81 lines
No EOL
3 KiB
TeX
81 lines
No EOL
3 KiB
TeX
[logic@dog_noah]
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active = mob_walker@stay
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suitable = {=check_npc_name(zat_b18_dog_noah) -zat_b18_dog_noah_free} true
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prior = 75
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monster_job = true
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on_hit = hit
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[mob_walker@stay]
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path_walk = dog_1_walk
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path_look = dog_1_look
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out_restr = zat_b18_out_restrictor_noah
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actor_friendly = true
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on_info = {+zat_b18_actor_enemy} mob_home@attack %=set_visual_memory_enabled(1)%
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on_info2 = {+zat_b18_noah_go_away} mob_walker@waiting_sleep
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on_info3 = {+zat_b18_noah_remembers} mob_walker@waiting_sleep
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on_info4 = {-zat_b18_dog_indi} %+zat_b18_dog_indi =set_visual_memory_enabled(0)%
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combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true, {=check_enemy_name(actor)} true
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aggressive = false
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[mob_walker@go_away]
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path_walk = dog_1_walk
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path_look = dog_attack_look
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on_timer = 3000 | mob_walker@waiting_sleep
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aggressive = false
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out_restr = zat_b18_out_restrictor_noah
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combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true, {=check_enemy_name(actor)} true
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actor_friendly = true
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on_info = {+zat_b18_actor_enemy} mob_home@attack %=set_visual_memory_enabled(1)%
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on_info2 = {+zat_b18_reset_memory} mob_walker@stay %-zat_b18_actor_enemy%
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[mob_walker@waiting_sleep]
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path_walk = dog_1_walk
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path_look = dog_1_look
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out_restr = zat_b18_out_restrictor_noah
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actor_friendly = true
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on_timer = 3500 | {~50} mob_walker@sleep, mob_walker@sit
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on_info = {+zat_b18_actor_enemy} mob_home@attack %=set_visual_memory_enabled(1)%
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combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true, {=check_enemy_name(actor)} true
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aggressive = false
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[mob_walker@sit]
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path_walk = dog_1_walk
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path_look = dog_sit_look
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on_timer = 30000 | mob_walker@waiting_sleep
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aggressive = false
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on_actor_dist_le_nvis = 2 | mob_walker@waiting_sleep
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out_restr = zat_b18_out_restrictor_noah
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combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true, {=check_enemy_name(actor)} true
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actor_friendly = true
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on_info = {+zat_b18_actor_enemy} mob_home@attack %=set_visual_memory_enabled(1)%
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;on_info2 = {+zat_b18_reset_memory} mob_walker@stay
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[mob_walker@sleep]
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path_walk = dog_1_walk
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path_look = dog_sleep_look
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on_timer = 30000 | mob_walker@waiting_sleep
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aggressive = false
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on_actor_dist_le_nvis = 2 | mob_walker@waiting_sleep
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out_restr = zat_b18_out_restrictor_noah
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combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true, {=check_enemy_name(actor)} true
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actor_friendly = true
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on_info = {+zat_b18_actor_enemy} mob_home@attack %=set_visual_memory_enabled(1)%
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;on_info2 = {+zat_b18_reset_memory} mob_walker@stay
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[mob_home@attack]
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path_home = dog_1_walk
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home_min_radius = 30
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home_max_radius = 40
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aggressive = true
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actor_friendly = false
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out_restr = zat_b18_out_restrictor_noah
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on_info = {+zat_b18_reset_memory} mob_walker@stay %-zat_b18_actor_enemy =set_visual_memory_enabled(0)%
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on_info2 = {+zat_b18_noah_dead !dist_to_actor_le(130) -zat_b18_dog_noah_free} %+zat_b18_dog_noah_free%
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combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true
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[hit]
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on_info = {=hit_by_actor -zat_b18_actor_enemy} %+zat_b18_actor_enemy%
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;[physics]
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;controller_can_be_moved_by_player = false |