362 lines
12 KiB
TeX
362 lines
12 KiB
TeX
[logic@zat_b106_gonta_lair]
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active = walker@start
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suitable = {=check_npc_name(zat_b106_stalker_gonta)}
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prior = 200
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on_death = death
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post_combat_time = 0,0
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[walker@start]
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path_walk = gonta_lair_1_walk
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path_look = gonta_lair_1_look
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def_state_moving1 = patrol
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def_state_standing = guard_na
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on_signal = start | walker@start_timer
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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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danger = danger
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meet = no_meet
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wounded = wounded
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out_restr = zat_b106_chimera_restr
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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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[walker@start_timer]
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path_walk = gonta_lair_1_walk
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path_look = gonta_lair_1_look
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def_state_moving1 = patrol
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def_state_standing = guard_na
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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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on_info = {=see_actor -zat_b106_remark} %+zat_b106_remark%
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on_info2 = {+zat_b106_remark_done !is_playing_sound} remark@to_actor
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danger = danger
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meet = no_meet
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wounded = wounded
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out_restr = zat_b106_chimera_restr
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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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[remark@to_actor]
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anim = guard
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target = story | actor
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on_info = {-zat_b106_chimera_dead} %=play_sound(zat_b106_gonta_hunt_sneak)%
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on_signal = sound_end | walker@meet %+zat_b106_forwarding%
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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out_restr = zat_b106_chimera_restr
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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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[walker@meet]
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path_walk = gonta_lair_1_walk
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path_look = gonta_lair_1_look
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def_state_moving1 = patrol
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def_state_standing = guard_na
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on_game_timer = 10 | walker@move_to_position
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combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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on_info = {+zat_b106_ahtung} walker@fire
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danger = danger
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meet = no_meet
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wounded = wounded
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out_restr = zat_b106_chimera_restr
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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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[walker@move_to_position]
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path_walk = gonta_lair_2_walk
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path_look = gonta_lair_2_look
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def_state_moving1 = patrol
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def_state_standing = wait_na
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on_signal = point2 | walker@move_to_position_2
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combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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on_info = {+zat_b106_ahtung} walker@fire
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danger = danger
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meet = no_meet
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wounded = wounded
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out_restr = zat_b106_chimera_restr
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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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[walker@move_to_position_2]
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path_walk = gonta_lair_3_walk
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path_look = gonta_lair_3_look
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def_state_moving1 = sneak
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def_state_standing = hide_na
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on_signal = point3 | walker@move_to_position_3
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combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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on_info = {+zat_b106_ahtung} walker@fire
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danger = danger
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meet = no_meet
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wounded = wounded
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out_restr = zat_b106_chimera_restr
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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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[walker@move_to_position_3]
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path_walk = gonta_lair_4_walk
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path_look = gonta_lair_4_look
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def_state_moving1 = sneak
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def_state_standing = hide_na
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on_signal = point4 | remark@hunt_kill
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combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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on_info = {+zat_b106_ahtung} walker@fire
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danger = danger
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meet = no_meet
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wounded = wounded
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out_restr = zat_b106_chimera_restr
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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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[remark@hunt_kill]
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anim = hide
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target = path | zat_b106_smart_terrain_gonta_lair_4_look,0
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on_info = %=play_sound(zat_b106_gonta_hunt_kill)%
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on_info2 = {+zat_b106_ahtung} walker@fire
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on_signal = sound_end | walker@move_to_position_4 %+zat_b106_gonta_hunt_kill%
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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out_restr = zat_b106_chimera_restr
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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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[walker@move_to_position_4]
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path_walk = gonta_lair_5_walk
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path_look = gonta_lair_5_look
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def_state_moving1 = sneak
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def_state_standing = hide_na
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on_signal = point5 | walker@move_to_position_timer
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combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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on_info = {+zat_b106_ahtung} walker@fire
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danger = danger
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meet = no_meet
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wounded = wounded
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out_restr = zat_b106_chimera_restr
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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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[walker@move_to_position_timer]
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path_walk = gonta_lair_5_walk
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path_look = gonta_lair_5_look
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def_state_moving1 = sneak
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def_state_standing = hide_na
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on_game_timer = 10 | walker@move_to_position_5
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combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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on_info = {+zat_b106_ahtung} walker@fire
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danger = danger
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meet = no_meet
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wounded = wounded
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out_restr = zat_b106_chimera_restr
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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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[walker@move_to_position_5]
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path_walk = gonta_lair_6_walk
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path_look = gonta_lair_6_look
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def_state_moving1 = sneak
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def_state_standing = hide_na
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on_signal = point6 | walker@move_to_position_6
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combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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on_info = {+zat_b106_ahtung} walker@fire
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danger = danger
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meet = no_meet
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wounded = wounded
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out_restr = zat_b106_chimera_restr
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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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[walker@move_to_position_6]
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path_walk = gonta_lair_7_walk
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path_look = gonta_lair_7_look
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def_state_moving1 = sneak
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def_state_standing = hide_na
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on_signal = point7 | walker@move_to_position_7
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combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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on_info = {+zat_b106_ahtung} walker@fire
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danger = danger
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meet = no_meet
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wounded = wounded
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out_restr = zat_b106_chimera_restr
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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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[walker@move_to_position_7]
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path_walk = gonta_lair_8_walk
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path_look = gonta_lair_8_look
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def_state_moving1 = sneak
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def_state_standing = threat_na
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on_signal = point8 | walker@timer_position
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combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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on_info = {+zat_b106_ahtung} walker@fire
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danger = danger
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meet = no_meet
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wounded = wounded
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out_restr = zat_b106_chimera_restr
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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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[walker@timer_position]
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path_walk = gonta_lair_8_walk
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path_look = gonta_lair_8_look
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def_state_moving1 = sneak
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def_state_standing = threat_na
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on_game_timer = 40 | remark@timer_fire
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on_info = {+zat_b106_ahtung} walker@fire
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combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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meet = no_meet
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wounded = wounded
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out_restr = zat_b106_chimera_restr
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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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[remark@timer_fire]
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anim = threat
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target = story | zat_b106_chimera
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on_info = %=play_sound(zat_b106_gonta_see_chimera)%
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on_info2 = {+zat_b106_ahtung} walker@fire %=stop_sound%
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on_signal = sound_end | remark@fire %+zat_b106_fire +zat_b106_ahtung%
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meet = no_meet
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combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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danger = danger
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out_restr = zat_b106_chimera_restr
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wounded = wounded
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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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[remark@fire]
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anim = threat_fire
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target = story | zat_b106_chimera
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meet = no_meet
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combat_ignore_cond = true
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danger = danger
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on_game_timer = 40 | walker@fire
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out_restr = zat_b106_chimera_restr
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on_info = {+zat_b106_ahtung} walker@fire
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wounded = wounded
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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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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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[walker@fire]
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path_walk = gonta_lair_8_walk
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path_look = gonta_lair_8_look
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def_state_standing = guard_na
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meet = no_meet
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on_info = {+zat_b106_chimera_dead} remark@finish
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wounded = wounded
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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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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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[remark@finish]
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anim = guard_na
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target = story | actor
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on_info = {-zat_b108_actor_damaged_chimera} remark@kozel
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on_info2 = {+zat_b108_actor_damaged_chimera -zat_b106_one_hit} %=play_sound(zat_b106_gonta_hunt_complete) +zat_b106_chimera_dead_reward%
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on_info3 = {+zat_b108_actor_damaged_chimera +zat_b106_one_hit} %=play_sound(zat_b106_gonta_hunt_great)%
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on_signal = sound_end | {-zat_b106_one_hit} remark@wait_actor, {+zat_b106_one_hit} remark@after_finish
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meet = no_meet
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wounded = wounded
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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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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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[remark@after_finish]
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anim = guard_na
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target = story | actor
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on_info = %=play_sound(zat_b106_gonta_hunt_complete) +zat_b106_chimera_dead_reward%
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on_signal = sound_end | remark@wait_actor
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meet = no_meet
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wounded = wounded
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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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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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[remark@wait_actor]
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anim = guard_na
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target = story | actor
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on_info = {!dist_to_actor_le(140) -zat_b106_hunt_finish} %+zat_b106_hunt_finish%
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on_info2 = {+zat_b106_stalker_gonta_after_fight_done} walker@home %+zat_b106_go_to_home%
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meet = meet
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wounded = wounded
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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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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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[walker@home]
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path_walk = gonta_3_walk
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path_look = gonta_3_look
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on_signal = gonta_close_home | %+zat_b106_hunt_finish%
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out_restr = zat_a2_sr_noweap
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meet = no_meet
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gather_items_enabled = false
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help_wounded_enabled = true ;false
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corpse_detection_enabled = false
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wounded = wounded
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def_state_moving1 = assault
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def_state_standing = guard_na
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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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[remark@kozel]
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anim = guard_na
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target = story | actor
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on_info = %=play_sound(zat_b106_dont_receipt_reward)%
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on_signal = sound_end | walker@home %+zat_b106_dont_receipt_reward +zat_b106_go_to_home%
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meet = no_meet
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wounded = wounded
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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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combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
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[meet]
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use = {=actor_enemy} false, true
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abuse = true
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trade_enable = false
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allow_break = false
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meet_dialog = {-zat_b106_stalker_gonta_after_fight_done} zat_b106_stalker_gonta_after_fight
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close_anim = guard_na
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close_victim = actor
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close_distance = 5
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[wounded]
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hp_state = 0|wounded_heavy@help_heavy
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hp_state_see = 0|wounded_heavy@help_heavy
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hp_victim = 0|nil
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hp_fight = 0|false
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hp_cover = 0|false
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[danger]
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ignore_distance = 0
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[death]
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on_info = %+zat_b106_gonta_dead%
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