63 lines
1.6 KiB
TeX
63 lines
1.6 KiB
TeX
[logic@pri_a25_base_medic]
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suitable = {=check_npc_name(pri_a25_base_medic)} true
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prior = 200
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active = walker@teleport
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[walker@teleport]
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corpse_detection_enabled = false
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meet = no_meet
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path_walk = medic_walk
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path_look = medic_look
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def_state_standing = wait_na
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on_info = walker@refrigerator %=teleport_npc(pri_a25_smart_terrain_medic_walk)%
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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[walker@refrigerator]
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corpse_detection_enabled = false
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meet = no_meet
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path_walk = medic_walk
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path_look = medic_look
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def_state_standing = wait_na
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on_info = {+pri_a25_antenna_destroyed} %=play_sound(pri_a25_freezer_knock)%
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on_info2 = {+pri_a25_freezer_can_talk} remark@a25_timer %=stop_sound%
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on_info3 = {=actor_enemy} %=actor_neutral%
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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[remark@a25_timer]
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corpse_detection_enabled = false
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meet = no_meet
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on_info = {=actor_enemy} %=actor_neutral%
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target = story | actor
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anim = wait_na
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on_game_timer = 10 | remark@a25_dialog
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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[remark@a25_dialog]
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corpse_detection_enabled = false
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meet = meet@pri_25
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target = story | actor
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anim = wait_na
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on_info = {=actor_enemy} %=actor_neutral%
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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[meet@pri_25]
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meet_dialog = pri_a25_army_medic_freezer
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use = self
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allow_break = false
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trade_enable = false
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close_anim = wait_na
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close_distance = 0
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far_distance = 0
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close_snd_hello = nil
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close_snd_bye = nil
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close_victim = nil
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far_anim = nil
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far_victim = nil
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