101 lines
3.2 KiB
TeX
101 lines
3.2 KiB
TeX
[walker@presets]
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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out_restr = zat_b22_stalker_medic_identified
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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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use_camp = false
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[remark@presets]
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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out_restr = zat_b22_stalker_medic_identified
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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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use_camp = false
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;******************************************************
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[logic@zat_b22_stalker_medic]
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suitable = {=check_npc_name(zat_b22_stalker_medic)}
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prior = 200
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active = walker@wait
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on_hit = hit
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on_death = death
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known_info = known_info
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[known_info]
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zat_b22_stalker_medic_body_searched
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[hit]
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on_info = {=hit_by_actor +zat_b22_actor_came_first_time} remark@go_wounded, {=hit_by_actor +zat_b22_actor_can_hurt} remark@go_wounded, %=restore_health%
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[death]
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on_info = %+zat_b22_stalker_medic_death =stop_sound%
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on_info2 = {-zat_b22_stalker_vampire_story} %=spawn_object_in(zat_b22_medic_pda:zat_b22_stalker_medic)%
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[walker@wait]:walker@presets
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path_walk = zat_b22_stalker_medic_walk
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path_look = zat_b22_stalker_medic_look
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on_info = {-zat_b22_medic_job_tp} %+zat_b22_medic_job_tp =teleport_npc(zat_medic_home_smart_zat_b22_stalker_medic_walk)%
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on_game_timer = 60 | remark@wait
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on_signal = medic_looks_body | remark@wait
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show_spot = false
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[remark@wait]:remark@presets
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anim = zat_b22_medic_turn_idle
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meet = no_meet
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on_actor_in_zone = zat_b22_stalker_medic_identified | remark@meet_actor %+zat_b22_actor_came_first_time%
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show_spot = false
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[remark@meet_actor]:remark@presets
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anim = zat_b22_medic_turn_out
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on_signal = anim_end | remark@hello_actor
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meet = no_meet
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on_actor_not_in_zone = zat_b22_stalker_medic_identified | remark@suiside %+zat_b22_actor_gone%
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on_info = {+zat_b22_stalker_vampire_story} remark@suiside
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[remark@hello_actor]:remark@presets
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target = story | actor
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anim = ward_noweap
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on_game_timer = 30 | {-zat_b22_stalker_medic_hello_done} %=play_sound(zat_b22_stalker_medic_hello) +zat_b22_stalker_medic_hello_done%
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meet = meet
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on_actor_not_in_zone = zat_b22_stalker_medic_identified | remark@suiside %+zat_b22_actor_gone%
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on_info = {+zat_b22_stalker_vampire_story} remark@suiside
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[remark@go_wounded]:remark@presets
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meet = meet
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wounded = wounded
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on_actor_not_in_zone = zat_b22_stalker_medic_identified | nil %=kill_npc%
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on_info = {-zat_b22_medic_goodwill} %=set_squad_goodwill(zat_b22_medic:neutral) +zat_b22_medic_goodwill%
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on_info2 = {+zat_b22_stalker_vampire_story} nil %=kill_npc%
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[remark@suiside]:remark@presets
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anim = zat_b22_medic_suicide
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on_signal = anim_end | remark@suiside_shot
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meet = no_meet
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[remark@suiside_shot]:remark@presets
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anim = zat_b22_medic_suicide
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on_game_timer = 7 | nil %=kill_npc%
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meet = no_meet
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[meet]
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close_distance = 30
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close_anim = idle
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close_snd_hello = nil
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close_snd_bye = nil
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close_victim = actor
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use = {+zat_b22_stalker_vampire_story} false, true
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trade_enable = false
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allow_break = false
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[wounded]
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hp_state = 101|wounded_heavy@help_heavy
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hp_state_see = 101|wounded_heavy@help_heavy
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hp_victim = 101|actor
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hp_cover = 101|false
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hp_fight = 101|false
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autoheal = false
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enable_talk = true
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