[logic@zat_a2_stalker_barmen] suitable = {=check_npc_name(zat_a2_stalker_barmen)} true trade = misc\trade\trade_zat_a2_barmen.ltx prior = 200 active = animpoint@bar can_select_weapon = false level_spot = trader [animpoint@bar] cover_name = zat_a2_sc_barmen avail_animations = animpoint_stay_table_no_rnd use_camp = false meet = meet on_info = {+zat_b14_stalker_change_smart -zat_b14_cut_scene_1_point_03} remark@wait on_info2 = {+zat_b29_rival_sound_played} remark@b29_get_af ;on_info3 = {!npc_in_zone(zat_a2_sr_barmen)} %=teleport_npc(zat_stalker_base_smart_spawn_barmen)% out_restr = zat_a2_sr_noweap combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet] close_snd_hello = {-zat_b30_barmen_under_sultan} zat_a2_stalker_barmen_greeting, zat_a2_stalker_barmen_greeting_angry close_snd_bye = {-zat_b30_barmen_under_sultan} zat_a2_stalker_barmen_farewell, zat_a2_stalker_barmen_farewell_angry close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 close_snd_distance = 3 abuse = false use = {=actor_enemy} false, true allow_break = false meet_on_talking = false meet_on_talking = false ;Сцена в баре [remark@wait] target = story | zat_b14_stalker_1 anim = ward_noweap on_info = {+zat_b14_cut_scene_1_point_01} remark@zat_b14_scene_1_stalker_bye meet = no_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [remark@zat_b14_scene_1_stalker_bye] target = story | zat_b14_stalker_1 anim = ward_noweap on_info = %=play_sound(zat_b14_scene_1_linker_reply)% on_info2 = {-zat_b14_cut_scene_linker_have_artefact} %=spawn_item_to_npc(af_quest_b14_twisted) =seize_money_to_npc(1000) +zat_b14_cut_scene_linker_have_artefact% snd_anim_sync = true on_signal = sound_end | remark@wait_2 %+zat_b14_cut_scene_1_point_02% meet = no_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [remark@wait_2] target = story | zat_b14_stalker_1 anim = ward_noweap on_info = {+zat_b14_cut_scene_1_point_03} animpoint@bar meet = no_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false ;Ношение артефактов [remark@b29_get_af] target = job | zat_b29_stalker_rival, zat_stalker_base_smart anim = zat_b14_give_artefact_act on_info = {-zat_b29_linker_take_af_from_rival} %=play_sound(zat_a2_linker_b29_take_order)% on_signal = sound_end | %+zat_b29_linker_take_af_from_rival -zat_b29_rival_sound_played% on_info2 = {+zat_b29_stalker_rival_1_found_af +zat_b29_linker_take_af_from_rival +zat_b29_adv_task_given +zat_b29_exclusive_conditions} animpoint@bar %=relocate_item_b29(zat_b29_stalker_rival_1:zat_a2_stalker_barmen)% on_info3 = {+zat_b29_stalker_rival_2_found_af +zat_b29_linker_take_af_from_rival +zat_b29_adv_task_given +zat_b29_exclusive_conditions} animpoint@bar %=relocate_item_b29(zat_b29_stalker_rival_2:zat_a2_stalker_barmen)% on_info4 = {+zat_b29_stalker_rival_1_found_af +zat_b29_linker_take_af_from_rival +zat_b29_adv_task_given -zat_b29_exclusive_conditions} animpoint@bar %=relocate_item_b29(zat_b29_stalker_rival_default_1:zat_a2_stalker_barmen)% on_info5 = {+zat_b29_stalker_rival_2_found_af +zat_b29_linker_take_af_from_rival +zat_b29_adv_task_given -zat_b29_exclusive_conditions} animpoint@bar %=relocate_item_b29(zat_b29_stalker_rival_default_2:zat_a2_stalker_barmen)% on_info6 = {-zat_b29_adv_task_given} animpoint@bar %-zat_b29_rival_sound_played% meet = no_meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false