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255
gamedata/configs/scripts/zaton/zat_b5_stalker_1.ltx
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255
gamedata/configs/scripts/zaton/zat_b5_stalker_1.ltx
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[logic@zat_b5_stalker_1]
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active = walker
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suitable = { =check_npc_name(zat_b5_stalker_1) -zat_b5_task_end}
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prior = 100
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on_hit = hit
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post_combat_time = 0,0
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on_death = death
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[walker]
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path_walk = zat_b5_stalker_1_walker_1_walk
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path_look = zat_b5_stalker_1_walker_1_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving1 = assault
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meet = no_meet
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on_info = {+zat_b5_actor_with_bandits} walker@start_bandit %=actor_enemy%
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on_info2 = {+zat_b5_actor_with_dealer} walker@start_bandit %=actor_enemy% ;walker@start %=actor_enemy%
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on_info3 = {+zat_b5_actor_with_stalkers} walker@start_stalker
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer:actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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;wounded = wounded
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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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;---------------çà áàíäèòîâ---------------------
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[walker@start_bandit]
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path_walk = zat_b5_stalker_1_b_walker_1_walk
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path_look = zat_b5_stalker_1_b_walker_1_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving1 = sneak_run
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on_info = {+zat_b5_actor_bandit_go_to_trader} walker@start_bandit_2 %=actor_enemy%
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on_info2 = {+zat_b5_meat} walker@fight ;{-zat_b5_actor_with_stalkers =actor_see_npc =see_actor} walker@fight %+zat_b5_meat%, {=hit_by_actor} walker@fight %+zat_b5_meat%,
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer:actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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;wounded = wounded
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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_bandit_2]
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path_walk = zat_b5_stalker_1_b_walker_2_walk
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path_look = zat_b5_stalker_1_b_walker_2_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving1 = sneak_run
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on_signal = st_walk_1 | walker@start_bandit_3
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on_info = {+zat_b5_meat} walker@fight ;{-zat_b5_actor_with_stalkers =actor_see_npc =see_actor} walker@fight %+zat_b5_meat%, {=hit_by_actor} walker@fight %+zat_b5_meat%,
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer:actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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;wounded = wounded
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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_bandit_3]
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path_walk = zat_b5_stalker_1_b_walker_3_walk
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path_look = zat_b5_stalker_1_b_walker_3_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving1 = sneak_run
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on_info = {+zat_b5_dealer_speak_2_done} walker@start_bandit_4
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on_info2 = {+zat_b5_meat} walker@fight ;{-zat_b5_actor_with_stalkers =actor_see_npc =see_actor} walker@fight %+zat_b5_meat%, {=hit_by_actor} walker@fight %+zat_b5_meat%,
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer:actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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;wounded = wounded
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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_bandit_4]
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path_walk = zat_b5_stalker_1_walker_6_walk
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path_look = zat_b5_stalker_1_walker_6_look
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out_restr = zat_b5_smart_terrain_attack
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def_state_moving1 = sneak_run
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def_state_standing = sneak
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on_info = {+zat_b5_meat} walker@fight
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on_actor_dist_le = 6 | walker@fight
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer:actor)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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;wounded = wounded
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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@fight]
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path_walk = zat_b5_bandit_1_walker_2_walk
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path_look = zat_b5_bandit_1_walker_2_look
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out_restr = zat_b5_smart_terrain_attack
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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wounded = wounded
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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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;----------------------çà ñòàëêåðîâ------------------
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[walker@start_stalker]
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path_walk = zat_b5_stalker_1_walker_1_walk
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path_look = zat_b5_stalker_1_walker_1_look
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out_restr = zat_b5_stalkers_start_out_restr
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def_state_moving = assault
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def_state_standing = guard_na
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meet = no_meet
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on_info = {+zat_b5_actor_stalker_go_to_trader} walker@stalker_timer_go_to_position
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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;wounded = wounded
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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@stalker_timer_go_to_position]
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path_walk = zat_b5_stalker_1_walker_1_walk
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path_look = zat_b5_stalker_1_walker_1_look
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out_restr = zat_b5_stalkers_start_out_restr
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def_state_moving1 = assault
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def_state_standing = guard_na
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on_game_timer = 10 | walker@stalker_go_to_position
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on_info = {+zat_b5_meat} walker@stalker_fight
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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;wounded = wounded
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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@stalker_go_to_position]
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path_walk = zat_b5_stalker_1_walker_2_walk
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path_look = zat_b5_stalker_1_walker_2_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving1 = assault
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def_state_standing = guard_na
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on_signal = st_1_walk_2 | walker@stalker_go_to_position_3
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on_info = {+zat_b5_meat} walker@stalker_fight
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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;wounded = wounded
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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@stalker_go_to_position_3]
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path_walk = zat_b5_stalker_1_walker_21_walk
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path_look = zat_b5_stalker_1_walker_21_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving1 = sneak_run
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on_signal = st_1_walk_21 | walker@stalker_go_to_position_4
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on_info = {+zat_b5_meat} walker@stalker_fight
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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;wounded = wounded
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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@stalker_go_to_position_4]
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path_walk = zat_b5_stalker_1_walker_22_walk
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path_look = zat_b5_stalker_1_walker_22_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving1 = sneak_run
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on_signal = st_1_walk_22 | walker@stalker_go_to_position_5
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on_info = {+zat_b5_meat} walker@stalker_fight
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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;wounded = wounded
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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@stalker_go_to_position_5]
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path_walk = zat_b5_stalker_1_walker_22_walk
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path_look = zat_b5_stalker_1_walker_22_look
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;out_restr = zat_b5_dolg_trader_1_defence
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def_state_moving1 = sneak_run
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def_state_standing = sneak
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on_info = {+zat_b5_meat} camper@fight
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on_info2 = {+zat_b5_stalker_attack_dealer} walker@stalker_fight
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b5_dealer_assistant:zat_b7_duty_illicit_dealer:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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;wounded = wounded
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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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[camper@fight]
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path_walk = zat_b5_stalker_1_camper_1_walk
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path_look = zat_b5_stalker_1_camper_1_look
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on_signal = stalker_1_cam_end | walker@stalker_fight
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def_state_moving1 = sneak_run
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def_state_moving_fire = sneak_fire
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on_game_timer = 100 | walker@stalker_fight
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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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radius = 5
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no_retreat = true
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meet = no_meet
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out_restr = zat_b5_smart_terrain_attack
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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@stalker_fight]
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path_walk = zat_b5_bandit_1_walker_2_walk
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path_look = zat_b5_bandit_1_walker_2_look
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out_restr = zat_b5_smart_terrain_attack
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meet = no_meet
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on_info = {+zat_b5_actor_help_stalkers} walker@stalker_after_fight
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;wounded = wounded
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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} 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@stalker_after_fight]
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path_walk = walker_1_walk
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path_look = walker_1_look
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;out_restr = zat_b5_dolg_trader_1_defence
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meet = no_meet
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;wounded = wounded
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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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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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[wounded]
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hp_state = 0|wounded_heavy@help_heavy
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hp_state_see = 0|wounded_heavy@help_heavy
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hp_victim = 0|nil
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hp_fight = 0|false
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hp_cover = 0|false
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[meet]
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close_distance = 0
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close_victim = nil
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use = false
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snd_on_use = {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {!has_enemy} zat_b5_stalkers_refuse_talk
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[danger]
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ignore_distance = 0
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[hit]
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on_info = {=hit_by_actor -zat_b5_stalker_hit} %+zat_b5_stalker_hit +zat_b5_meat%, {-zat_b5_meat +zat_b5_actor_stalker_go_to_trader} %+zat_b5_meat%
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[death]
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on_info = %=inc_counter(stalker_death)%
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