46 lines
2.2 KiB
TeX
46 lines
2.2 KiB
TeX
[logic@jup_a12_bandit_cashier]
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active = walker@wait
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prior = 200
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on_death = death
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suitable = {=check_npc_name(jup_a12_bandit_cashier) !surge_started} true
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[walker@wait]
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path_walk = bandit_cashier_wait_walk
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path_look = bandit_cashier_wait_look
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combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true
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on_info = {+jup_a12_stalker_prisoner_free -jup_a12_stalker_prisoner_dead} walker@get_payment_wait
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on_info2 = {+jup_a12_stalker_prisoner_dead} walker@wait_after
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meet = no_meet
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[walker@get_payment_wait]
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path_walk = bandit_cashier_get_payment_walk
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path_look = bandit_cashier_get_payment_look
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combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true
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on_actor_dist_le_nvis = 3 | %+jup_a12_bandit_payment_started%
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on_info = {+jup_a12_bandit_payment_started -jup_a12_stalker_prisoner_dead} walker@get_payment
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on_info2 = {+jup_a12_stalker_prisoner_dead} walker@wait_after
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def_state_moving = rush
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meet = no_meet
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[walker@get_payment]
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path_walk = bandit_cashier_get_payment_walk
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path_look = bandit_cashier_get_payment_look
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combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true
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meet = meet@get_payment
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on_info = {+jup_a12_actor_did_not_pay_to_cashier} walker@wait_after %=actor_enemy%, {+jup_a12_actor_paid_to_cashier} walker@wait_after
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on_info2 = {+jup_a12_stalker_prisoner_dead} walker@wait_after
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[meet@get_payment]
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use = {!actor_enemy -jup_a12_actor_paid_to_cashier -jup_a12_actor_did_not_pay_to_cashier} self, false
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meet_dialog = jup_a12_bandit_payment_dialog
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trade_enable = false
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allow_break = false
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[walker@wait_after]
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path_walk = bandit_cashier_wait_walk
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path_look = bandit_cashier_wait_look
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combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner)} true
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meet = no_meet
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[death]
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on_info = {-jup_a12_actor_enemy_to_bandits +jup_a12_bandit_payment_started} %+jup_a12_bandit_cashier_dead =set_squad_neutral_to_actor(jup_a12_bandit_chief_squad) =set_squad_neutral_to_actor(jup_a12_bandit_cashier_squad) =set_squad_neutral_to_actor(jup_a12_bandit_guard_squad) =set_squad_neutral_to_actor(jup_a12_bandit_sim_squad)%, %+jup_a12_bandit_cashier_dead%
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