#include "pas_b400_general.ltx" [logic@pas_b400_zulus_downstairs] active = walker@zulus_downstairs_1 suitable = {=check_npc_name(pas_b400_zulus) -pas_b400_downstairs_done} true prior = 200 on_hit = hit@zulus on_death = death@zulus post_combat_time = 0,0 [walker@zulus_downstairs_1]:walker@zulus_def path_walk = zulus_1_walk path_look = 1_look out_restr = pas_b400_sr_downstairs_2 [logic@pas_b400_vano_downstairs] active = walker@vano_downstairs_1 suitable = {=check_npc_name(pas_b400_vano) -pas_b400_downstairs_done} true prior = 200 on_hit = hit@vano on_death = death@vano post_combat_time = 0,0 [walker@vano_downstairs_1]:walker@vano_def path_walk = vano_1_walk path_look = 1_look out_restr = pas_b400_sr_downstairs_2 [logic@pas_b400_sokolov_downstairs] active = walker@sokolov_downstairs_1 suitable = {=check_npc_name(pas_b400_sokolov) -pas_b400_downstairs_done} true prior = 200 on_hit = hit@sokolov on_death = death@sokolov post_combat_time = 0,0 [walker@sokolov_downstairs_1]:walker@sokolov_def path_walk = sokolov_1_walk path_look = 1_look on_info = {+pas_b400_downstairs_door_opened} %=play_sound(pas_b400_sokolov_about_train_1)% out_restr = pas_b400_sr_downstairs_2 [logic@pas_b400_wanderer_downstairs] active = walker@wanderer_downstairs_1 suitable = {=check_npc_name(pas_b400_wanderer) -pas_b400_downstairs_done} true prior = 200 on_hit = hit@wanderer on_death = death@wanderer post_combat_time = 0,0 [walker@wanderer_downstairs_1]:walker@wanderer_def path_walk = wanderer_1_walk path_look = 1_look out_restr = pas_b400_sr_downstairs_2