Added New Mods and Profiles Folders

This is a complete rebuild of the modpack, with all new mods and updates for 1.5.3 of Anomaly.
This commit is contained in:
2025-01-14 05:07:53 -05:00
parent 85c665b107
commit 376b4b9689
21217 changed files with 546254 additions and 0 deletions
@@ -0,0 +1,40 @@
[logic@ah_up_juk]
active = beh@jup_new_job
suitable = {=check_npc_name(ah_up_juk)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@jup_new_job]:beh@general
pt1 = 15000, probe_stand | pos: -63.069240570068,4.3264961242676,139.63882446289 look: -59.992729187012,4.3957495689392,139.52165222168
pt2 = 65000, probe_stand | pos: -65.361946105957,3.7862064838409,155.07955932617 look: -65.405868530273,3.9468972682953,151.85801696777
pt3 = 25000, probe_stand | pos: -57.637634277344,4.3204579353333,144.72645568848 look: -59.05712890625,4.4137048721313,142.11756896973
path_end = loop
@@ -0,0 +1,28 @@
[logic@jup_a10_vagabond]
active = walker
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(brodyaga_squad)} true
[walker]
path_walk = jup_a10_bandit_leader_walk
path_look = jup_a10_bandit_leader_look
def_state_moving1 = run
def_state_standing = ward
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {+cs_task3_start_done -brodyaga_cs_story_dialog2_bil} true, false
meet = meet
[meet]
close_anim = nil
close_victim = nil
close_snd_hello = nil
close_snd_bye = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
trade_enable = false
use = true
@@ -0,0 +1,98 @@
[logic@jup_depo_sbu_enforcer_1]
active = walker@enforcer_1
prior = 250
suitable = {=target_squad_name(jup_b208_ht_sbu_squad) =check_npc_name(jup_b208_ht_sbu_enforcer_1)} true
[logic@jup_depo_sbu_enforcer_2]
active = walker@enforcer_2
prior = 250
suitable = {=target_squad_name(jup_b208_ht_sbu_squad) =check_npc_name(jup_b208_ht_sbu_enforcer_2)} true
[logic@jup_depo_sbu_soldier_3]
active = walker@soldier_3
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_squad)} true
[logic@jup_depo_sbu_soldier_4]
active = walker@soldier_4
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_squad)} true
[logic@jup_depo_sbu_soldier_5]
active = animpoint@soldier_5
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_squad)} true
[logic@jup_depo_sbu_soldier_6]
active = animpoint@soldier_6
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_squad)} true
[logic@jup_depo_sbu_agent]
active = animpoint@agent
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_agent_squad)} true
[walker@base]
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
meet = no_meet
[walker@enforcer_1]:walker@base
path_walk = sbu_guard_1_walk
path_look = sbu_guard_1_look
def_state_standing = give_orders
[walker@enforcer_2]:walker@base
path_walk = sbu_guard_2_walk
path_look = sbu_guard_2_look
def_state_standing = give_orders
[walker@soldier_3]:walker@base
path_walk = walker_1_walk
path_look = walker_1_look
def_state_standing = sit_knee
[walker@soldier_4]:walker@base
path_walk = walker_2_walk
path_look = walker_2_look
def_state_standing = sit
[animpoint@soldier_5]:walker@base
cover_name = jup_b208_animpoint_1
avail_animations = animpoint_sit_high
reach_movement = walk_noweap
reach_distance = 10
[animpoint@soldier_6]:walker@base
cover_name = jup_b208_animpoint_2
avail_animations = animpoint_stay_wall
reach_movement = walk_noweap
reach_distance = 10
[animpoint@agent]:walker@base
cover_name = trader_monolith_jup_depo_plase
avail_animations = animpoint_stay_wall
reach_movement = walk_noweap
reach_distance = 10
meet = meet@agent
[meet@agent]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 0
abuse = false
use = {+hidden_threat_task_7_stage_2 -hidden_threat_task_7_stage_3} true, false
meet_on_talking = false
trade_enable = false
allow_break = false
meet_dialog = sl_hidden_threat_dialog_jup_agent_d1
@@ -0,0 +1,131 @@
[logic@jup_b8_army_1]
active = walker@army_1
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_2]
active = walker@army_2
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_3]
active = walker@army_3
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_4]
active = walker@army_4
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_5]
active = walker@army_5
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_6]
active = walker@army_6
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_isg_1]
active = walker@isg_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_2]
active = walker@isg_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_3]
active = walker@isg_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_4]
active = walker@isg_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_5]
active = walker@isg_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_6]
active = walker@isg_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[walker@base]
use_camp = false
combat_ignore_cond = {-jup_b8_isg_combat} true, false
combat_ignore_keep_when_attacked = {-jup_b8_isg_combat} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@army_base]:walker@base
def_state_moving1 = run
on_signal = path_end | %=kill_npc%
[walker@isg_idle]:walker@base
def_state_standing = hide
on_info = {+jup_b8_isg_combat} walker@attack_isg
[walker@attack_isg]:walker@base
path_walk = attack_isg_1_walk
path_look = attack_isg_1_look
def_state_moving1 = sneak_run
on_timer = 5000 | nil
[walker@army_1]:walker@army_base
path_walk = army_1_walk
[walker@army_2]:walker@army_base
path_walk = army_2_walk
[walker@army_3]:walker@army_base
path_walk = army_3_walk
[walker@army_4]:walker@army_base
path_walk = army_4_walk
[walker@army_5]:walker@army_base
path_walk = army_5_walk
[walker@army_6]:walker@army_base
path_walk = army_6_walk
[walker@isg_1]:walker@isg_idle
path_walk = isg_1_walk
path_look = isg_1_look
[walker@isg_2]:walker@isg_idle
path_walk = isg_2_walk
path_look = isg_2_look
[walker@isg_3]:walker@isg_idle
path_walk = isg_3_walk
path_look = isg_3_look
[walker@isg_4]:walker@isg_idle
path_walk = isg_4_walk
path_look = isg_4_look
[walker@isg_5]:walker@isg_idle
path_walk = isg_5_walk
path_look = isg_5_look
[walker@isg_6]:walker@isg_idle
path_walk = isg_6_walk
path_look = isg_6_look
@@ -0,0 +1,6 @@
[logic]
active = {-hidden_threat_disabled} sr_idle@start, nil
[sr_idle@start]
on_actor_inside = {-jup_b8_isg_combat =squad_exist(jup_b8_isg_attack_squad)} %+jup_b8_isg_combat =ht_add_mine% nil
@@ -0,0 +1,9 @@
![spawn_all_weak]
spawn_num = {+cs_task3_start_done -brodyaga_cs_story_dialog2_bil} 0, 1
![spawn_all_normal]
spawn_num = {+cs_task3_start_done -brodyaga_cs_story_dialog2_bil} 0, 1
![exclusive]
jup_a10_vagabond = jupiter\jup_a10_vagabond_logic.ltx
@@ -0,0 +1,3 @@
![exclusive]
ah_up_juk = jupiter\ah_up_juk.ltx
@@ -0,0 +1,15 @@
![spawn_zombie]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_2 -hidden_threat_complete} 0, {-lttz_hb_isg_leader_in_jup} 1, 0
![spawn_chimera]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_2 -hidden_threat_complete} 0, {=actor_week_in_zone(1) -lttz_hb_isg_leader_in_jup} 1, 0
![exclusive]
jup_depo_sbu_enforcer_1 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_enforcer_2 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_soldier_3 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_soldier_4 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_soldier_5 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_soldier_6 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_agent = jupiter\jup_b208_hidden_threat_logic.ltx
@@ -0,0 +1,15 @@
![exclusive]
-- Hidden Threat --
jup_b8_army_1 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_2 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_3 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_4 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_5 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_6 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_1 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_2 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_3 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_4 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_5 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_6 = jupiter\jup_b8_hidden_threat_logic.ltx