560 lines
19 KiB
TeX
560 lines
19 KiB
TeX
;Mercs with (M)organ
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[logic@jup_b207_depot_merc_leader]
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active = walker@merc_leader_stand
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suitable = {=check_npc_name(zat_b7_duty_illicit_dealer)} true
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prior = 200
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on_combat = combat
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[combat]
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on_info = {-jup_b207_morgan_ambush} %+jup_b207_morgan_ambush%
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[walker@merc_leader_stand]
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path_walk = merc_leader_walk
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path_look = merc_leader_look
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on_info = {+jup_b207_morgan_ambush} camper@merc_leader_hide
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combat_ignore_cond = {=check_enemy_name(sim_default_killer)} true, false
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[camper@merc_leader_hide]
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path_walk = merc_4_walk
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path_look = merc_4_look
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no_retreat = true
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radius = 0
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def_state_standing = hide_na
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combat_ignore_cond = {=check_enemy_name(sim_default_killer)} true, false
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[logic@jup_b207_merc_1]
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active = walker@merc_1
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suitable = {!check_npc_name(zat_b7_duty_illicit_dealer) =target_squad_name(jup_b207_zat_b7_duty_illicit_dealer_depot)} true
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prior = 200
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on_combat = combat
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[walker@merc_1]
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path_walk = merc_1_walk
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path_look = merc_1_look
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def_state_standing = hide_na
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on_info = {+jup_b207_morgan_ambush} camper@merc_1
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
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[camper@merc_1]
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path_walk = merc_1_attack_walk
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path_look = merc_5_look
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 0
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no_retreat = true
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on_signal = path_end | walker@merc_1_attack
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
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[walker@merc_1_attack]
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path_walk = merc_1_attack_walk
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path_look = merc_5_look
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
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[logic@jup_b207_merc_2]
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active = walker@merc_2
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suitable = {!check_npc_name(zat_b7_duty_illicit_dealer) =target_squad_name(jup_b207_zat_b7_duty_illicit_dealer_depot)} true
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prior = 200
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on_combat = combat
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[walker@merc_2]
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path_walk = merc_2_walk
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path_look = merc_2_look
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def_state_standing = hide_na
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on_info = {+jup_b207_morgan_ambush} camper@merc_2
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
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[camper@merc_2]
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path_walk = merc_2_attack_walk
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path_look = merc_5_look
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 0
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no_retreat = true
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on_signal = path_end | walker@merc_2_attack
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
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[walker@merc_2_attack]
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path_walk = merc_2_attack_walk
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path_look = merc_5_look
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
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[logic@jup_b207_merc_3]
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active = walker@merc_3
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suitable = {!check_npc_name(zat_b7_duty_illicit_dealer) =target_squad_name(jup_b207_zat_b7_duty_illicit_dealer_depot)} true
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prior = 200
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on_combat = combat
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[walker@merc_3]
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path_walk = merc_3_walk
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path_look = merc_3_look
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def_state_standing = hide_na
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on_info = {+jup_b207_morgan_ambush} camper@merc_3
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
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[camper@merc_3]
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path_walk = merc_3_attack_walk
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path_look = merc_5_look
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 0
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no_retreat = true
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on_signal = path_end | walker@merc_3_attack
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
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[walker@merc_3_attack]
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path_walk = merc_3_attack_walk
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path_look = merc_5_look
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
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[logic@jup_b207_merc_4]
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active = walker@merc_4
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suitable = {!check_npc_name(zat_b7_duty_illicit_dealer) =target_squad_name(jup_b207_zat_b7_duty_illicit_dealer_depot)} true
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prior = 200
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on_combat = combat
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[walker@merc_4]
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path_walk = merc_4_walk
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path_look = merc_4_look
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def_state_standing = hide_na
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on_info = {+jup_b207_morgan_ambush} camper@merc_4
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
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[camper@merc_4]
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path_walk = merc_4_attack_walk
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path_look = merc_5_look
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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radius = 0
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no_retreat = true
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on_signal = path_end | walker@merc_4_attack
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
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[walker@merc_4_attack]
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path_walk = merc_4_attack_walk
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path_look = merc_5_look
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
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[logic@jup_b207_merc_5]
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active = camper@merc_5
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suitable = {=target_squad_name(jup_b207_depot_mercs)} true
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prior = 200
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[camper@merc_5]
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path_walk = merc_5_walk
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path_look = merc_5_look
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no_retreat = true
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radius = 0
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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on_signal = path_end | walker@merc_5_attack
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
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[walker@merc_5_attack]
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path_walk = merc_5_walk
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
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[logic@jup_b207_merc_6]
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active = camper@merc_6
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suitable = {=target_squad_name(jup_b207_depot_mercs)} true
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prior = 200
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[camper@merc_6]
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path_walk = merc_6_walk
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path_look = merc_6_look
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no_retreat = true
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radius = 0
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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on_signal = path_end | walker@merc_6_attack
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
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[walker@merc_6_attack]
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path_walk = merc_6_walk
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combat_ignore_cond = {=check_enemy_name(zat_b7_duty_illicit_dealer)} true, false
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;Attack depot duty squad in depot attack smart
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[logic@jup_b207_duty_leader]
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active = walker@duty_leader_position
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suitable = {=check_npc_name(jup_b207_duty_security_squad_leader)} true
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prior = 200
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[walker@duty_leader_position]
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path_walk = duty_leader_position_walk
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path_look = duty_leader_position_look
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def_state_standing = threat_na
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def_state_moving = assault
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on_signal = path_end | remark@duty_leader_ask
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combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false
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meet = no_meet
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[remark@duty_leader_ask]
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anim = threat_na
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on_info = {=dist_to_actor_le(75)} %=play_sound(jup_b207_duty_security_squad_to_freedom_leave)%
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on_signal = sound_end | remark@duty_leader_play %+jup_b207_duty_asked_to_leave%
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combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false
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meet = no_meet
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[remark@duty_leader_play]
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on_info = {+jup_b207_freedom_refused_to_leave} %=play_sound(jup_b207_duty_security_squad_to_freedom_start_attack)%; +jup_b207_attack_started%
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on_signal = sound_end | %+jup_b207_attack_started%
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anim = threat_na
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combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false
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meet = no_meet
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[logic@jup_b207_duty_1]
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active = walker@duty_1_position
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suitable = {!check_npc_name(jup_b207_duty_security_squad_leader)} true
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prior = 200
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[walker@duty_1_position]
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path_walk = duty_1_walk
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path_look = duty_leader_position_look
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def_state_standing = threat_na
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combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false
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meet = no_meet
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[logic@jup_b207_duty_2]
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active = walker@duty_2_position
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suitable = {!check_npc_name(jup_b207_duty_security_squad_leader)} true
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prior = 200
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[walker@duty_2_position]
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path_walk = duty_2_walk
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path_look = duty_leader_position_look
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def_state_standing = threat_na
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def_state_moving = assault
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combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false
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meet = no_meet
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[logic@jup_b207_duty_3]
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active = walker@duty_3_position
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suitable = {!check_npc_name(jup_b207_duty_security_squad_leader)} true
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prior = 200
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[walker@duty_3_position]
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path_walk = duty_3_walk
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path_look = duty_leader_position_look
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def_state_standing = threat_na
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def_state_moving = assault
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combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false
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meet = no_meet
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[logic@jup_b207_duty_4]
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active = walker@duty_4_position
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suitable = {!check_npc_name(jup_b207_duty_security_squad_leader)} true
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prior = 200
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[walker@duty_4_position]
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path_walk = duty_4_walk
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path_look = duty_leader_position_look
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def_state_standing = threat_na
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def_state_moving = assault
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combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false
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meet = no_meet
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[logic@jup_b207_duty_5]
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active = walker@duty_5_position
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suitable = {!check_npc_name(jup_b207_duty_security_squad_leader)} true
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prior = 200
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[walker@duty_5_position]
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path_walk = duty_5_walk
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path_look = duty_leader_position_look
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def_state_standing = threat_na
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def_state_moving = assault
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combat_ignore_cond = {=check_enemy_smart(jup_b207)} true, false
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meet = no_meet
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;Attack depot duty squad in depot smart while attack
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[logic@jup_b207_duty_leader_attack]
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active = camper@merc_6
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suitable = {=check_npc_name(jup_b207_duty_security_squad_leader) -jup_b207_attack_end} true
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prior = 200
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[logic@jup_b207_duty_1_attack]
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active = camper@merc_1
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suitable = {!check_npc_name(jup_b207_duty_security_squad_leader) =target_squad_name(jup_b207_duty_base) -jup_b207_attack_end} true
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prior = 200
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[logic@jup_b207_duty_2_attack]
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active = camper@merc_2
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suitable = {!check_npc_name(jup_b207_duty_security_squad_leader) =target_squad_name(jup_b207_duty_base) -jup_b207_attack_end} true
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prior = 200
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[logic@jup_b207_duty_3_attack]
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active = camper@merc_3
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suitable = {!check_npc_name(jup_b207_duty_security_squad_leader) =target_squad_name(jup_b207_duty_base) -jup_b207_attack_end} true
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prior = 200
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[logic@jup_b207_duty_4_attack]
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active = camper@merc_4
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suitable = {!check_npc_name(jup_b207_duty_security_squad_leader) =target_squad_name(jup_b207_duty_base) -jup_b207_attack_end} true
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prior = 200
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[logic@jup_b207_duty_5_attack]
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active = camper@merc_5
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suitable = {!check_npc_name(jup_b207_duty_security_squad_leader) =target_squad_name(jup_b207_duty_base) -jup_b207_attack_end} true
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prior = 200
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;Defence freedom squad
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[logic@jup_b207_freedom_leader_defence]
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active = camper@freedom_leader
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suitable = {=check_npc_name(jup_b207_freedom_recon_squad_leader) -jup_b207_attack_end} true
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prior = 200
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[camper@freedom_leader]
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path_walk = freedom_leader_walk
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path_look = freedom_leader_look
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no_retreat = true
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def_state_moving = sneak_run
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def_state_moving_fire = sneak_fire
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def_state_standing = hide_na
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on_info = {+jup_b207_duty_knows_about_depot} walker@guard_4_bad
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on_info2 = {-jup_b207_freedom_refused_to_leave +jup_b207_duty_asked_to_leave} remark@freedom_refuse
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combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
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[remark@freedom_refuse]
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anim = hide_na
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on_info = %=play_sound(jup_b207_freedom_recon_squad_refuse)%
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on_signal = sound_end | camper@freedom_leader %+jup_b207_freedom_refused_to_leave%
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combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
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meet = no_meet
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[logic@jup_b207_freedom_1_defence]
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active = walker@freedom_1
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suitable = {!check_npc_name(jup_b207_freedom_recon_squad_leader) =target_squad_name(jup_b207_freedom_depot) -jup_b207_attack_end} true
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prior = 200
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[walker@freedom_1]
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path_walk = freedom_1_walk
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path_look = freedom_leader_look
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def_state_standing = hide_na
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on_info = {+jup_b207_duty_knows_about_depot} walker@guard_1_bad
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combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
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[logic@jup_b207_freedom_2_defence]
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active = walker@freedom_2
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suitable = {!check_npc_name(jup_b207_freedom_recon_squad_leader) =target_squad_name(jup_b207_freedom_depot) -jup_b207_attack_end} true
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prior = 200
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[walker@freedom_2]
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path_walk = freedom_2_walk
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path_look = freedom_leader_look
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def_state_standing = hide_na
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on_info = {+jup_b207_duty_knows_about_depot} walker@guard_2_bad
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combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
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[logic@jup_b207_freedom_3_defence]
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active = walker@freedom_3
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suitable = {!check_npc_name(jup_b207_freedom_recon_squad_leader) =target_squad_name(jup_b207_freedom_depot) -jup_b207_attack_end} true
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prior = 200
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[walker@freedom_3]
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path_walk = freedom_3_walk
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path_look = freedom_leader_look
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def_state_standing = hide_na
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on_info = {+jup_b207_duty_knows_about_depot} walker@guard_3_bad
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combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
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[logic@jup_b207_freedom_4_defence]
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active = walker@freedom_4
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suitable = {!check_npc_name(jup_b207_freedom_recon_squad_leader) =target_squad_name(jup_b207_freedom_base) -jup_b207_attack_end} true
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prior = 200
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[walker@freedom_4]
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path_walk = freedom_4_walk
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path_look = freedom_4_look
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def_state_standing = hide_na
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combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
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[logic@jup_b207_freedom_5_defence]
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active = walker@freedom_5
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suitable = {!check_npc_name(jup_b207_freedom_recon_squad_leader) =target_squad_name(jup_b207_freedom_base) -jup_b207_attack_end} true
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prior = 200
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[walker@freedom_5]
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path_walk = freedom_5_walk
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path_look = freedom_5_look
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def_state_standing = hide_na
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combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
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;Guards - that ones who won
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[logic@jup_b207_depot_guard_1]
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active = remark@choose_1
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suitable = {+jup_b207_attack_end} true
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prior = 200
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[remark@choose_1]
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path_walk = perimeter_1_walk
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path_look = perimeter_1_look
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on_info = {+jup_b207_freedom_knows_about_depot +jup_b207_freedom_wins} walker@guard_1_ok
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on_info2 = {+jup_b207_duty_knows_about_depot +jup_b207_duty_wins} walker@guard_1_ok
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on_info3 = {+jup_b207_freedom_knows_about_depot +jup_b207_duty_wins} walker@guard_1_bad
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on_info4 = {+jup_b207_duty_knows_about_depot +jup_b207_freedom_wins} walker@guard_1_bad
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combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
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[walker@guard_1_ok]
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path_walk = perimeter_1_walk
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path_look = perimeter_1_look
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meet = meet@guard_ok
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[walker@guard_1_bad]
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path_walk = perimeter_1_walk
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path_look = perimeter_1_look
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meet = meet@guard_bad
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on_info = {!actor_enemy =actor_in_zone(jup_b207_sr_control)} %=actor_enemy%
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on_info2 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(freedom)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_freedom_guards_warning_actor)%
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on_info3 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(dolg)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_duty_guards_warning_actor)%
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combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
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[meet@guard_ok]
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close_distance = 5
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close_victim = actor
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close_anim = guard
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use = {=actor_enemy} false, true
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[meet@guard_bad]
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close_distance = 15
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close_victim = actor
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close_anim = threat
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far_victim = actor
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far_anim = threat
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use = false
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[logic@jup_b207_depot_guard_2]
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active = remark@choose_2
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suitable = {+jup_b207_attack_end} true
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prior = 200
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[remark@choose_2]
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path_walk = perimeter_2_walk
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path_look = perimeter_2_look
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on_info = {+jup_b207_freedom_knows_about_depot +jup_b207_freedom_wins} walker@guard_2_ok
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on_info2 = {+jup_b207_duty_knows_about_depot +jup_b207_duty_wins} walker@guard_2_ok
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on_info3 = {+jup_b207_freedom_knows_about_depot +jup_b207_duty_wins} walker@guard_2_bad
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on_info4 = {+jup_b207_duty_knows_about_depot +jup_b207_freedom_wins} walker@guard_2_bad
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combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
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|
|
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[walker@guard_2_ok]
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path_walk = perimeter_2_walk
|
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path_look = perimeter_2_look
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meet = meet@guard_ok
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|
|
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[walker@guard_2_bad]
|
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path_walk = perimeter_2_walk
|
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path_look = perimeter_2_look
|
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meet = meet@guard_bad
|
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on_info = {!actor_enemy =actor_in_zone(jup_b207_sr_control)} %=actor_enemy%
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on_info2 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(freedom)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_freedom_guards_warning_actor)%
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on_info3 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(dolg)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_duty_guards_warning_actor)%
|
|
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
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|
|
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|
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[logic@jup_b207_depot_guard_3]
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active = remark@choose_3
|
|
suitable = {+jup_b207_attack_end} true
|
|
prior = 200
|
|
|
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[remark@choose_3]
|
|
path_walk = perimeter_3_walk
|
|
path_look = perimeter_3_look
|
|
on_info = {+jup_b207_freedom_knows_about_depot +jup_b207_freedom_wins} walker@guard_3_ok
|
|
on_info2 = {+jup_b207_duty_knows_about_depot +jup_b207_duty_wins} walker@guard_3_ok
|
|
on_info3 = {+jup_b207_freedom_knows_about_depot +jup_b207_duty_wins} walker@guard_3_bad
|
|
on_info4 = {+jup_b207_duty_knows_about_depot +jup_b207_freedom_wins} walker@guard_3_bad
|
|
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
|
|
|
|
[walker@guard_3_ok]
|
|
path_walk = perimeter_3_walk
|
|
path_look = perimeter_3_look
|
|
meet = meet@guard_ok
|
|
|
|
[walker@guard_3_bad]
|
|
path_walk = perimeter_3_walk
|
|
path_look = perimeter_3_look
|
|
meet = meet@guard_bad
|
|
on_info = {!actor_enemy =actor_in_zone(jup_b207_sr_control)} %=actor_enemy%
|
|
on_info2 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(freedom)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_freedom_guards_warning_actor)%
|
|
on_info3 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(dolg)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_duty_guards_warning_actor)%
|
|
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
|
|
|
|
|
|
[logic@jup_b207_depot_guard_4]
|
|
active = remark@choose_4
|
|
suitable = {+jup_b207_attack_end} true
|
|
prior = 200
|
|
|
|
[remark@choose_4]
|
|
path_walk = perimeter_4_walk
|
|
path_look = perimeter_4_look
|
|
on_info = {+jup_b207_freedom_knows_about_depot +jup_b207_freedom_wins} walker@guard_4_ok
|
|
on_info2 = {+jup_b207_duty_knows_about_depot +jup_b207_duty_wins} walker@guard_4_ok
|
|
on_info3 = {+jup_b207_freedom_knows_about_depot +jup_b207_duty_wins} walker@guard_4_bad
|
|
on_info4 = {+jup_b207_duty_knows_about_depot +jup_b207_freedom_wins} walker@guard_4_bad
|
|
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
|
|
|
|
[walker@guard_4_ok]
|
|
path_walk = perimeter_4_walk
|
|
path_look = perimeter_4_look
|
|
meet = meet@guard_ok
|
|
|
|
[walker@guard_4_bad]
|
|
path_walk = perimeter_4_walk
|
|
path_look = perimeter_4_look
|
|
meet = meet@guard_bad
|
|
on_info = {-jup_b207_freedom_refused_to_leave +jup_b207_duty_asked_to_leave} remark@freedom_refuse
|
|
on_info2 = {!actor_enemy =actor_in_zone(jup_b207_sr_control)} %=actor_enemy%
|
|
on_info3 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(freedom)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_freedom_guards_warning_actor)%
|
|
on_info4 = {-jup_b207_guards_warning_actor =dist_to_actor_le(20) !actor_enemy =actor_in_zone(jup_b207_sr_depot_defence) =npc_community(dolg)} %+jup_b207_guards_warning_actor =play_sound(jup_b207_duty_guards_warning_actor)%
|
|
combat_ignore_cond = {-jup_b207_attack_started =check_enemy_smart(jup_b207_depot_attack)} true, false
|