[logic@jup_a12_bandit_cashier] active = walker@wait prior = 200 on_death = death suitable = {=check_npc_name(jup_a12_bandit_cashier) !surge_started} true [walker@wait] path_walk = bandit_cashier_wait_walk path_look = bandit_cashier_wait_look combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true on_info = {+jup_a12_stalker_prisoner_free -jup_a12_stalker_prisoner_dead} walker@get_payment_wait on_info2 = {+jup_a12_stalker_prisoner_dead} walker@wait_after meet = no_meet [walker@get_payment_wait] path_walk = bandit_cashier_get_payment_walk path_look = bandit_cashier_get_payment_look combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true on_actor_dist_le_nvis = 3 | %+jup_a12_bandit_payment_started% on_info = {+jup_a12_bandit_payment_started -jup_a12_stalker_prisoner_dead} walker@get_payment on_info2 = {+jup_a12_stalker_prisoner_dead} walker@wait_after def_state_moving = rush meet = no_meet [walker@get_payment] path_walk = bandit_cashier_get_payment_walk path_look = bandit_cashier_get_payment_look combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true meet = meet@get_payment on_info = {+jup_a12_actor_did_not_pay_to_cashier} walker@wait_after %=actor_enemy%, {+jup_a12_actor_paid_to_cashier} walker@wait_after on_info2 = {+jup_a12_stalker_prisoner_dead} walker@wait_after [meet@get_payment] use = {!actor_enemy -jup_a12_actor_paid_to_cashier -jup_a12_actor_did_not_pay_to_cashier} self, false meet_dialog = jup_a12_bandit_payment_dialog trade_enable = false allow_break = false [walker@wait_after] path_walk = bandit_cashier_wait_walk path_look = bandit_cashier_wait_look combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner)} true meet = no_meet [death] on_info = {-jup_a12_actor_enemy_to_bandits +jup_a12_bandit_payment_started} %+jup_a12_bandit_cashier_dead =set_squad_neutral_to_actor(jup_a12_bandit_chief_squad) =set_squad_neutral_to_actor(jup_a12_bandit_cashier_squad) =set_squad_neutral_to_actor(jup_a12_bandit_guard_squad) =set_squad_neutral_to_actor(jup_a12_bandit_sim_squad)%, %+jup_a12_bandit_cashier_dead%