[walker@def_no_loot] gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [logic@zat_b53_artefact_hunter_2] suitable = {=check_npc_name(zat_b53_artefact_hunter_2)} prior = 70 active = walker@wait_actor_scene_start on_hit = hit on_death = death [walker@wait_actor_scene_start]:walker@def_no_loot meet = no_meet path_walk = artefact_hunter_2_walk path_look = artefact_hunter_2_look def_state_standing = wait_na on_info = {+zat_b53_artefact_hunter_2_must_say_go_on} walker@scene_start [walker@scene_start]:walker@def_no_loot meet = no_meet path_walk = artefact_hunter_2_walk path_look = artefact_hunter_2_look def_state_standing = wait_na on_game_timer = 15 | walker@say_friend_go_on_snd_timer %=play_sound(zat_b53_artefact_hunter_2_come_on)% [walker@say_friend_go_on_snd_timer]:walker@def_no_loot meet = no_meet path_walk = artefact_hunter_2_walk path_look = artefact_hunter_2_look def_state_standing = wait_na on_info = {+artefact_hunter_1_in_zone_wounted_restrictor_1} walker@say_friend_go_on_snd on_info2 = {=surge_kill_all} %=kill_npc% [walker@say_friend_go_on_snd]:walker@def_no_loot meet = no_meet path_walk = artefact_hunter_2_walk path_look = artefact_hunter_2_look def_state_standing = wait_na on_info = {+zat_b53_come_on_continue_sound} walker@wait_friend_wounded %=play_sound(zat_b53_artefact_hunter_2_come_on_continue)% on_info2 = {=surge_kill_all} %=kill_npc% [walker@wait_friend_wounded]:walker@def_no_loot meet = no_meet path_walk = artefact_hunter_2_walk path_look = artefact_hunter_2_look def_state_standing = wait_na on_info = {+zat_b53_artefact_hunter_1_in_zone_ounted_restrictor_2} remark@actor_help_snd on_info2 = {=surge_kill_all} %=kill_npc% [remark@actor_help_snd]:walker@def_no_loot meet = no_meet anim = wait_na target = story | actor on_game_timer = 15 | remark@hello_or_dont %=play_sound(zat_b53_artefact_hunter_help)% on_info = {=surge_kill_all} %=kill_npc% on_info2 = {!is_alive(zat_b53_artefact_hunter_1)} remark@wait_for_a_new_job [remark@hello_or_dont]:walker@def_no_loot meet = no_meet anim = wait_na target = story | actor on_info = {=surge_kill_all} %=kill_npc% on_info2 = {!is_alive(zat_b53_artefact_hunter_1)} remark@wait_for_a_new_job on_info3 = {=dist_to_actor_le(5)} remark@actor_help_wait on_info4 = {=dist_to_actor_ge(5)} remark@actor_help_anim_hello [remark@actor_help_anim_hello]:walker@def_no_loot meet = meet anim = hello target = story | actor on_info = {+zat_b53_actor_enemy} walker@actor_enemy on_info2 = {=surge_kill_all} %=kill_npc% on_info3 = {!is_alive(zat_b53_artefact_hunter_1)} remark@wait_for_a_new_job on_info4 = {=dist_to_actor_le(5)} remark@actor_help_wait on_info5 = {+zat_b53_thanks_dialog} remark@actor_help_wait %=actor_friend% [remark@actor_help_wait]:walker@def_no_loot meet = meet anim = wait_na target = story | actor on_info = {=npc_talking} remark@acor_help_talk on_info2 = {+zat_b53_thanks_dialog +zat_b53_artefact_hunter_1_with_friend} remark@sit_ass_talk on_info3 = {+zat_b53_actor_enemy} walker@actor_enemy on_info4 = {=surge_kill_all} %=kill_npc% on_info5 = {!is_alive(zat_b53_artefact_hunter_1)} remark@wait_for_a_new_job on_info6 = {+zat_b53_thanks_dialog} %=actor_friend% [remark@acor_help_talk]:walker@def_no_loot meet = meet anim = wait_na target = story | actor on_info = {+zat_b53_artefact_hunter_dialog_1_end} remark@wait_actor_help_to_friend on_info2 = {+zat_b53_thanks_dialog +zat_b53_artefact_hunter_1_with_friend} remark@sit_ass_talk on_info3 = {+zat_b53_actor_enemy} walker@actor_enemy on_info4 = {=surge_kill_all} %=kill_npc% on_info5 = {+zat_b53_thanks_dialog} %=actor_friend% [remark@wait_actor_help_to_friend]:walker@def_no_loot meet = no_meet anim = wait_na target = story | zat_b53_artefact_hunter_1 on_info = {+zat_b53_thanks_dialog +zat_b53_artefact_hunter_1_with_friend} remark@sit_ass_talk on_info2 = {+zat_b53_actor_enemy} walker@actor_enemy on_info3 = {=surge_kill_all} %=kill_npc% on_info4 = {!is_alive(zat_b53_artefact_hunter_1)} remark@wait_for_a_new_job on_info5 = {+zat_b53_thanks_dialog} %=actor_friend% [remark@wait_for_a_new_job]:walker@def_no_loot meet = meet anim = wait target = story | zat_b53_artefact_hunter_1 on_info = {+zat_b53_actor_enemy} walker@actor_enemy on_info2 = {=surge_kill_all} %=kill_npc% [remark@sit_ass_talk]:walker@def_no_loot meet = meet anim = sit_ass target = path | zat_b53_artefact_hunter_2_sit_ass_look, 0 on_info = {+zat_b53_actor_enemy} walker@actor_enemy [walker@actor_enemy]:walker@def_no_loot meet = no_meet path_walk = artefact_hunter_2_walk on_info = %=actor_enemy% [meet] use = true abuse = false allow_break = false trade_enable = false close_anim = nil close_distance = 0 far_distance = 0 [hit] on_info = {=hit_by_actor} %+zat_b53_actor_enemy% [death] on_info = {=killed_by_actor -zat_b53_dec_faction_goodwill_done} %=dec_faction_goodwill_to_actor(stalker:100) +zat_b53_dec_faction_goodwill_done%