113 lines
4.3 KiB
TeX
113 lines
4.3 KiB
TeX
[logic@jup_b4_duty_leader]
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suitable = {=check_npc_name(jup_b4_duty_leader)}
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active = walker@1
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prior = 100
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on_hit = hit
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on_death = death
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[walker@1]
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use_camp = false
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path_walk = duty_leader_1_walk
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path_look = duty_leader_1_look
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combat_ignore_cond = {-jup_b4_monolith_squad_out} true
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on_info = {+jup_b4_duty_start_speech -jup_b4_monolith_squad_in_duty -jup_b4_monolith_squad_in_freedom -jup_b4_monolith_squad_out} walker@2
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meet = no_meet
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[walker@2]
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use_camp = false
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path_walk = duty_leader_2_walk
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path_look = duty_leader_2_look
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combat_ignore_cond = {-jup_b4_monolith_squad_out} true
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on_signal = align | {-jup_b4_aling} walker@3 %=play_sound(jup_b4_duty_squad_leader_align) +jup_b4_aling%
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on_info = {+jup_b4_monolith_squad_out -jup_b4_duty_leader_stop_sound} %=stop_sound +jup_b4_duty_leader_stop_sound%
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on_info2 = {+jup_b4_aling} walker@3
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meet = no_meet
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[walker@3]
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use_camp = false
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path_walk = duty_leader_2_walk
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path_look = duty_leader_2_look
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combat_ignore_cond = {-jup_b4_monolith_squad_out} true
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on_info = {+jup_b4_duty_aling1 +jup_b4_duty_aling2 +jup_b4_duty_aling3 +jup_b4_duty_aling4 +jup_b4_duty_aling5 +jup_b4_duty_aling6} walker@4 %=play_sound(jup_b4_duty_squad_leader_align_line) +jup_b4_aling_line%
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on_info2 = {+jup_b4_monolith_squad_out -jup_b4_duty_leader_stop_sound} %=stop_sound +jup_b4_duty_leader_stop_sound%
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meet = no_meet
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[walker@4]
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use_camp = false
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path_walk = duty_leader_3_walk
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path_look = duty_leader_3_look
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combat_ignore_cond = {-jup_b4_monolith_squad_out} true
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on_signal = jup_b4_duty_walk_3 | walker@5
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meet = no_meet
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[walker@5]
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use_camp = false
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path_walk = duty_leader_4_walk
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path_look = duty_leader_4_look
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combat_ignore_cond = {-jup_b4_monolith_squad_out} true
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on_signal = jup_b4_duty_walk_4 | {-jup_b4_duty_squad_leader_praise_sound} %=play_sound(jup_b4_duty_squad_leader_praise) +jup_b4_duty_squad_leader_praise_sound%
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on_signal1 = jup_b4_duty_speech | {-jup_b4_duty_squad_leader_speech_sound} walker@remark %=play_sound(jup_b4_duty_squad_leader_speech) +jup_b4_duty_squad_leader_speech_sound%
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;on_signal2 = jup_b4_duty_prisiaga | walker@final_sound %+jup_b4_duty_prisiaga%
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on_info = {+jup_b4_monolith_squad_out -jup_b4_duty_leader_stop_sound} %=stop_sound +jup_b4_duty_leader_stop_sound%
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meet = no_meet
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[walker@remark]
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use_camp = false
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path_walk = duty_leader_5_walk
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path_look = duty_leader_5_look
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combat_ignore_cond = {-jup_b4_monolith_squad_out} true
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on_signal = sound_end | walker@final_sound %+jup_b4_duty_prisiaga%
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on_info = {+jup_b4_monolith_squad_out -jup_b4_duty_leader_stop_sound} %=stop_sound +jup_b4_duty_leader_stop_sound%
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meet = no_meet
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[walker@final_sound]
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use_camp = false
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path_walk = duty_leader_5_walk
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path_look = duty_leader_5_look
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combat_ignore_cond = {-jup_b4_monolith_squad_out} true
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on_timer = 2500 | %=play_sound(jup_b4_duty_squad_leader_final)%
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on_signal = sound_end | %+jup_b4_duty_squad_leader_final_sound_end%
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on_info = {+jup_b4_monolith_squad_out -jup_b4_duty_leader_stop_sound} %=stop_sound +jup_b4_duty_leader_stop_sound%
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on_info2 = {+jup_b4_monolith_squad_in_duty} walker@6
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meet = no_meet
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[walker@6]
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use_camp = false
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path_walk = duty_leader_1_walk
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path_look = duty_leader_1_look
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combat_ignore_cond = {-jup_b4_monolith_squad_out} true
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on_info = {+jup_b4_monolith_squad_out -jup_b4_duty_leader_stop_sound} %=stop_sound +jup_b4_duty_leader_stop_sound%
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meet = meet
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[meet]
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meet_dialog = jup_b4_duty_squad_start_dialog
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[hit]
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on_info = {-jup_b4_monolith_squad_in_duty =hitted_by(actor)} %+jup_b4_monolith_squad_out%
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[death]
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on_info = {-jup_b4_monolith_squad_in_duty} %+jup_b4_monolith_squad_out%
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