; general section [remark@jup_b25_stalker_senya_wounded_gen] on_info1 = {+jup_b25_found_senya -jup_b25_senya_task_gived} %+jup_b25_senya_task_gived =give_task(jup_b25_revenge_senya)% on_info2 = {+jup_b25_first_blame +jup_b25_second_blame +jup_b25_third_blame +jup_b25_blame_story_end} %=destroy_object +jup_b25_senya_dead% on_info3 = {+jup_b25_actor_refused_senya !actor_see_npc} remark@jup_b25_stalker_senya_wounded_refused, {+jup_b25_actor_refused_senya =distance_to_obj_ge(jup_b25_stalker_senya:3)} remark@jup_b25_stalker_senya_wounded_refused on_info4 = {+jup_b25_found_senya !actor_see_npc} remark@jup_b25_stalker_senya_wounded_acepted, {+jup_b25_found_senya =distance_to_obj_ge(jup_b25_stalker_senya:3)} remark@jup_b25_stalker_senya_wounded_acepted on_actor_dist_le_nvis = 50 | {-jup_b25_stop_sound} %=play_sound(jup_b25_senya_in_anomaly)% corpse_detection_enabled = false [remark@jup_b25_stalker_senya_wounded_die_gen] on_signal = sound_end | %=kill_npc +jup_b25_senya_dead% wounded = wounded@jup_b25_stalker_senya_wounded_silent meet = no_meet corpse_detection_enabled = false [wounded@jup_b25_stalker_senya_wounded_gen] hp_state = 101|wounded_heavy@nil hp_state_see = 101|wounded_heavy@nil hp_victim = 101|actor hp_cover = 101|false hp_fight = 101|false autoheal = false help_start_dialog = jup_b25_senya_start not_for_help = true ; senya work [logic@jup_b25_stalker_senya_wounded] suitable = {=check_npc_name(jup_b25_stalker_senya)} true prior = 200 active = walker@jup_b25_stalker_senya_wounded [walker@jup_b25_stalker_senya_wounded] path_walk = way path_look = look on_info = {=counter_greater(jup_b25_frase:1)} remark@jup_b25_stalker_senya_wounded_silent %=teleport_npc(jup_b25_way)%, {+jup_b25_found_senya} remark@jup_b25_stalker_senya_wounded_silent %=teleport_npc(jup_b25_way)%, remark@jup_b25_stalker_senya_wounded %=teleport_npc(jup_b25_way)% corpse_detection_enabled = false [remark@jup_b25_stalker_senya_wounded]:remark@jup_b25_stalker_senya_wounded_gen on_info5 = {=counter_greater(jup_b25_frase:1)} remark@jup_b25_stalker_senya_wounded_silent, {+jup_b25_found_senya} remark@jup_b25_stalker_senya_wounded_silent wounded = wounded@jup_b25_stalker_senya_wounded [remark@jup_b25_stalker_senya_wounded_silent]:remark@jup_b25_stalker_senya_wounded_gen on_game_timer = 200 | {+jup_b25_actor_refused_senya} remark@jup_b25_stalker_senya_wounded_refused, {+jup_b25_found_senya} remark@jup_b25_stalker_senya_wounded_acepted wounded = wounded@jup_b25_stalker_senya_wounded_silent meet = no_meet [remark@jup_b25_stalker_senya_wounded_refused]:remark@jup_b25_stalker_senya_wounded_die_gen on_info = %=play_sound(jup_b25_revage_senya)% [remark@jup_b25_stalker_senya_wounded_acepted]:remark@jup_b25_stalker_senya_wounded_die_gen on_info = %=play_sound(jup_b25_senya_die)% [wounded@jup_b25_stalker_senya_wounded]:wounded@jup_b25_stalker_senya_wounded_gen enable_talk = true [wounded@jup_b25_stalker_senya_wounded_silent]:wounded@jup_b25_stalker_senya_wounded_gen enable_talk = false