37 lines
No EOL
1.8 KiB
TeX
37 lines
No EOL
1.8 KiB
TeX
[logic@jup_a12_bandit_guard]
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active = walker@bandit_guard_stand
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suitable = {=check_npc_name(jup_a12_bandit_guard) !surge_started} true
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prior = 200
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on_hit = hit
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on_death = death
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[walker@bandit_guard_stand]
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path_walk = bandit_guard_stand_walk
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path_look = bandit_guard_stand_look
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combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true, {+jup_a12_bandit_guard_can_be_easily_killed -jup_a12_merc_attack_started} true, {-jup_a12_merc_attack_started =check_enemy_smart(jup_a12_merc)} true, false
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meet = meet@guard_base
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on_info = {=dist_to_actor_le(15) +jup_a12_actor_paid_to_cashier -jup_a12_bandit_taunt} %+jup_a12_bandit_taunt =play_sound(jup_a12_bandit_say_jump)%
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on_info2 = {+jup_a12_bandit_guard_killed =is_alive(jup_a12_bandit_guard)} %=kill_npc%
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on_info3 = {-jup_a12_actor_has_pass_to_containers -jup_a12_actor_enemy_to_bandits =actor_in_zone(jup_a12_sr_containers_kampzone)} %+jup_a12_actor_enemy_to_bandits%
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on_info4 = {-jup_a12_actor_has_pass_to_containers -jup_a12_bandits_warning_actor =dist_to_actor_le(22)} %+jup_a12_bandits_warning_actor =play_sound(jup_a12_bandits_warning_actor)%
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[meet@guard_base]
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close_distance = 15
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close_anim = {+jup_a12_actor_has_pass_to_containers} guard_na, threat_na
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close_victim = actor
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close_snd_hello = nil
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close_snd_bye = nil
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far_distance = 45
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far_anim = {+jup_a12_actor_has_pass_to_containers} guard, threat
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far_victim = actor
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far_snd = nil
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snd_on_use = nil
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use = {!actor_enemy !actor_has_weapon} true
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meet_dialog = {+jup_a12_actor_has_pass_to_containers} jup_a12_bandit_guard_visited, jup_a12_bandit_guard_start
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trade_enable = false
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[hit]
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on_info = {+jup_a12_bandit_guard_can_be_easily_killed =is_alive -jup_a12_merc_attack_started -jup_a12_bandit_guard_killed} %+jup_a12_bandit_guard_killed%
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[death]
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on_info = %+jup_a12_bandit_guard_killed% |