171 lines
5.6 KiB
TeX
171 lines
5.6 KiB
TeX
;************************************< îáùèå ñåêöèè >******************************
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[hit]
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on_info = {=actor_enemy -zat_b103_merc_fight} %+zat_b103_merc_fight%
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[meet@snd_1]
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use = false
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snd_on_use = {-zat_b103_merc_fight} zat_b103_merc_talk_to_commander_1, nil
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trade_enable = false
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[meet@snd_2]
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use = false
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snd_on_use = {-zat_b103_merc_fight} zat_b103_merc_talk_to_commander_2, nil
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trade_enable = false
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[remark@nil]
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;************************************< lost_merc #1 >******************************
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[logic@lost_merc_1]
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suitable = {=check_npc_name(zat_b103_lost_merc_1) !surge_started}
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active = walker@1
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prior = 200
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on_hit = hit
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[walker@1]
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path_walk = lost_merc_1_walk
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path_look = lost_merc_1_look
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def_state_moving1 = sprint
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on_actor_in_zone = zat_b103_sr_def_restr | {=actor_has_weapon -zat_b103_force_maj_after} remark@1
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meet = meet@snd_1
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on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_1
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[remark@fm_1]
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on_actor_not_in_zone = zat_b103_sr_def_restr | walker@1
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[remark@1]
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target = story | actor
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anim = threat_na
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on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_1
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on_info2 = {!actor_has_weapon} walker@1
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on_actor_not_in_zone = zat_b103_sr_def_restr | walker@1
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meet = no_meet
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;************************************< lost_merc #2 >******************************
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[logic@lost_merc_2]
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suitable = {=check_npc_name(zat_b103_lost_merc_2) !surge_started}
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active = walker@2
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prior = 200
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on_hit = hit
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[walker@2]
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path_walk = lost_merc_2_walk
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path_look = lost_merc_2_look
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def_state_moving1 = sprint
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on_actor_in_zone = zat_b103_sr_def_restr | {=actor_has_weapon -zat_b103_force_maj_after} remark@2
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meet = meet@snd_2
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on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_2
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[remark@fm_2]
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on_actor_not_in_zone = zat_b103_sr_def_restr | walker@2
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[remark@2]
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target = story | actor
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anim = threat_na
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on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_2
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on_info2 = {!actor_has_weapon} walker@2
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on_actor_not_in_zone = zat_b103_sr_def_restr | walker@2
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meet = no_meet
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;************************************< lost_merc #3 >******************************
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[logic@lost_merc_3]
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suitable = {=target_squad_name(zat_b103_lost_merc_squad1) !check_npc_name(zat_b103_lost_merc_1) !surge_started}
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active = animpoint@3
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prior = 200
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on_hit = hit
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[animpoint@3]
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cover_name = zat_b103_merc_smart_animpoint_1
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reach_distance = 1
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on_actor_in_zone = zat_b103_sr_def_restr | {=actor_has_weapon -zat_b103_force_maj_after} remark@3
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meet = meet@snd_1
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on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_3
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on_info2 = {=actor_enemy} remark@nil
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[remark@fm_3]
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on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@3
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[remark@3]
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target = story | actor
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anim = threat_na
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on_info = {!actor_has_weapon} animpoint@3
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on_info2 = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_3
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on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@3
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meet = no_meet
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;************************************< lost_merc #4 >******************************
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[logic@lost_merc_4]
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suitable = {=target_squad_name(zat_b103_lost_merc_squad1) !check_npc_name(zat_b103_lost_merc_1) !surge_started}
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active = animpoint@4
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prior = 200
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on_hit = hit
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[animpoint@4]
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cover_name = zat_b103_merc_smart_animpoint_2
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reach_distance = 1
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on_actor_in_zone = zat_b103_sr_def_restr | {=actor_has_weapon -zat_b103_force_maj_after} remark@4
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meet = meet@snd_2
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on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_4
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on_info2 = {=actor_enemy} remark@nil
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[remark@fm_4]
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on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@4
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[remark@4]
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target = story | actor
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anim = threat_na
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on_info = {!actor_has_weapon} animpoint@4
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on_info2 = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_4
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on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@4
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meet = no_meet
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;************************************< lost_merc #5 >******************************
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[logic@lost_merc_5]
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suitable = {=target_squad_name(zat_b103_lost_merc_squad1) !check_npc_name(zat_b103_lost_merc_1) !surge_started}
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active = animpoint@5
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prior = 200
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on_hit = hit
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[animpoint@5]
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cover_name = zat_b103_merc_smart_animpoint_3
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reach_distance = 1
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on_actor_in_zone = zat_b103_sr_def_restr | {=actor_has_weapon -zat_b103_force_maj_after} remark@5
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meet = meet@snd_1
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on_info = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_5
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on_info2 = {=actor_enemy} remark@nil
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[remark@fm_5]
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on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@5
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[remark@5]
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target = story | actor
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anim = threat_na
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on_info = {!actor_has_weapon} animpoint@5
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on_info2 = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_5
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on_actor_not_in_zone = zat_b103_sr_def_restr | animpoint@5
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meet = no_meet
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;*********************************************< lost_merc #6 >**************************************
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[logic@lost_merc_6]
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suitable = {=check_npc_name(zat_b103_lost_merc_6) !surge_started}
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active = walker@6
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prior = 100
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[walker@6]
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path_walk = lost_merc_6_walk
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path_look = lost_merc_6_look
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on_info = {+zat_b103_merc_fight -zat_b103_angry_6} %=hit_npc_from_actor =set_squad_goodwill(zat_b103_lost_merc_squad1:enemy) +zat_b103_angry_6%
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on_info2 = {+zat_b103_force_maj -zat_b103_merc_fight} remark@fm_6
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[remark@fm_6]
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on_actor_not_in_zone = zat_b103_sr_def_restr | walker@6
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;*********************************************< lost_merc #7 >**************************************
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[logic@lost_merc_7]
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suitable = {=check_npc_name(zat_b103_lost_merc_7) !surge_started}
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active = walker@7
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prior = 100
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[walker@7]
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path_walk = lost_merc_7_walk
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path_look = lost_merc_7_look
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on_info = {+zat_b103_merc_fight -zat_b103_angry_7} %=hit_npc_from_actor =set_squad_goodwill(zat_b103_lost_merc_squad1:enemy) +zat_b103_angry_7%
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