269 lines
7.3 KiB
Plaintext
269 lines
7.3 KiB
Plaintext
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[beh@general]
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;sound_idle = state
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behavior_state = beh_move
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target = waypoint
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walk_dist = 100
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jog_dist = 220
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wait_anim = walk
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walk_anim = walk
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jog_anim = walk
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run_anim = walk
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delay_anim = guard
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gather_items_enabled = true
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help_wounded_enabled = true
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corpse_detection_enabled = true
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meet = meet@general
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wounded = wounded@ignore
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use_camp = false
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path_end = loop
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[beh@combat]:beh@general
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walk_dist = 25
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jog_dist = 220
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wait_anim = patrol
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walk_anim = patrol
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jog_anim = patrol
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run_anim = patrol
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sound_idle = state
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[beh@campfire]:beh@general
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turn_on_campfire = true
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sound_idle = state
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[beh@sleep]:beh@general
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gather_items_enabled = false
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corpse_detection_enabled = false
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meet = no_meet
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[meet@general]
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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 = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
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snd_on_use = {!dist_to_actor_le(3)} nil
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meet_on_talking = false
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[wounded@ignore]
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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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; =======================
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; ------------- DAY ---------------
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; =======================
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; camp 2
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[logic@bar_dolg_general_animpoint_kamp2]
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active = animpoint@bar_dolg_general_animpoint_kamp2
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suitable = {=npc_community(dolg) !surge_started !is_night} true
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prior = 45
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[animpoint@bar_dolg_general_animpoint_kamp2]
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cover_name = bar_dolg_general_animpoint_kamp2
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use_camp = true
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on_info = {=surge_started} walker@hide_2
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on_info2 = {=is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp6
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turn_on_campfire = true
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meet = meet@bar_dolg_general_animpoint
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on_game_timer = 10800 | {!is_rain} animpoint@bar_smart_cover_otzhiman_2
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[walker@hide_2]
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path_walk = surge_12_walk
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;path_look =
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on_info = {=surge_complete} animpoint@bar_dolg_general_animpoint_kamp2
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[logic@bar_dolg_general_animpoint_kamp6]
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active = animpoint@bar_dolg_general_animpoint_kamp6
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suitable = {=npc_community(dolg) !surge_started !is_night} true
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prior = 45
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[animpoint@bar_dolg_general_animpoint_kamp6]
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cover_name = bar_dolg_general_animpoint_kamp6
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use_camp = true
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on_info = {!is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp2
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[animpoint@bar_smart_cover_otzhiman_2]
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cover_name = bar_smart_cover_otzhiman_2
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use_camp = false
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on_info = {=surge_started} walker@hide_2
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turn_on_campfire = false
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meet = no_meet
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avail_animations = otzhiman
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on_game_timer = 3600 | animpoint@bar_dolg_general_animpoint_kamp2
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; camp 3
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[logic@bar_dolg_general_animpoint_kamp3]
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active = animpoint@bar_dolg_general_animpoint_kamp3
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suitable = {=npc_community(dolg) !surge_started !is_night} true
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prior = 45
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[animpoint@bar_dolg_general_animpoint_kamp3]
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cover_name = bar_dolg_general_animpoint_kamp3
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use_camp = true
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on_info = {=surge_started} walker@hide_3
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on_info2 = {=is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp7
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turn_on_campfire = true
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meet = meet@bar_dolg_general_animpoint
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on_game_timer = 10800 | {!is_rain} animpoint@bar_smart_cover_otzhiman_3
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[walker@hide_3]
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path_walk = surge_13_walk
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;path_look =
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on_info = {=surge_complete} animpoint@bar_dolg_general_animpoint_kamp3
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[logic@bar_dolg_general_animpoint_kamp7]
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active = animpoint@bar_dolg_general_animpoint_kamp7
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suitable = {=npc_community(dolg) !surge_started !is_night} true
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prior = 45
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[animpoint@bar_dolg_general_animpoint_kamp7]
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cover_name = bar_dolg_general_animpoint_kamp7
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use_camp = true
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on_info = {!is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp3
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meet = meet_random
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[animpoint@bar_smart_cover_otzhiman_3]
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cover_name = bar_smart_cover_otzhiman_3
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use_camp = false
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on_info = {=surge_started} walker@hide_3
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turn_on_campfire = false
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meet = no_meet
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avail_animations = otzhiman
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on_game_timer = 3600 | animpoint@bar_dolg_general_animpoint_kamp3
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; camp 4
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[logic@bar_dolg_general_animpoint_kamp4]
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active = animpoint@bar_dolg_general_animpoint_kamp4
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suitable = {=npc_community(dolg) !surge_started !is_night} true
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prior = 45
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[animpoint@bar_dolg_general_animpoint_kamp4]
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cover_name = bar_dolg_general_animpoint_kamp4
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use_camp = true
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on_info = {=surge_started} walker@hide_4
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on_info2 = {=is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp8
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turn_on_campfire = true
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on_game_timer = 10800 | {!is_rain} animpoint@bar_smart_cover_otzhiman_4
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[walker@hide_4]
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path_walk = surge_14_walk
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;path_look =
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on_info = {=surge_complete} animpoint@bar_dolg_general_animpoint_kamp4
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[logic@bar_dolg_general_animpoint_kamp8]
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active = animpoint@bar_dolg_general_animpoint_kamp8
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suitable = {=npc_community(dolg) !surge_started !is_night} true
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prior = 45
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[animpoint@bar_dolg_general_animpoint_kamp8]
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cover_name = bar_dolg_general_animpoint_kamp8
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use_camp = true
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on_info = {!is_heavy_rain} animpoint@bar_dolg_general_animpoint_kamp4
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meet = meet_random
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[animpoint@bar_smart_cover_otzhiman_4]
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cover_name = bar_smart_cover_otzhiman_4
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use_camp = false
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on_info = {=surge_started} walker@hide_4
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turn_on_campfire = false
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meet = no_meet
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avail_animations = otzhiman
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on_game_timer = 3600 | animpoint@bar_dolg_general_animpoint_kamp4
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; (duty guard 1)
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[logic@bar_dolg_general_xcvb_day_1]
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active = beh@day_1
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suitable = {!surge_started !is_night} true
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prior = 46
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[beh@day_1]:beh@combat
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pt1 = 20000, guard | pos: 186.9, 1.1686, 108.5 look: 183.2018, -0.0011, 104.7151
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; (duty guard 2)
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[logic@bar_dolg_general_xcvb_day_2]
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active = beh@day_2
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suitable = {!surge_started !is_night} true
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prior = 45
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[beh@day_2]:beh@combat
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pt1 = 20000, guard | pos: 192.5, 0.9867, 105.7 look: 188.828, -0.0009, 105.0209
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; (duty patrol outside)
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[logic@bar_dolg_general_xcvb_day_3]
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active = beh@day_3
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suitable = {!surge_started !is_night} true
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prior = 45
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[beh@day_3]:beh@combat
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pt1 = 15000, guard | pos: 172.9, 0.9867, 121.8 look: 168.2897, -0.0002, 122.0376
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pt2 = 15000, guard | pos: 172.2, 0.9953, 70.7 look: 169.1839, -0.0001, 66.6458
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; (duty patrol inside)
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[logic@bar_dolg_general_xcvb_day_4]
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active = beh@day_4
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suitable = {!surge_started !is_night} true
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prior = 45
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[beh@day_4]:beh@combat
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pt1 = 15000, guard | pos: 202.3, 0.9867, 117.6 look: 199.3036, -0.0038, 117.5437
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pt2 = 15000, guard | pos: 208.6, 0.9922, 91 look: 206.1592, -0.0011, 91.0599
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; =======================
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; ------------ NIGHT -------------
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; =======================
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; (duty guard 1)
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[logic@bar_dolg_general_xcvb_night_1]
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active = beh@night_1
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suitable = {!surge_started =is_night} true
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prior = 46
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[beh@night_1]:beh@combat
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pt1 = 20000, guard | pos: 186.9, 1.1686, 108.5 look: 183.2018, -0.0011, 104.7151
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; (duty guard 2)
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[logic@bar_dolg_general_xcvb_night_2]
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active = beh@night_2
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suitable = {!surge_started =is_night} true
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prior = 46
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[beh@night_2]:beh@combat
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pt1 = 20000, guard | pos: 192.5, 0.9867, 105.7 look: 188.828, -0.0009, 105.0209
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; (duty patrol outside)
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[logic@bar_dolg_general_xcvb_night_3]
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active = beh@night_3
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suitable = {!surge_started =is_night} true
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prior = 46
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[beh@night_3]:beh@combat
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pt1 = 15000, guard | pos: 172.9, 0.9867, 121.8 look: 168.2897, -0.0002, 122.0376
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pt2 = 15000, guard | pos: 172.2, 0.9953, 70.7 look: 169.1839, -0.0001, 66.6458
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; (duty patrol inside)
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[logic@bar_dolg_general_xcvb_night_4]
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active = beh@night_4
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suitable = {!surge_started =is_night} true
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prior = 46
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[beh@night_4]:beh@combat
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pt1 = 15000, guard | pos: 202.3, 0.9867, 117.6 look: 199.3036, -0.0038, 117.5437
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pt2 = 15000, guard | pos: 208.6, 0.9922, 91 look: 206.1592, -0.0011, 91.0599
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