Divergent/mods/[DEV] Brotherhood/gamedata/configs/scripts/garbage/brotherhood_logic.ltx

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[logic@bellerophon_logic]
suitable = {=check_npc_name(bellerophon)} true
prior = 500
active = beh@bellerophon_job
[beh@bellerophon_job]
gather_items_enabled = false
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
path_end = loop
pt1 = 100000,sit_ass_drink_vodka | pos:-95.646942138672,0.71350866556168,-3.8548483848572 look:-95.672554219142,0.71350866556168,-2.9741134643555
[logic@bellerophon_logic_2]
suitable = {=check_npc_name(bellerophon)} true
prior = 500
active = beh@bellerophon_job_2
[beh@bellerophon_job_2]
gather_items_enabled = false
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
path_end = loop
pt1 = 100000,sit_ass_drink_vodka | pos:20.758554458618,0.15221303701401,11.817081451416 look:19.781954109669,0.15221303701401,11.732858784497
[logic@butcher_tug_1_logic]
suitable = {=check_npc_name(butcher_tug_1)} true
prior = 500
active = beh@butcher_tug_1_1_job
[beh@butcher_tug_1_1_job]
gather_items_enabled = false
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
path_end = loop
pt1 = 100000,idle | pos:-98.773048400879,0.71849876642227,-1.2279287576675 look:-99.749850034714,0.71849876642227,-1.2511473894119
[logic@butcher_tug_2_logic]
suitable = {=check_npc_name(butcher_tug_2)} true
prior = 500
active = beh@butcher_tug_2_1_job
[beh@butcher_tug_2_1_job]
gather_items_enabled = false
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
path_end = loop
pt1 = 100000,idle | pos:-98.735130310059,0.7244935631752,-3.1979916095734 look:-99.103618651628,0.7244935631752,-2.3070219755173