e4s-sdk/gamedata/configs/scripts/jupiter/jup_a12_bandit_cashier.ltx
2026-06-17 23:06:51 +03:00

46 lines
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[logic@jup_a12_bandit_cashier]
active = walker@wait
prior = 200
on_death = death
suitable = {=check_npc_name(jup_a12_bandit_cashier) !surge_started} true
[walker@wait]
path_walk = bandit_cashier_wait_walk
path_look = bandit_cashier_wait_look
combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true
on_info = {+jup_a12_stalker_prisoner_free -jup_a12_stalker_prisoner_dead} walker@get_payment_wait
on_info2 = {+jup_a12_stalker_prisoner_dead} walker@wait_after
meet = no_meet
[walker@get_payment_wait]
path_walk = bandit_cashier_get_payment_walk
path_look = bandit_cashier_get_payment_look
combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true
on_actor_dist_le_nvis = 3 | %+jup_a12_bandit_payment_started%
on_info = {+jup_a12_bandit_payment_started -jup_a12_stalker_prisoner_dead} walker@get_payment
on_info2 = {+jup_a12_stalker_prisoner_dead} walker@wait_after
def_state_moving = rush
meet = no_meet
[walker@get_payment]
path_walk = bandit_cashier_get_payment_walk
path_look = bandit_cashier_get_payment_look
combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true
meet = meet@get_payment
on_info = {+jup_a12_actor_did_not_pay_to_cashier} walker@wait_after %=actor_enemy%, {+jup_a12_actor_paid_to_cashier} walker@wait_after
on_info2 = {+jup_a12_stalker_prisoner_dead} walker@wait_after
[meet@get_payment]
use = {!actor_enemy -jup_a12_actor_paid_to_cashier -jup_a12_actor_did_not_pay_to_cashier} self, false
meet_dialog = jup_a12_bandit_payment_dialog
trade_enable = false
allow_break = false
[walker@wait_after]
path_walk = bandit_cashier_wait_walk
path_look = bandit_cashier_wait_look
combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner)} true
meet = no_meet
[death]
on_info = {-jup_a12_actor_enemy_to_bandits +jup_a12_bandit_payment_started} %+jup_a12_bandit_cashier_dead =set_squad_neutral_to_actor(jup_a12_bandit_chief_squad) =set_squad_neutral_to_actor(jup_a12_bandit_cashier_squad) =set_squad_neutral_to_actor(jup_a12_bandit_guard_squad) =set_squad_neutral_to_actor(jup_a12_bandit_sim_squad)%, %+jup_a12_bandit_cashier_dead%