:zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true
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danger = danger
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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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[walker@timer_to_position]
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path_walk = zat_b5_dealer_assistant_1_walker_1_walk
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path_look = zat_b5_dealer_assistant_1_walker_1_look
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def_state_moving1 = assault
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def_state_standing = guard_na
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on_game_timer = 40 | walker@move_to_position
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on_info = {+zat_b5_meat} walker@dealer_fight
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on_info2 = {+zat_b5_dolg_enemy} walker@dealer_fight %=actor_enemy%
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor:zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true
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danger = danger
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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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[walker@move_to_position]
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path_walk = zat_b5_dealer_assistant_1_walker_2_walk
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path_look = zat_b5_dolg_trader_2_look
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def_state_moving1 = patrol
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def_state_standing = guard_na
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on_signal = dealer_2 | walker@move_to_position_2
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on_info = {+zat_b5_meat} walker@dealer_fight
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on_info2 = {+zat_b5_dolg_enemy} walker@dealer_fight %=actor_enemy%
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor:zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true
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danger = danger
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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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[walker@move_to_position_2]
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path_walk = zat_b5_dealer_assistant_1_walker_3_walk
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path_look = zat_b5_dolg_trader_3_look
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def_state_moving1 = patrol
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def_state_standing = guard_na
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on_signal = dealer_3 | walker@move_to_position_3
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on_info = {+zat_b5_meat} walker@dealer_fight
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on_info2 = {+zat_b5_dolg_enemy} walker@dealer_fight %=actor_enemy%
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor:zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true
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danger = danger
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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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[walker@move_to_position_3]
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path_walk = zat_b5_dealer_assistant_1_walker_4_walk
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path_look = zat_b5_dolg_trader_4_look
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def_state_moving1 = patrol
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def_state_standing = guard_na
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on_signal = dealer_4 | walker@dealer_wait
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on_info = {+zat_b5_meat} walker@dealer_fight
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on_info2 = {+zat_b5_dolg_enemy} walker@dealer_fight %=actor_enemy%
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer:zat_b5_actor_with_dealer)} true, {=check_enemy_name(actor:zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true
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danger = danger
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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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[walker@dealer_wait]
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path_walk = zat_b5_dealer_assistant_1_walker_10_walk
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path_look = zat_b5_dealer_assistant_1_walker_10_look
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def_state_moving1 = walk
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def_state_standing = guard_na
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on_info = {+zat_b5_sultan_speak_for_stalkers} walker@dealer_fear
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on_info2 = {+zat_b5_meat} walker@dealer_fear
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on_info3 = {+zat_b5_dolg_enemy} walker@dealer_fight %=actor_enemy%
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer:zat_b5_actor_with_dealer)} true, {=check_enemy_name(actor:zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true
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danger = danger
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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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[walker@dealer_fear]
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path_walk = zat_b5_dealer_assistant_1_walker_10_walk
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path_look = zat_b5_dealer_assistant_1_walker_11_look
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on_info = {+zat_b5_meat} walker@dealer_fight
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on_info2 = {+zat_b5_dolg_enemy} walker@dealer_fight %=actor_enemy%
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer:zat_b5_actor_with_dealer)} true, {=check_enemy_name(actor:zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true
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danger = danger
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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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;--óíèâåðñàëüíûé áîé
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[walker@dealer_fight]
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path_walk = zat_b5_dealer_assistant_1_walker_10_walk
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path_look = zat_b5_dealer_assistant_1_walker_10_look
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def_state_standing = guard_na
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meet = no_meet
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on_info = {+zat_b5_bandits_death +zat_b5_stalker_death} walker@after_fight
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on_info2 = {-zat_b5_dolg_enemy_done +zat_b5_dolg_enemy} walker@dealer_fight %=actor_enemy +zat_b5_dolg_enemy_done%
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out_restr = zat_b5_smart_terrain_attack
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer:zat_b5_actor_with_dealer)} true, {=check_enemy_name(actor) -zat_b5_dolg_enemy} true, {=check_enemy_name(sim_default)} true
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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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[walker@after_fight]
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path_walk = zat_b5_dealer_assistant_1_walker_10_walk
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path_look = zat_b5_dealer_assistant_1_walker_10_look
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out_restr = zat_b5_smart_terrain_attack
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def_state_moving1 = patrol
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def_state_standing = guard_na
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on_info = {+zat_b5_speak_dealer_done} walker@go_on
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on_info2 = {-zat_b5_dolg_enemy_done +zat_b5_dolg_enemy} %=actor_enemy +zat_b5_dolg_enemy_done%
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor) -zat_b5_dolg_enemy} true, {=check_enemy_name(sim_default)} true
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meet = no_meet
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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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[walker@go_on]
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path_walk = guard_1_walk
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path_look = guard_1_look
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def_state_moving1 = patrol
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def_state_standing = guard_na
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor) -zat_b5_dolg_enemy} true, {=check_enemy_name(sim_default)} true
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meet = no_meet
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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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on_info = {=dist_to_actor_ge(170)} %=destroy_object%
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[hit]
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on_info = {=hit_by_actor -zat_b5_dolg_enemy} %+zat_b5_dolg_enemy +zat_b5_meat%, {-zat_b5_meat +zat_b5_actor_together_dealer +zat_b5_bandit_speak_1_done} %+zat_b5_meat%
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[danger]
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ignore_distance = 0
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[death]
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on_info = %=inc_counter(killer_death)%
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