[logic@lost_merc_leader] suitable = {=check_npc_name(zat_b103_lost_merc_leader) !surge_started} active = walker@leader prior = 200 on_death = death [death] on_info = %=stop_sound +zat_b103_merc_fight =set_squad_goodwill(zat_b103_lost_merc_squad1:enemy)% [walker@def] on_info66 = {+zat_b103_merc_fight} walker@nil_fight %=stop_sound% on_info77 = {+zat_b103_actor_warned_by_merc -zat_b103_warned_by_mercs_saved} %+zat_b103_warned_by_mercs_saved =scenario_autosave(st_save_zat_b103_warned_by_mercs)% [remark@def] on_info66 = {+zat_b103_merc_fight} walker@nil_fight %=stop_sound% on_info77 = {+zat_b103_actor_warned_by_merc -zat_b103_warned_by_mercs_saved} %+zat_b103_warned_by_mercs_saved =scenario_autosave(st_save_zat_b103_warned_by_mercs)% [walker@force_maj]:walker@def path_walk = lost_merc_leader_walk path_look = lost_merc_leader_look on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound -zat_b103_force_maj +zat_b103_force_maj_after% [walker@nil_fight] path_walk = lost_merc_leader_walk path_look = lost_merc_leader_look on_info = {-zat_b103_actor_enemy} %=set_squad_goodwill(zat_b103_lost_merc_squad1:enemy) +zat_b103_actor_enemy% [walker@leader]:walker@def path_walk = lost_merc_leader_walk path_look = lost_merc_leader_look def_state_moving1 = sprint def_state_moving2 = sprint def_state_moving3 = sprint on_info = {+zat_b103_merc_used_actor} %-zat_b103_merc_used_actor% on_info2 = {+zat_b103_actor_came_armed} %-zat_b103_actor_came_armed% on_info3 = {+zat_b103_actor_warned_by_merc} %-zat_b103_actor_warned_by_merc% on_actor_in_zone = zat_b103_sr_def_restr | {=actor_has_weapon -zat_b103_actor_warned_by_merc} remark@warn1 %+zat_b103_actor_came_armed +zat_b103_warning%, remark@meet_use on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj% on_info5 = {+zat_b103_force_maj_after} %-zat_b103_force_maj_after% [remark@warn1]:remark@def target = story | actor anim = threat_na meet = no_meet on_info = {-zat_b103_merc_fight} %=play_sound(zat_b103_merc_hide_weapon_1)% on_signal = sound_end | {!actor_has_weapon} remark@pause_meet %-zat_b103_warning%, remark@warn2 on_actor_in_zone = zat_b103_merc_territory | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight% on_actor_in_zone2 = zat_b103_merc_robbery | {!actor_has_weapon} remark@pause_meet %=stop_sound -zat_b103_warning% on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound -zat_b103_warning% meet = no_meet on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj% [remark@warn2]:remark@def target = story | actor anim = threat_na meet = no_meet on_info = {-zat_b103_merc_fight} %=play_sound(zat_b103_merc_hide_weapon_2)% on_signal = sound_end | {!actor_has_weapon} remark@pause_meet, remark@count on_actor_in_zone = zat_b103_merc_territory | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight% on_actor_in_zone2 = zat_b103_merc_robbery | {!actor_has_weapon} remark@pause_meet %=stop_sound% on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound% on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj% [remark@count]:remark@def target = story | actor anim = threat_na meet = no_meet on_info = {-zat_b103_merc_fight} %=play_sound(zat_b103_merc_count)% on_signal = theme_end | {!actor_has_weapon} remark@pause_meet %-zat_b103_warning%, %+zat_b103_merc_fight% on_actor_in_zone = zat_b103_merc_territory | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight% on_actor_in_zone2 = zat_b103_merc_robbery | {!actor_has_weapon} remark@pause_meet %=stop_sound -zat_b103_warning% on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound -zat_b103_warning% on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj% [remark@pause_meet]:remark@def target = story | actor anim = guard on_game_timer = 20 | {+zat_b103_actor_came_armed} %=play_sound(zat_b103_merc_come_here_now) -zat_b103_actor_came_armed -zat_b103_warning% on_actor_in_zone = zat_b103_merc_territory | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight% on_actor_in_zone2 = zat_b103_merc_inside_yard | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight% on_actor_in_zone3 = zat_b103_merc_robbery | {=actor_has_weapon} remark@warn1 on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound -zat_b103_warning% on_actor_dist_le = 20 | remark@meet_use meet = no_meet on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj% [remark@meet_use]:remark@def target = story | actor anim = guard meet = meet on_info = {+zat_b103_merc_task_done} remark@watch on_info2 = {+zat_b103_actor_warned_by_merc} remark@watch_forbidden on_actor_in_zone = zat_b103_merc_territory | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight% on_actor_in_zone2 = zat_b103_merc_inside_yard | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight% on_actor_in_zone3 = zat_b103_merc_robbery | {=actor_has_weapon} remark@warn1 on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound% on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj% [remark@watch_forbidden]:remark@def target = story | actor anim = guard on_info = {+zat_b103_merc_task_done} remark@watch on_info2 = {+zat_b103_actor_left_yard} %-zat_b103_actor_left_yard% on_actor_in_zone = zat_b103_merc_territory | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight% on_actor_in_zone2 = zat_b103_merc_robbery | {=actor_has_weapon} remark@warn1 on_actor_in_zone3 = zat_b103_merc_inside_yard | remark@watch_forbidden_fail %+zat_b103_actor_in_yard% on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound% on_actor_dist_le_nvis = 20 | remark@watch_forbidden_meet_use meet = meet on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj% [remark@watch_forbidden_fail]:remark@def target = story | actor anim = threat_na on_info = {-zat_b103_actor_warned_inside} %=play_sound(zat_b103_merc_warning)%, remark@watch_forbidden_fail_warned on_signal = sound_end | %+zat_b103_actor_warned_inside =stop_sound% on_timer = 8000 | {-zat_b103_actor_left_yard !has_enemy} %+zat_b103_merc_fight% on_actor_not_in_zone = zat_b103_merc_inside_yard | {!actor_has_weapon} remark@watch_forbidden %+zat_b103_actor_left_yard =reset_sound_npc% on_actor_not_in_zone2 = zat_b103_merc_inside_yard | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight% meet = no_meet on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj% [remark@watch_forbidden_fail_warned]:remark@def anim = guard on_timer = 5000 | {-zat_b103_actor_left_yard !has_enemy} %+zat_b103_merc_fight% on_actor_not_in_zone = zat_b103_merc_inside_yard | {!actor_has_weapon} remark@watch_forbidden %+zat_b103_actor_left_yard =reset_sound_npc% meet = no_meet on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj% [remark@watch_forbidden_meet_use]:remark@def target = story | actor anim = guard on_info = {+zat_b103_merc_task_done} remark@watch on_info2 = {+zat_b103_actor_left_yard} %-zat_b103_actor_left_yard% meet = meet on_actor_in_zone = zat_b103_merc_territory | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight% on_actor_in_zone2 = zat_b103_merc_robbery | {=actor_has_weapon} remark@warn1 on_actor_in_zone3 = zat_b103_merc_inside_yard | remark@watch_forbidden_fail %+zat_b103_actor_in_yard% on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound% on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj% [remark@watch]:remark@def target = story | actor anim = guard meet = meet on_info = {=actor_has_weapon -zat_b103_force_maj_after} remark@watch_fail on_info2 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj% on_actor_not_in_zone = zat_b103_sr_def_restr | walker@leader %=stop_sound% [remark@watch_fail]:remark@def target = story | actor anim = threat_na on_info = {=actor_has_weapon -zat_b103_merc_hide_weapon_1_done} %=play_sound(zat_b103_merc_hide_weapon_1) +zat_b103_merc_hide_weapon_1_done% on_game_timer = 50 | {=actor_has_weapon !has_enemy} %+zat_b103_merc_fight%, remark@watch %=stop_sound -zat_b103_merc_hide_weapon_1_done% meet = no_meet on_info4 = {=has_enemy !is_enemy_actor =actor_in_zone(zat_b103_sr_def_restr)} walker@force_maj %=stop_sound +zat_b103_force_maj% [meet] close_anim = guard_na close_distance = 20 close_victim = actor far_distance = 40 far_victim = nil far_anim = guard use = {+zat_b103_merc_task_done -zat_b103_merc_fight !actor_enemy} true, {-zat_b103_merc_used_actor =dist_to_actor_le(20) -zat_b103_merc_task_done -zat_b103_merc_fight !actor_enemy} self, {-zat_b103_merc_fight !actor_enemy} true trade_enable = false allow_break = false