128 lines
4 KiB
TeX
128 lines
4 KiB
TeX
[wounded@no_wound]
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hp_state = 0 | wounded_heavy@help_heavy
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hp_state_see = 0 | wounded_heavy@help_heavy
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hp_victim = 0 | nil
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hp_cover = 0 | false
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hp_fight = 0 | false
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[logic@pri_b35_envoy]
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active = walker@leader_start
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suitable = {-pri_b35_rendevous_done =check_npc_name(pri_b35_envoy)} true
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prior = 200
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on_death = death
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on_combat = combat
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[walker@leader_start]
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path_walk = envoy_start_walk
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on_info = walker@rendevous
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[walker@rendevous]
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path_walk = envoy_rendevous_walk
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path_look = envoy_rendevous_look
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def_state_moving1 = walk
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def_state_standing = wait_na
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on_info = {+pri_b35_rendevous_in_process} remark@rendevous
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on_info2 = {-pri_b35_envoy_sighted =see_npc(pri_b35_merc_leader)} %+pri_b35_envoy_sighted%
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on_info3 = {-pri_b35_envoy_sighted =npc_in_zone(pri_b35_sr_mercs)} %+pri_b35_envoy_sighted%
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on_info4 = {-pri_b35_envoy_sighted =actor_see_npc} %+pri_b35_envoy_sighted%
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on_info5 = {+pri_b35_attack_started} %+pri_b35_rendevous_done +pri_b35_rendevous_in_process%
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on_info6 = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started%
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on_signal = path_end | %+pri_b35_rendevous_in_process%
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[remark@rendevous]
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anim = wait_na
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on_game_timer = 100 | %+pri_b35_rendevous_done%
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on_info = {+pri_b35_attack_started} %+pri_b35_rendevous_done%
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on_info2 = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started%
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target = story | pri_b35_merc_leader
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[death]
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on_info = %+pri_b35_envoy_out +pri_b35_rendevous_done +pri_b35_rendevous_in_process +pri_b35_attack_started%
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[combat]
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on_info = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started%
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[logic@pri_b35_envoy_after]
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active = walker@envoy_after
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suitable = {+pri_b35_rendevous_done =check_npc_name(pri_b35_envoy)} true
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prior = 200
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on_death = death
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[walker@envoy_after]
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path_walk = envoy_after_walk
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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out_restr = pri_b35_sr_envoy_escape
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def_state_moving = rush
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wounded = wounded@no_wound
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on_info = {=npc_in_zone(pri_b35_sr_envoy_escape)} %=destroy_object +pri_b35_envoy_escape%
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[logic@pri_b35_envoy_squad_1]
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active = walker@envoy_squad_after_no_attack
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suitable = {+pri_b35_rendevous_done !check_npc_name(pri_b35_envoy) =target_squad_name(pri_b35_envoy_squad)} true
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prior = 200
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on_combat = combat
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[logic@pri_b35_envoy_squad_2]
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active = walker@envoy_squad_after_no_attack
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suitable = {+pri_b35_rendevous_done !check_npc_name(pri_b35_envoy) =target_squad_name(pri_b35_envoy_squad)} true
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prior = 200
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on_combat = combat
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[walker@envoy_squad_after]
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path_walk = envoy_after_walk
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out_restr = pri_b35_sr_envoy_escape
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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def_state_moving = rush
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wounded = wounded@no_wound
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on_info = {=npc_in_zone(pri_b35_sr_envoy_escape)} %=destroy_object%
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on_info2 = {!actor_in_zone(pri_b35_sr_actor_position)} %=destroy_object%
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[walker@envoy_squad_after_no_attack]
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path_walk = envoy_after_walk
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out_restr = pri_b35_sr_envoy_escape
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on_info = {+pri_b35_attack_started} walker@envoy_squad_after
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on_info2 = {=npc_in_zone(pri_b35_sr_envoy_escape)} %=destroy_object%
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on_info3 = {!actor_in_zone(pri_b35_sr_actor_position)} %=destroy_object%
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combat_ignore_cond = true
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def_state_moving = patrol
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wounded = wounded@no_wound
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[logic@pri_b35_envoy_1]
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active = walker@envoy_1_start
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suitable = {-pri_b35_rendevous_done !check_npc_name(pri_b35_envoy) =target_squad_name(pri_b35_envoy_squad)} true
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prior = 200
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on_combat = combat
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[walker@envoy_1_start]
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path_walk = envoy_start_walk
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on_info = walker@envoy_1
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[walker@envoy_1]
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path_walk = envoy_1_walk
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path_look = envoy_1_look
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combat_ignore_cond = true
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[logic@pri_b35_envoy_2]
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active = walker@envoy_2_start
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suitable = {-pri_b35_rendevous_done !check_npc_name(pri_b35_envoy) =target_squad_name(pri_b35_envoy_squad)} true
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prior = 200
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on_combat = combat
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[walker@envoy_2_start]
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path_walk = envoy_start_walk
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on_info = walker@envoy_2
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[walker@envoy_2]
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path_walk = envoy_2_walk
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path_look = envoy_2_look
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combat_ignore_cond = true
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