270 lines
No EOL
8.3 KiB
TeX
270 lines
No EOL
8.3 KiB
TeX
[logic@pas_b400_tunnel_tushkano_1]
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active = mob_walker@tunnel_tushkano_home_1
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suitable = {=target_squad_name(pas_b400_tunnel_tushkano)} true
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prior = 200
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monster_job = true
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[logic@pas_b400_tunnel_tushkano_2]
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active = mob_walker@tunnel_tushkano_home_1
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suitable = {=target_squad_name(pas_b400_tunnel_tushkano)} true
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prior = 200
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monster_job = true
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[mob_walker@tunnel_tushkano_home_1]
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path_walk = tushkano_home_1
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combat_ignore_cond = true
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on_info = {+pas_b400_downstairs_door_opened} mob_home@tunnel_tushkano_home_2
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[mob_home@tunnel_tushkano_home_2]
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path_home = tushkano_home_2
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home_min_radius = 10
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home_max_radius = 30
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aggressive = true
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[logic@pas_b400_snork_tunnel_2]
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active = mob_walker@snork_tunnel_2_walk
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_2)} true
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prior = 200
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monster_job = true
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[mob_home@snork_tunnel_2_start]
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path_home = snork_tunnel_2_look
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combat_ignore_cond = true
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npc_friendly = true
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on_info = mob_walker@snork_tunnel_2_walk %=teleport_npc(pas_b400_tunnel_snork_tunnel_2_walk)%
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[mob_walker@snork_tunnel_2_walk]
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path_walk = snork_tunnel_2_walk
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path_look = snork_tunnel_2_look
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combat_ignore_cond = true
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npc_friendly = true
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out_restr = pas_b400_sr_tunnel_snork_2_in
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on_info = {=actor_in_zone(pas_b400_sr_tunnel_2)} mob_jump@snork_tunnel_2_jump
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on_info2 = {=mob_was_hit} mob_jump@snork_tunnel_2_jump
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;on_info3 = {!npc_in_zone(pas_b400_sr_tunnel_snork_2_in)} %=teleport_npc(pas_b400_tunnel_snork_tunnel_2_walk)%
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[mob_jump@snork_tunnel_2_jump]
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path_jump = snork_tunnel_2_look
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ph_jump_factor = 1.0
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offset = 0,0,0
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on_signal = jumped | mob_home@snork_tunnel_2_home %+pas_b400_snork_tunnel_2_jumped%
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[mob_home@snork_tunnel_2_home]
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path_home = snork_tunnel_2_look
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home_min_radius = 10
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home_max_radius = 50
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aggressive = true
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[logic@pas_b400_snork_tunnel_3_1]
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active = mob_walker@snork_tunnel_3_1_walk
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_3)} true
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prior = 200
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monster_job = true
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[mob_walker@snork_tunnel_3_1_walk]
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path_walk = snork_tunnel_3_1_walk
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path_look = snork_tunnel_3_1_look
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combat_ignore_cond = true
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npc_friendly = true
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on_info = {!actor_in_zone(pas_b400_sr_tunnel_2) =actor_in_zone(pas_b400_sr_tunnel_3)} mob_jump@snork_tunnel_3_1_jump
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[mob_jump@snork_tunnel_3_1_jump]
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path_jump = snork_tunnel_3_1_look
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ph_jump_factor = 1.4
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offset = 0,0,0
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on_signal = jumped | mob_home@snork_tunnel_3_home %+pas_b400_snork_tunnel_3_jumped%
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[logic@pas_b400_snork_tunnel_3_2]
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active = mob_walker@snork_tunnel_3_2_walk
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_3)} true
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prior = 200
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monster_job = true
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[mob_walker@snork_tunnel_3_2_walk]
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path_walk = snork_tunnel_3_2_walk
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path_look = snork_tunnel_3_2_look
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combat_ignore_cond = true
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npc_friendly = true
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on_info = {!actor_in_zone(pas_b400_sr_tunnel_2) =actor_in_zone(pas_b400_sr_tunnel_3)} mob_jump@snork_tunnel_3_2_jump
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[mob_jump@snork_tunnel_3_2_jump]
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path_jump = snork_tunnel_3_2_look
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ph_jump_factor = 1.1
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offset = 0,0,0
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on_signal = jumped | mob_home@snork_tunnel_3_home %+pas_b400_snork_tunnel_3_jumped%
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[logic@pas_b400_snork_tunnel_3_3]
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active = mob_walker@snork_tunnel_3_3_walk
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_3)} true
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prior = 200
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monster_job = true
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[mob_walker@snork_tunnel_3_3_walk]
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path_walk = snork_tunnel_3_3_walk
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path_look = snork_tunnel_3_3_look
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combat_ignore_cond = true
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npc_friendly = true
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on_info = {!actor_in_zone(pas_b400_sr_tunnel_2) =actor_in_zone(pas_b400_sr_tunnel_3)} mob_jump@snork_tunnel_3_3_jump
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[mob_jump@snork_tunnel_3_3_jump]
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path_jump = snork_tunnel_3_3_look
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ph_jump_factor = 0.95
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offset = 0,0,0
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on_signal = jumped | mob_home@snork_tunnel_3_home %+pas_b400_snork_tunnel_3_jumped%
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[logic@pas_b400_snork_tunnel_3_4]
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active = mob_walker@snork_tunnel_3_4_walk
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_3)} true
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prior = 200
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monster_job = true
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[mob_walker@snork_tunnel_3_4_walk]
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path_walk = snork_tunnel_3_4_walk
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path_look = snork_tunnel_3_4_look
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combat_ignore_cond = true
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npc_friendly = true
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on_info = {!actor_in_zone(pas_b400_sr_tunnel_2) =actor_in_zone(pas_b400_sr_tunnel_3)} mob_jump@snork_tunnel_3_4_jump
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[mob_jump@snork_tunnel_3_4_jump]
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path_jump = snork_tunnel_3_4_look
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ph_jump_factor = 0.95
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offset = 0,0,0
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on_signal = jumped | mob_home@snork_tunnel_3_home %+pas_b400_snork_tunnel_3_jumped%
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[mob_home@snork_tunnel_3_home]
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path_home = snork_tunnel_3_home
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home_min_radius = 10
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home_max_radius = 50
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aggressive = true
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[logic@pas_b400_snork_tunnel_4_1]
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active = mob_walker@snork_tunnel_4_walk
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_4)} true
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prior = 200
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monster_job = true
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[logic@pas_b400_snork_tunnel_4_2]
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active = mob_walker@snork_tunnel_4_walk
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_4)} true
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prior = 200
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monster_job = true
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[logic@pas_b400_snork_tunnel_4_3]
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active = mob_walker@snork_tunnel_4_walk
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_4)} true
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prior = 200
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monster_job = true
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[logic@pas_b400_snork_tunnel_4_4]
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active = mob_walker@snork_tunnel_4_walk
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_4)} true
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prior = 200
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monster_job = true
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[mob_walker@snork_tunnel_4_walk]
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path_walk = snork_tunnel_4_walk
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path_look = snork_tunnel_4_look
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out_restr = pas_b400_sr_tunnel_snork_4_in
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on_signal = path_end | mob_jump@snork_tunnel_4_jump
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combat_ignore_cond = true
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npc_friendly = true
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aggressive = false
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[mob_jump@snork_tunnel_4_jump]
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path_jump = snork_tunnel_4_look
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ph_jump_factor = 1.3
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offset = 0,0,0
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on_signal = jumped | mob_home@snork_tunnel_4_home
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[mob_home@snork_tunnel_4_home]
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path_home = snork_tunnel_4_home
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home_min_radius = 10
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home_max_radius = 50
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aggressive = true
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out_restr = pas_b400_sr_tunnel_4, pas_b400_sr_tunnel_5
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in_restr = pas_b400_sr_track_door_in
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[logic@pas_b400_snork_tunnel_5_1]
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active = mob_home@snork_tunnel_5_home
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true
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prior = 200
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monster_job = true
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on_hit = hit@pas_b400_snork_tunnel_5_hit
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[logic@pas_b400_snork_tunnel_5_2]
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active = mob_home@snork_tunnel_5_home
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true
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prior = 200
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monster_job = true
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on_hit = hit@pas_b400_snork_tunnel_5_hit
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[logic@pas_b400_snork_tunnel_5_3]
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active = mob_home@snork_tunnel_5_home
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true
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prior = 200
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monster_job = true
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on_hit = hit@pas_b400_snork_tunnel_5_hit
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[logic@pas_b400_snork_tunnel_5_4]
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active = mob_home@snork_tunnel_5_home
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true
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prior = 200
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monster_job = true
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on_hit = hit@pas_b400_snork_tunnel_5_hit
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[logic@pas_b400_snork_tunnel_5_5]
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active = mob_home@snork_tunnel_5_home
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true
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prior = 200
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monster_job = true
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on_hit = hit@pas_b400_snork_tunnel_5_hit
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[logic@pas_b400_snork_tunnel_5_6]
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active = mob_home@snork_tunnel_5_home
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true
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prior = 200
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monster_job = true
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on_hit = hit@pas_b400_snork_tunnel_5_hit
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[logic@pas_b400_snork_tunnel_5_7]
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active = mob_home@snork_tunnel_5_home
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true
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prior = 200
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monster_job = true
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on_hit = hit@pas_b400_snork_tunnel_5_hit
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[mob_home@snork_tunnel_5_home]
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path_home = snork_tunnel_5_home
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home_min_radius = 2
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home_max_radius = 5
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out_restr = pas_b400_sr_hall_1
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in_restr = pas_b400_sr_tunnel_5, pas_b400_sr_track_door_in
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aggressive = false
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combat_ignore_cond = true
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npc_friendly = true
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on_info = {+pas_b400_tunnel_gates_started_to_open} mob_home@snork_tunnel_5_1_home
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on_info2 = {-pas_b400_tunnel_button_pressed !npc_in_zone(pas_b400_sr_hall_1)} %=teleport_npc(pas_b400_tunnel_snork_tunnel_5_home)%
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[mob_home@snork_tunnel_5_1_home]
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path_home = snork_tunnel_5_attack
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home_min_radius = 10
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home_max_radius = 50
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out_restr = pas_b400_sr_tunnel_5
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aggressive = true
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[hit@pas_b400_snork_tunnel_5_hit]
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on_info = {+pas_b400_tunnel_gates_started_to_open =squad_npc_count_ge(pas_b400_snork_tunnel_5:2)} %=kill_npc%
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