add game&rawdata

This commit is contained in:
Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
45731 changed files with 709831 additions and 0 deletions

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[logic@zat_b5_stalker_raider_3]
active = walker@start
;suitable = {=check_npc_name(zat_b5_stalker_raider_3) -zat_b5_leave_for_bandit_quest -zat_b5_actor_help_bandits}
suitable = {=check_npc_name(zat_b5_stalker_raider_3) -zat_b5_task_end}
prior = 100
on_hit = hit
post_combat_time = 0,0
on_death = death
[walker@start]
path_walk = zat_b5_bandit_3_walker_1_walk
path_look = zat_b5_bandit_3_walker_1_look
;out_restr = zat_b5_dolg_trader_1_defence
def_state_moving1 = assault
def_state_standing = guard_na
meet = no_meet
on_info = {+zat_b5_actor_with_bandits} walker@start_work_bandit
on_info2 = {+zat_b5_meat} walker@fight
on_info3 = {+zat_b5_actor_with_dealer} walker@start_work_bandit
on_info4 = {+zat_b5_actor_with_stalkers} walker@start_work_stalker %=actor_enemy%
danger = danger
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
[walker@start_work_bandit]
path_walk = zat_b5_bandit_3_walker_1_walk
path_look = zat_b5_bandit_3_walker_1_look
;out_restr = zat_b5_dolg_trader_1_defence
def_state_moving1 = run
def_state_standing = guard_na
meet = no_meet
on_info = {+zat_b5_actor_bandit_go_to_trader} walker@start_work_bandit_2
on_info2 = {+zat_b5_meat -zat_b5_actor_with_bandits} walker@fight %=actor_enemy%, {+zat_b5_meat +zat_b5_actor_with_bandits} walker@fight
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_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[walker@start_work_bandit_2]
path_walk = zat_b5_bandit_3_walker_1_walk
path_look = zat_b5_bandit_3_walker_1_look
;out_restr = zat_b5_dolg_trader_1_defence
def_state_moving1 = patrol
def_state_standing = guard_na
meet = no_meet
def_state_standing = guard_na
on_game_timer = 40 | walker@go_to_trader_1
on_info = {+zat_b5_meat -zat_b5_actor_with_bandits} walker@fight %=actor_enemy%, {+zat_b5_meat +zat_b5_actor_with_bandits} walker@fight
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_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[walker@go_to_trader_1]
path_walk = zat_b5_bandit_3_walker_2_walk
path_look = zat_b5_bandit_3_walker_2_look
;out_restr = zat_b5_dolg_trader_1_defence
def_state_moving1 = patrol
def_state_standing = guard_na
meet = no_meet
on_info = {+zat_b5_actor_with_stalkers =actor_see_npc =see_actor} remark@see_actor %+zat_b5_meat%
on_info2 = {+zat_b5_meat -zat_b5_actor_with_bandits} walker@fight %=actor_enemy%
on_info3 = {+zat_b5_meat +zat_b5_actor_with_bandits} walker@fight
;on_info4 ={+zat_b5_sultan_speak_for_stalkers} walker@fear
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_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[remark@see_actor]
anim = guard_na
target = story | actor
on_info = %=play_sound(zat_b5_bandits_see_actor)%
on_signal = sound_end | walker@fight %+zat_b5_meat%
meet = no_meet
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_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[walker@fight]
path_walk = zat_b5_bandit_3_walker_2_walk
path_look = zat_b5_bandit_3_walker_2_look
out_restr = zat_b5_smart_terrain_attack
def_state_standing = guard_na
meet = no_meet
on_info = {+zat_b5_stalker_death +zat_b5_dealer_squad_death} walker@after_fight
on_info2 = {-zat_b5_actor_enemy +zat_b5_actor_with_dealer +zat_b5_meat} %=actor_enemy +zat_b5_actor_enemy%
combat_ignore_cond = {+zat_b5_actor_with_stalkers -zat_b5_stalker_death =check_enemy_name(zat_b7_duty_illicit_dealer:zat_b5_dealer_assistant_2:zat_b5_dealer_assistant_1:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
;gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[walker@after_fight]
path_walk = zat_b5_bandit_3_walker_2_walk
path_look = zat_b5_bandit_3_walker_2_look
out_restr = zat_b5_smart_terrain_attack
def_state_standing = guard_na
meet = no_meet
on_info = {+zat_b5_actor_help_bandits} walker@go_on
on_info2 = {+zat_b5_sultan_dead} walker@go_on
on_info3 = {+zat_b5_actor_no_help_bandits} walker@go_on
gather_items_enabled = false
;help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
[walker@go_on]
path_walk = guard_2_walk
path_look = guard_2_look
;out_restr = zat_b5_dolg_trader_1_defence
def_state_standing = guard_na
def_state_moving1 = patrol
meet = no_meet
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
[walker@start_work_stalker]
path_walk = zat_b5_bandit_3_walker_2_walk
path_look = zat_b5_bandit_3_walker_2_look
out_restr = zat_b5_smart_terrain_attack
def_state_moving1 = run
def_state_standing = guard_na
meet = no_meet
on_actor_dist_le = 20 | {+zat_b5_actor_with_stalkers} remark@see_actor %+zat_b5_meat +3dist%
on_info = {+zat_b5_meat} walker@fight
on_info2 = {=see_actor =actor_see_npc} remark@see_actor %+3see%
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_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[meet]
close_distance = 0
close_victim = nil
use = false
snd_on_use = {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {!has_enemy} zat_b5_stalkers_refuse_talk
[danger]
ignore_distance = 0
[hit]
on_info = {=hit_by_actor -zat_b5_bandit_hit} %+zat_b5_bandit_hit +zat_b5_meat%, {-zat_b5_meat} %+zat_b5_meat%
[death]
on_info = %=inc_counter(bandits_death)%