[logic@zat_b5_dealer_assistant_1] active = walker@start suitable = {=check_npc_name(zat_b5_dealer_assistant_1)} true prior = 100 post_combat_time = 0,0 on_hit = hit on_death = death [walker@start] path_walk = zat_b5_dealer_assistant_1_walker_1_walk path_look = zat_b5_dealer_assistant_1_walker_1_look def_state_moving1 = assault def_state_standing = guard_na 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_dealer on_info4 = {+zat_b5_actor_with_stalkers} walker@start_work_bandit %=actor_enemy% meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(sim_default)} true danger = danger gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@start_work_bandit] path_walk = zat_b5_dealer_assistant_1_walker_10_walk path_look = zat_b5_dealer_assistant_1_walker_10_look def_state_moving1 = walk def_state_standing = guard_na on_info = {+zat_b5_actor_bandit_go_to_trader} walker@wait, {+zat_b5_actor_stalker_go_to_trader} walker@wait on_info2 = {+zat_b5_meat} walker@fight %=actor_enemy% meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider)} true, {=check_enemy_name(zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander)} true, {=check_enemy_name(zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true danger = danger gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false ;--ждет ответа [walker@wait] path_walk = zat_b5_dealer_assistant_1_walker_10_walk path_look = zat_b5_dealer_assistant_1_walker_10_look def_state_moving1 = walk def_state_standing = guard_na on_info = {+zat_b5_sultan_speak_for_stalkers} walker@fear on_info2 = {+zat_b5_meat} walker@fight %=actor_enemy% on_info3 = {+zat_b5_actor_with_stalkers =see_actor =actor_see_npc} remark@see_actor meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider)} true, {=check_enemy_name(zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander)} true, {=check_enemy_name(zat_b5_stalker)} true, {=check_enemy_name(sim_default)} 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 =actor_enemy% meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor:zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(sim_default)} true danger = danger gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false ;--вторая фраза "оружие не проблема" [walker@fear] path_walk = zat_b5_dealer_assistant_1_walker_10_walk path_look = zat_b5_dealer_assistant_1_walker_11_look def_state_moving1 = walk def_state_standing = guard_na on_info = {+zat_b5_meat} walker@fight %=actor_enemy% meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b5_stalker_raider)} true, {=check_enemy_name(zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander)} true, {=check_enemy_name(zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true danger = danger gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false ;--универсальный бой [walker@fight] path_walk = zat_b5_dealer_assistant_1_walker_10_walk path_look = zat_b5_dealer_assistant_1_walker_10_look def_state_standing = guard_na meet = no_meet out_restr = zat_b5_smart_terrain_attack combat_ignore_cond = {-zat_b5_stalker_death +zat_b5_actor_with_stalkers =check_enemy_name(zat_b5_stalker_raider:zat_b7_bandit_boss:zat_b5_actor_with_bandits:zat_b5_actor_with_dealer)} true, {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(sim_default)} true ;gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@start_work_dealer] path_walk = zat_b5_dealer_assistant_1_walker_1_walk path_look = zat_b5_dealer_assistant_1_walker_1_look def_state_moving1 = assault def_state_standing = guard_na on_info = {+zat_b5_actor_together_dealer} walker@timer_to_position on_info2 = {+zat_b5_meat} walker@dealer_fear on_info3 = {+zat_b5_dolg_enemy} walker@dealer_fight %=actor_enemy% meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor:zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true danger = danger gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@timer_to_position] path_walk = zat_b5_dealer_assistant_1_walker_1_walk path_look = zat_b5_dealer_assistant_1_walker_1_look def_state_moving1 = assault def_state_standing = guard_na on_game_timer = 40 | walker@move_to_position on_info = {+zat_b5_meat} walker@dealer_fight on_info2 = {+zat_b5_dolg_enemy} walker@dealer_fight %=actor_enemy% meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor:zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true danger = danger gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@move_to_position] path_walk = zat_b5_dealer_assistant_1_walker_2_walk path_look = zat_b5_dolg_trader_2_look def_state_moving1 = patrol def_state_standing = guard_na on_signal = dealer_2 | walker@move_to_position_2 on_info = {+zat_b5_meat} walker@dealer_fight on_info2 = {+zat_b5_dolg_enemy} walker@dealer_fight %=actor_enemy% meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor:zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true danger = danger gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@move_to_position_2] path_walk = zat_b5_dealer_assistant_1_walker_3_walk path_look = zat_b5_dolg_trader_3_look def_state_moving1 = patrol def_state_standing = guard_na on_signal = dealer_3 | walker@move_to_position_3 on_info = {+zat_b5_meat} walker@dealer_fight on_info2 = {+zat_b5_dolg_enemy} walker@dealer_fight %=actor_enemy% meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor:zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true danger = danger gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@move_to_position_3] path_walk = zat_b5_dealer_assistant_1_walker_4_walk path_look = zat_b5_dolg_trader_4_look def_state_moving1 = patrol def_state_standing = guard_na on_signal = dealer_4 | walker@dealer_wait on_info = {+zat_b5_meat} walker@dealer_fight on_info2 = {+zat_b5_dolg_enemy} walker@dealer_fight %=actor_enemy% meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer:zat_b5_actor_with_dealer)} true, {=check_enemy_name(actor:zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true danger = danger gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@dealer_wait] path_walk = zat_b5_dealer_assistant_1_walker_10_walk path_look = zat_b5_dealer_assistant_1_walker_10_look def_state_moving1 = walk def_state_standing = guard_na on_info = {+zat_b5_sultan_speak_for_stalkers} walker@dealer_fear on_info2 = {+zat_b5_meat} walker@dealer_fear on_info3 = {+zat_b5_dolg_enemy} walker@dealer_fight %=actor_enemy% meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer:zat_b5_actor_with_dealer)} true, {=check_enemy_name(actor:zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true danger = danger gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@dealer_fear] path_walk = zat_b5_dealer_assistant_1_walker_10_walk path_look = zat_b5_dealer_assistant_1_walker_11_look on_info = {+zat_b5_meat} walker@dealer_fight on_info2 = {+zat_b5_dolg_enemy} walker@dealer_fight %=actor_enemy% meet = no_meet combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer:zat_b5_actor_with_dealer)} true, {=check_enemy_name(actor:zat_b5_stalker_raider:zat_b7_bandit_boss)} true, {=check_enemy_name(zat_b5_stalker_commander:zat_b5_stalker)} true, {=check_enemy_name(sim_default)} true danger = danger gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false ;--универсальный бой [walker@dealer_fight] path_walk = zat_b5_dealer_assistant_1_walker_10_walk path_look = zat_b5_dealer_assistant_1_walker_10_look def_state_standing = guard_na meet = no_meet on_info = {+zat_b5_bandits_death +zat_b5_stalker_death} walker@after_fight on_info2 = {-zat_b5_dolg_enemy_done +zat_b5_dolg_enemy} walker@dealer_fight %=actor_enemy +zat_b5_dolg_enemy_done% out_restr = zat_b5_smart_terrain_attack combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer:zat_b5_actor_with_dealer)} true, {=check_enemy_name(actor) -zat_b5_dolg_enemy} true, {=check_enemy_name(sim_default)} true ;gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@after_fight] path_walk = zat_b5_dealer_assistant_1_walker_10_walk path_look = zat_b5_dealer_assistant_1_walker_10_look out_restr = zat_b5_smart_terrain_attack def_state_moving1 = patrol def_state_standing = guard_na on_info = {+zat_b5_speak_dealer_done} walker@go_on on_info2 = {-zat_b5_dolg_enemy_done +zat_b5_dolg_enemy} %=actor_enemy +zat_b5_dolg_enemy_done% combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor) -zat_b5_dolg_enemy} true, {=check_enemy_name(sim_default)} true meet = no_meet gather_items_enabled = false ;help_wounded_enabled = false corpse_detection_enabled = false [walker@go_on] path_walk = guard_1_walk path_look = guard_1_look def_state_moving1 = patrol def_state_standing = guard_na combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, {=check_enemy_name(actor) -zat_b5_dolg_enemy} true, {=check_enemy_name(sim_default)} true meet = no_meet gather_items_enabled = false ;help_wounded_enabled = false corpse_detection_enabled = false on_info = {=dist_to_actor_ge(170)} %=destroy_object% [hit] on_info = {=hit_by_actor -zat_b5_dolg_enemy} %+zat_b5_dolg_enemy +zat_b5_meat%, {-zat_b5_meat +zat_b5_actor_together_dealer +zat_b5_bandit_speak_1_done} %+zat_b5_meat% [danger] ignore_distance = 0 [death] on_info = %=inc_counter(killer_death)%