66 lines
No EOL
2.5 KiB
TeX
66 lines
No EOL
2.5 KiB
TeX
[logic@jup_a12_bandit_chief]
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active = walker@bandit_chief_stand
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suitable = {=check_npc_name(jup_a12_bandit_chief)} true
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prior = 200
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on_death = death
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[walker@bandit_chief_stand]
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path_walk = bandit_chief_stand_walk
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path_look = bandit_chief_stand_look
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def_state_standing = wait_na
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combat_ignore_cond = true
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meet = meet@bandit_chief_stand
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on_info = {+jup_a12_chief_bandit_wait_threat_prisoner -jup_a12_stalker_prisoner_free} walker@wait_threat_prisoner, {+jup_a12_stalker_prisoner_dead} walker@stand, {+jup_a12_stalker_prisoner_free +jup_a12_stalker_prisoner_thanked_actor} walker@stand, {+jup_a12_actor_enemy_to_bandits -jup_a12_chief_bandit_wait_threat_prisoner} %+jup_a12_chief_bandit_wait_threat_prisoner%
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[meet@bandit_chief_stand]
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close_anim = wait_na
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close_snd_hello = nil
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close_snd_bye = nil
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close_victim = actor
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snd_on_use = nil
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use = {!actor_enemy !actor_has_weapon} true, false
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use_wpn = false
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meet_dialog = jup_a12_bandit_chief_dialog
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trade_enable = false
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[walker@wait_threat_prisoner]
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path_walk = bandit_chief_threat_prisoner_walk
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path_look = bandit_chief_threat_prisoner_look
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def_state_standing = threat_na
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combat_ignore_cond = true
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on_actor_in_zone = jup_a12_sr_threat_prisoner_zone | %+jup_a12_chief_bandit_threat_prisoner%
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on_info = {+jup_a12_chief_bandit_threat_prisoner} walker@threat_prisoner
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def_state_moving = rush
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meet = no_meet
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out_restr = jup_a12_sr_threat_prisoner_zone
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[walker@threat_prisoner]
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path_walk = bandit_chief_threat_prisoner_walk
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path_look = bandit_chief_threat_prisoner_look
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combat_ignore_cond = true
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def_state_standing = threat_na
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on_info = {+jup_a12_chief_bandit_kill_prisoner} walker@kill_prisoner, {+jup_a12_stalker_prisoner_dead} walker@stand, %=play_sound(jup_a12_bandit_threat_to_prisoner)%
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on_game_timer = 25 | %+jup_a12_chief_bandit_kill_prisoner%
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def_state_moving = rush
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meet = no_meet
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out_restr = jup_a12_sr_threat_prisoner_zone
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[walker@kill_prisoner]
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path_walk = bandit_chief_kill_prisoner_walk
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path_look = bandit_chief_kill_prisoner_look
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def_state_standing = threat_na
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on_info = {+jup_a12_stalker_prisoner_dead} walker@stand
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combat_ignore_cond = {!check_enemy_name(jup_a12_stalker_prisoner)} true
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meet = no_meet
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out_restr = jup_a12_sr_threat_prisoner_zone
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[walker@stand]
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path_walk = bandit_chief_stand_walk
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path_look = bandit_chief_stand_look
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def_state_standing = wait_na
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meet = meet@bandit_chief_stand
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combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true
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out_restr = jup_a12_sr_bandit_bodyguard
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[death]
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on_info = %+jup_a12_bandit_out% |