[logic@zat_b106_gonta_lair] active = walker@start suitable = {=check_npc_name(zat_b106_stalker_gonta)} prior = 200 on_death = death post_combat_time = 0,0 [walker@start] path_walk = gonta_lair_1_walk path_look = gonta_lair_1_look def_state_moving1 = patrol def_state_standing = guard_na on_signal = start | walker@start_timer combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true danger = danger meet = no_meet wounded = wounded out_restr = zat_b106_chimera_restr gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@start_timer] path_walk = gonta_lair_1_walk path_look = gonta_lair_1_look def_state_moving1 = patrol def_state_standing = guard_na combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true on_info = {=see_actor -zat_b106_remark} %+zat_b106_remark% on_info2 = {+zat_b106_remark_done !is_playing_sound} remark@to_actor danger = danger meet = no_meet wounded = wounded out_restr = zat_b106_chimera_restr gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [remark@to_actor] anim = guard target = story | actor on_info = {-zat_b106_chimera_dead} %=play_sound(zat_b106_gonta_hunt_sneak)% on_signal = sound_end | walker@meet %+zat_b106_forwarding% meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger out_restr = zat_b106_chimera_restr gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@meet] path_walk = gonta_lair_1_walk path_look = gonta_lair_1_look def_state_moving1 = patrol def_state_standing = guard_na on_game_timer = 10 | walker@move_to_position combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true on_info = {+zat_b106_ahtung} walker@fire danger = danger meet = no_meet wounded = wounded out_restr = zat_b106_chimera_restr gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@move_to_position] path_walk = gonta_lair_2_walk path_look = gonta_lair_2_look def_state_moving1 = patrol def_state_standing = wait_na on_signal = point2 | walker@move_to_position_2 combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true on_info = {+zat_b106_ahtung} walker@fire danger = danger meet = no_meet wounded = wounded out_restr = zat_b106_chimera_restr gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@move_to_position_2] path_walk = gonta_lair_3_walk path_look = gonta_lair_3_look def_state_moving1 = sneak def_state_standing = hide_na on_signal = point3 | walker@move_to_position_3 combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true on_info = {+zat_b106_ahtung} walker@fire danger = danger meet = no_meet wounded = wounded out_restr = zat_b106_chimera_restr gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@move_to_position_3] path_walk = gonta_lair_4_walk path_look = gonta_lair_4_look def_state_moving1 = sneak def_state_standing = hide_na on_signal = point4 | remark@hunt_kill combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true on_info = {+zat_b106_ahtung} walker@fire danger = danger meet = no_meet wounded = wounded out_restr = zat_b106_chimera_restr gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [remark@hunt_kill] anim = hide target = path | zat_b106_smart_terrain_gonta_lair_4_look,0 on_info = %=play_sound(zat_b106_gonta_hunt_kill)% on_info2 = {+zat_b106_ahtung} walker@fire on_signal = sound_end | walker@move_to_position_4 %+zat_b106_gonta_hunt_kill% meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger out_restr = zat_b106_chimera_restr gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@move_to_position_4] path_walk = gonta_lair_5_walk path_look = gonta_lair_5_look def_state_moving1 = sneak def_state_standing = hide_na on_signal = point5 | walker@move_to_position_timer combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true on_info = {+zat_b106_ahtung} walker@fire danger = danger meet = no_meet wounded = wounded out_restr = zat_b106_chimera_restr gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@move_to_position_timer] path_walk = gonta_lair_5_walk path_look = gonta_lair_5_look def_state_moving1 = sneak def_state_standing = hide_na on_game_timer = 10 | walker@move_to_position_5 combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true on_info = {+zat_b106_ahtung} walker@fire danger = danger meet = no_meet wounded = wounded out_restr = zat_b106_chimera_restr gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@move_to_position_5] path_walk = gonta_lair_6_walk path_look = gonta_lair_6_look def_state_moving1 = sneak def_state_standing = hide_na on_signal = point6 | walker@move_to_position_6 combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true on_info = {+zat_b106_ahtung} walker@fire danger = danger meet = no_meet wounded = wounded out_restr = zat_b106_chimera_restr gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@move_to_position_6] path_walk = gonta_lair_7_walk path_look = gonta_lair_7_look def_state_moving1 = sneak def_state_standing = hide_na on_signal = point7 | walker@move_to_position_7 combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true on_info = {+zat_b106_ahtung} walker@fire danger = danger meet = no_meet wounded = wounded out_restr = zat_b106_chimera_restr gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@move_to_position_7] path_walk = gonta_lair_8_walk path_look = gonta_lair_8_look def_state_moving1 = sneak def_state_standing = threat_na on_signal = point8 | walker@timer_position combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true on_info = {+zat_b106_ahtung} walker@fire danger = danger meet = no_meet wounded = wounded out_restr = zat_b106_chimera_restr gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@timer_position] path_walk = gonta_lair_8_walk path_look = gonta_lair_8_look def_state_moving1 = sneak def_state_standing = threat_na on_game_timer = 40 | remark@timer_fire on_info = {+zat_b106_ahtung} walker@fire combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger meet = no_meet wounded = wounded out_restr = zat_b106_chimera_restr gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [remark@timer_fire] anim = threat target = story | zat_b106_chimera on_info = %=play_sound(zat_b106_gonta_see_chimera)% on_info2 = {+zat_b106_ahtung} walker@fire %=stop_sound% on_signal = sound_end | remark@fire %+zat_b106_fire +zat_b106_ahtung% meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger out_restr = zat_b106_chimera_restr wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [remark@fire] anim = threat_fire target = story | zat_b106_chimera meet = no_meet combat_ignore_cond = true danger = danger on_game_timer = 40 | walker@fire out_restr = zat_b106_chimera_restr on_info = {+zat_b106_ahtung} walker@fire wounded = wounded 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@fire] path_walk = gonta_lair_8_walk path_look = gonta_lair_8_look def_state_standing = guard_na meet = no_meet on_info = {+zat_b106_chimera_dead} remark@finish wounded = wounded 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 [remark@finish] anim = guard_na target = story | actor on_info = {-zat_b108_actor_damaged_chimera} remark@kozel on_info2 = {+zat_b108_actor_damaged_chimera -zat_b106_one_hit} %=play_sound(zat_b106_gonta_hunt_complete) +zat_b106_chimera_dead_reward% on_info3 = {+zat_b108_actor_damaged_chimera +zat_b106_one_hit} %=play_sound(zat_b106_gonta_hunt_great)% on_signal = sound_end | {-zat_b106_one_hit} remark@wait_actor, {+zat_b106_one_hit} remark@after_finish meet = no_meet wounded = wounded 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 [remark@after_finish] anim = guard_na target = story | actor on_info = %=play_sound(zat_b106_gonta_hunt_complete) +zat_b106_chimera_dead_reward% on_signal = sound_end | remark@wait_actor meet = no_meet wounded = wounded 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 [remark@wait_actor] anim = guard_na target = story | actor on_info = {!dist_to_actor_le(140) -zat_b106_hunt_finish} %+zat_b106_hunt_finish% on_info2 = {+zat_b106_stalker_gonta_after_fight_done} walker@home %+zat_b106_go_to_home% meet = meet wounded = wounded 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@home] path_walk = gonta_3_walk path_look = gonta_3_look on_signal = gonta_close_home | %+zat_b106_hunt_finish% out_restr = zat_a2_sr_noweap meet = no_meet gather_items_enabled = false help_wounded_enabled = true ;false corpse_detection_enabled = false wounded = wounded def_state_moving1 = assault def_state_standing = guard_na combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true [remark@kozel] anim = guard_na target = story | actor on_info = %=play_sound(zat_b106_dont_receipt_reward)% on_signal = sound_end | walker@home %+zat_b106_dont_receipt_reward +zat_b106_go_to_home% meet = no_meet wounded = wounded 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 [meet] use = {=actor_enemy} false, true abuse = true trade_enable = false allow_break = false meet_dialog = {-zat_b106_stalker_gonta_after_fight_done} zat_b106_stalker_gonta_after_fight close_anim = guard_na close_victim = actor close_distance = 5 [wounded] hp_state = 0|wounded_heavy@help_heavy hp_state_see = 0|wounded_heavy@help_heavy hp_victim = 0|nil hp_fight = 0|false hp_cover = 0|false [danger] ignore_distance = 0 [death] on_info = %+zat_b106_gonta_dead%