e4s-sdk/gamedata/configs/scripts/zaton/zat_b18_dog_noah.ltx
2026-06-17 23:06:51 +03:00

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[logic@dog_noah]
active = mob_walker@stay
suitable = {=check_npc_name(zat_b18_dog_noah) -zat_b18_dog_noah_free} true
prior = 75
monster_job = true
on_hit = hit
[mob_walker@stay]
path_walk = dog_1_walk
path_look = dog_1_look
out_restr = zat_b18_out_restrictor_noah
actor_friendly = true
on_info = {+zat_b18_actor_enemy} mob_home@attack %=set_visual_memory_enabled(1)%
on_info2 = {+zat_b18_noah_go_away} mob_walker@waiting_sleep
on_info3 = {+zat_b18_noah_remembers} mob_walker@waiting_sleep
on_info4 = {-zat_b18_dog_indi} %+zat_b18_dog_indi =set_visual_memory_enabled(0)%
combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true, {=check_enemy_name(actor)} true
aggressive = false
[mob_walker@go_away]
path_walk = dog_1_walk
path_look = dog_attack_look
on_timer = 3000 | mob_walker@waiting_sleep
aggressive = false
out_restr = zat_b18_out_restrictor_noah
combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true, {=check_enemy_name(actor)} true
actor_friendly = true
on_info = {+zat_b18_actor_enemy} mob_home@attack %=set_visual_memory_enabled(1)%
on_info2 = {+zat_b18_reset_memory} mob_walker@stay %-zat_b18_actor_enemy%
[mob_walker@waiting_sleep]
path_walk = dog_1_walk
path_look = dog_1_look
out_restr = zat_b18_out_restrictor_noah
actor_friendly = true
on_timer = 3500 | {~50} mob_walker@sleep, mob_walker@sit
on_info = {+zat_b18_actor_enemy} mob_home@attack %=set_visual_memory_enabled(1)%
combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true, {=check_enemy_name(actor)} true
aggressive = false
[mob_walker@sit]
path_walk = dog_1_walk
path_look = dog_sit_look
on_timer = 30000 | mob_walker@waiting_sleep
aggressive = false
on_actor_dist_le_nvis = 2 | mob_walker@waiting_sleep
out_restr = zat_b18_out_restrictor_noah
combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true, {=check_enemy_name(actor)} true
actor_friendly = true
on_info = {+zat_b18_actor_enemy} mob_home@attack %=set_visual_memory_enabled(1)%
;on_info2 = {+zat_b18_reset_memory} mob_walker@stay
[mob_walker@sleep]
path_walk = dog_1_walk
path_look = dog_sleep_look
on_timer = 30000 | mob_walker@waiting_sleep
aggressive = false
on_actor_dist_le_nvis = 2 | mob_walker@waiting_sleep
out_restr = zat_b18_out_restrictor_noah
combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true, {=check_enemy_name(actor)} true
actor_friendly = true
on_info = {+zat_b18_actor_enemy} mob_home@attack %=set_visual_memory_enabled(1)%
;on_info2 = {+zat_b18_reset_memory} mob_walker@stay
[mob_home@attack]
path_home = dog_1_walk
home_min_radius = 30
home_max_radius = 40
aggressive = true
actor_friendly = false
out_restr = zat_b18_out_restrictor_noah
on_info = {+zat_b18_reset_memory} mob_walker@stay %-zat_b18_actor_enemy =set_visual_memory_enabled(0)%
on_info2 = {+zat_b18_noah_dead !dist_to_actor_le(130) -zat_b18_dog_noah_free} %+zat_b18_dog_noah_free%
combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true
[hit]
on_info = {=hit_by_actor -zat_b18_actor_enemy} %+zat_b18_actor_enemy%
;[physics]
;controller_can_be_moved_by_player = false