109 lines
5.4 KiB
TeX
109 lines
5.4 KiB
TeX
[logic@zat_a2_stalker_mechanic]
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suitable = {=check_npc_name(zat_a2_stalker_mechanic)}
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prior = 200
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active = animpoint@base
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can_select_weapon = false
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level_spot = mechanic
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[animpoint@base]
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cover_name = zat_a2_sc_tech
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reach_distance = 2
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avail_animations = zat_b3_tech_idle
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use_camp = false
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out_restr = zat_a2_sr_noweap
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meet = meet
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on_info = {+zat_b3_tech_out =dist_to_actor_ge(20)} animpoint@sleep, {+zat_b3_tech_drinking +zat_b3_tech_out} animpoint@drinking %-zat_b3_tech_drinked_out%, {+zat_b3_tech_drinking +zat_b3_tech_have_couple_dose} animpoint@drinking %-zat_b3_tech_drinked_out%, {+zat_b3_tech_drinking +zat_b3_tech_have_one_dose} animpoint@drinking %-zat_b3_tech_drinked_out%
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on_info2 = {+zat_b3_tech_see_produce_62 -zat_b3_tech_has_awaken -zat_b3_tech_shocked} animpoint@shocked %-zat_b3_tech_waked_up +zat_b3_tech_shocked%
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on_info3 = {=dist_to_actor_ge(75)} %-zat_b3_mech_greetings%, {+zat_b3_tech_see_produce_62 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_drink_no_more) +zat_b3_mech_greetings%, {+zat_b3_tech_have_couple_dose +zat_b3_tech_discount_1 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_realy_drunk_discount) +zat_b3_mech_greetings%, {+zat_b3_tech_have_couple_dose -zat_b3_tech_discount_1 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_realy_drunk) +zat_b3_mech_greetings%, {+zat_b3_tech_have_one_dose +zat_b3_tech_discount_1 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_drunk_discount) +zat_b3_mech_greetings%, {+zat_b3_tech_have_one_dose -zat_b3_tech_discount_1 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_drunk) +zat_b3_mech_greetings%, {-zat_b3_tech_have_one_dose =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_sober) +zat_b3_mech_greetings%
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on_info4 = {=dist_to_actor_ge(20)} %+zat_b3_tech_waked_up +zat_b3_tech_drinked_out%
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on_game_timer = 100 | %+zat_b3_tech_waked_up +zat_b3_tech_drinked_out%
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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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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on_info5 = {=npc_talking} animpoint@short_idle
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[animpoint@short_idle]:animpoint@base
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avail_animations = zat_b3_tech_idle_short
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on_actor_dist_ge_nvis = 10 | animpoint@base
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[meet]
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close_snd_hello = nil
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close_snd_bye = nil
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close_anim = nil
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close_victim = nil
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far_anim = nil
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far_victim = nil
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close_distance = 0
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far_distance = 0
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use = {+zat_b3_tech_waked_up +zat_b3_tech_drinked_out} true, false
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allow_break = false
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meet_dialog = {+zat_b3_tech_see_produce_62 -zat_a23_actor_has_access_card_to_testing_workshop} zat_b3_stalker_tech_produce_62_start
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meet_on_talking = false
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[animpoint@drinking]
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cover_name = zat_a2_sc_tech
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reach_distance = 2
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avail_animations = zat_b3_tech_drink
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use_camp = false
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out_restr = zat_a2_sr_noweap
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on_game_timer = 37 | {-zat_b3_tech_take_dose +zat_b3_tech_out} %=play_sound(zat_b3_tech_take_third_dose) +zat_b3_tech_take_dose%, {-zat_b3_tech_take_dose +zat_b3_tech_have_couple_dose} %=play_sound(zat_b3_tech_take_second_dose) +zat_b3_tech_take_dose%, {-zat_b3_tech_take_dose +zat_b3_tech_have_one_dose} %=play_sound(zat_b3_tech_take_first_dose) +zat_b3_tech_take_dose%
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on_game_timer2 = 42 | {+zat_b3_tech_out} animpoint@sleep %-zat_b3_tech_drinking -zat_b3_tech_take_dose -zat_b3_tech_waked_up%, animpoint@base %-zat_b3_tech_drinking -zat_b3_tech_take_dose%
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meet = no_meet
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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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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[animpoint@sleep]
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cover_name = zat_a2_sc_tech
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reach_distance = 2
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avail_animations = zat_b3_tech_drunk
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use_camp = false
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on_game_timer = 220 | %+zat_a2_mech_sleep_sound%
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on_info = {-zat_b3_tech_out} animpoint@base %-zat_a2_mech_sleep_sound%
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on_info2 = {=dist_to_actor_ge(20)} %-zat_b3_mech_sleeping%, {=see_actor =dist_to_actor_le(4) -zat_b3_mech_sleeping +zat_a2_mech_sleep_sound} %=play_sound(zat_b3_tech_sleep_) +zat_b3_mech_sleeping%
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meet = meet@sleep
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out_restr = zat_a2_sr_noweap
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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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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[meet@sleep]
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close_snd_hello = nil
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close_snd_bye = nil
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close_anim = nil
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close_victim = nil
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far_anim = nil
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far_victim = nil
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close_distance = 0
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far_distance = 0
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snd_on_use = zat_b3_tech_no_sleep_
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abuse = false
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use = false
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meet_on_talking = false
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[animpoint@shocked]
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cover_name = zat_a2_sc_tech ;refuse
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reach_distance = 2
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avail_animations = zat_b3_tech_surprise
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use_camp = false
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out_restr = zat_a2_sr_noweap
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on_game_timer = 20 | {-zat_b3_tech_see_produce_62_done} %=play_sound(zat_b3_tech_see_produce_62) +zat_b3_tech_see_produce_62_done%
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on_game_timer2 = 150 | {-zat_b3_tech_surprise_anim_end} %+zat_b3_tech_surprise_anim_end%
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target = story | actor
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on_info = {+zat_b3_tech_surprise_anim_end -zat_b3_tech_see_produce_62_quest} animpoint@sleep %+zat_b3_tech_out -zat_b3_tech_drinking +zat_b3_tech_see_produce_62_quest%
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meet = no_meet
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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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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