118 lines
3 KiB
TeX
118 lines
3 KiB
TeX
;GENERAL
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[hit]
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on_info = %+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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[animpoint@def]
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reach_movement = sprint
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meet = no_meet
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out_restr = zat_surge_hide_b103
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combat_ignore_cond = {-zat_b103_merc_fight} true
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on_info = {=actor_in_zone(zat_b103_merc_inside_yard) -zat_b103_merc_task_done} %+zat_b103_merc_fight =set_squad_goodwill(zat_b103_lost_merc_squad1:enemy)%
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;LEADER JOB
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[logic@surge_job_leader]
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suitable = {=check_npc_name(zat_b103_lost_merc_leader) =surge_started}
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active = animpoint@leader
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prior = 200
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on_hit = hit
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[animpoint@leader]
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out_restr = zat_surge_hide_b103
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cover_name = zat_b103_animp_surge_leader
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reach_movement = sprint
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on_actor_in_zone = zat_surge_hide_b103 | {=actor_has_weapon} remark@leader %=play_sound(zat_b103_merc_warning)%
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on_info = {=actor_in_zone(zat_b103_merc_inside_yard) -zat_b103_merc_task_done} %+zat_b103_merc_fight =set_squad_goodwill(zat_b103_lost_merc_squad1:enemy)%
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meet = no_meet
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[remark@leader]
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out_restr = zat_surge_hide_b103
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anim = threat
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target = story | actor
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on_signal = sound_end | {=actor_has_weapon} remark@leader_wait, animpoint@leader
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[remark@leader_wait]
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out_restr = zat_surge_hide_b103
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anim = threat
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target = story | actor
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on_game_timer = 50 | {-zat_b103_merc_fight} %+zat_b103_merc_fight%
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;JOB HEADERS
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[logic@surge_job_1]
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suitable = {!check_npc_name(zat_b103_lost_merc_leader) =surge_started} true
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active = animpoint@1
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prior = 200
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on_hit = hit
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[logic@surge_job_2]
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suitable = {!check_npc_name(zat_b103_lost_merc_leader) =surge_started}
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active = animpoint@2
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prior = 200
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on_hit = hit
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[logic@surge_job_3]
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suitable = {!check_npc_name(zat_b103_lost_merc_leader) =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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[logic@surge_job_4]
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suitable = {!check_npc_name(zat_b103_lost_merc_leader) =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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[logic@surge_job_5]
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suitable = {!check_npc_name(zat_b103_lost_merc_leader) =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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[logic@surge_job_6]
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suitable = {!check_npc_name(zat_b103_lost_merc_leader) =surge_started}
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active = animpoint@6
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prior = 200
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on_hit = hit
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[logic@surge_job_7]
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suitable = {!check_npc_name(zat_b103_lost_merc_leader) =surge_started}
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active = animpoint@7
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prior = 200
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on_hit = hit
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;JOB SECTIONS
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[animpoint@1]:animpoint@def
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cover_name = zat_b103_animp_surge_1
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[animpoint@2]:animpoint@def
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cover_name = zat_b103_animp_surge_2
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[animpoint@3]:animpoint@def
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cover_name = zat_b103_animp_surge_3
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[animpoint@4]:animpoint@def
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cover_name = zat_b103_animp_surge_4
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[animpoint@5]:animpoint@def
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cover_name = zat_b103_animp_surge_5
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[animpoint@6]:animpoint@def
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cover_name = zat_b103_animp_surge_6
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[animpoint@7]:animpoint@def
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cover_name = zat_b103_animp_surge_7
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