Added, Updated and Removed Mods; Updated Readme

This commit is contained in:
2024-04-01 22:56:36 -04:00
parent 255081e1ee
commit 5caee9fba5
1056 changed files with 49175 additions and 1278 deletions
@@ -0,0 +1,341 @@
[section@squad]
target@base = {=check_squad_section(squad_duty_girl_capture_the_brirge_mono)} red_smart_terrain_bridge, red_smart_terrain_5_5
condlist = {+duty_girl_capture_the_brirge_dead !actor_on_level(l10_red_forest)} %=script(task_duty_girl:capture_the_brirge_spawn_outpost) =squad_self_release()%
[section@logic]
logic@monolith_frontline_1
logic@monolith_frontline_2
logic@monolith_frontline_3
logic@monolith_frontline_4
logic@monolith_frontline_5
logic@monolith_frontline_6
logic@monolith_frontline_7
logic@monolith_frontline_8
logic@monolith_frontline_9
logic@monolith_frontline_10
logic@monolith_1
logic@monolith_2
logic@monolith_3
logic@monolith_4
logic@monolith_5
logic@monolith_6
logic@monolith_7
logic@monolith_8
logic@monolith_9
logic@monolith_10
logic@duty_1
logic@duty_2
logic@duty_3
logic@duty_4
logic@duty_5
logic@duty_6
logic@duty_7
logic@duty_8
logic@duty_9
logic@duty_combat_1
logic@duty_combat_2
logic@duty_combat_3
logic@duty_combat_4
logic@duty_combat_5
logic@duty_combat_6
logic@duty_combat_7
logic@duty_combat_8
logic@duty_combat_9
[logic@base]
post_combat_time = 0,0
net_spawn = pt1
[logic@combat_camper]
combat_type = camper
[logic@monolith]:logic@base
suitable = {=check_npc_name(sim_default_monolith)} true
[logic@monolith_frontline]:logic@monolith
prior = 100
[logic@monolith_frontline_1]:logic@monolith_frontline,logic@combat_camper
active = beh@monolith_frontline_1
[logic@monolith_frontline_2]:logic@monolith_frontline
active = beh@monolith_frontline_2
[logic@monolith_frontline_3]:logic@monolith_frontline,logic@combat_camper
active = beh@monolith_frontline_3
[logic@monolith_frontline_4]:logic@monolith_frontline
active = beh@monolith_frontline_4
[logic@monolith_frontline_5]:logic@monolith_frontline
active = beh@monolith_frontline_5
[logic@monolith_frontline_6]:logic@monolith_frontline,logic@combat_camper
active = beh@monolith_frontline_6
[logic@monolith_frontline_7]:logic@monolith_frontline
active = beh@monolith_frontline_7
[logic@monolith_frontline_8]:logic@monolith_frontline
active = beh@monolith_frontline_8
prior = 50
[logic@monolith_frontline_9]:logic@monolith_frontline
active = beh@monolith_frontline_9
prior = 50
[logic@monolith_frontline_10]:logic@monolith_frontline
active = beh@monolith_frontline_10
prior = 50
[logic@monolith_1]:logic@monolith
active = beh@monolith_1
[logic@monolith_2]:logic@monolith
active = beh@monolith_2
[logic@monolith_3]:logic@monolith
active = beh@monolith_3
[logic@monolith_4]:logic@monolith
active = beh@monolith_4
[logic@monolith_5]:logic@monolith
active = beh@monolith_5
[logic@monolith_6]:logic@monolith
active = beh@monolith_6
[logic@monolith_7]:logic@monolith
active = beh@monolith_7
[logic@monolith_8]:logic@monolith
active = beh@monolith_8
[logic@monolith_9]:logic@monolith
active = beh@monolith_9
[logic@monolith_10]:logic@monolith
active = beh@monolith_10
[logic@duty]:logic@base,logic@combat_camper
suitable = {-duty_girl_capture_the_brirge_move =check_npc_name(sim_default_duty)} true
[logic@lone]:logic@base,logic@combat_camper
suitable = {-duty_girl_capture_the_brirge_move =check_npc_name(sim_default_stal)} true
[logic@duty_1]:logic@duty
active = beh@duty_1
[logic@duty_2]:logic@duty
active = beh@duty_2
[logic@duty_3]:logic@duty
active = beh@duty_3
[logic@duty_4]:logic@duty
active = beh@duty_4
[logic@duty_5]:logic@duty
active = beh@duty_5
[logic@duty_6]:logic@duty
active = beh@duty_6
[logic@duty_7]:logic@lone
active = beh@duty_7
[logic@duty_8]:logic@lone
active = beh@duty_8
[logic@duty_9]:logic@lone
active = beh@duty_9
[logic@duty_combat]:logic@base
suitable = {+duty_girl_capture_the_brirge_move =check_npc_name(sim_default_duty)} true
[logic@lone_combat]:logic@base
suitable = {+duty_girl_capture_the_brirge_move =check_npc_name(sim_default_stal)} true
[logic@duty_combat_1]:logic@duty_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_1, beh@duty_guard_1
[logic@duty_combat_2]:logic@duty_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_2, beh@duty_guard_2
[logic@duty_combat_3]:logic@duty_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_3, beh@duty_guard_3
[logic@duty_combat_4]:logic@duty_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_4, beh@duty_guard_4
[logic@duty_combat_5]:logic@duty_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_5, beh@duty_guard_5
[logic@duty_combat_6]:logic@duty_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_6, beh@duty_guard_6
[logic@duty_combat_7]:logic@lone_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_7, beh@duty_guard_7
[logic@duty_combat_8]:logic@lone_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_8, beh@duty_guard_8
[logic@duty_combat_9]:logic@lone_combat
active = {-duty_girl_capture_the_brirge_dead} beh@duty_combat_9, beh@duty_guard_9
;==================================================
[beh@base]
dont_keep_items = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = true
target = waypoint
path_end = loop
walk_dist = 0
jog_dist = 0
run_anim = patrol
meet = no_meet
before_hit = task_duty_girl@capture_the_brirge_hit
danger_ignore = true
[beh@animpoint]:beh@base
target = %=animpoint()% nil
[beh@combat_camper_stand]
combat_camper_state_fire = threat_fire
combat_camper_state_look = threat
combat_ignore_cond = {!reach_beh()} true, {-duty_girl_capture_the_brirge_move =enemy_squad(squad_duty_girl_capture_the_brirge)} true
[beh@monolith_frontline]:beh@animpoint
run_anim = assault
combat_ignore_cond = {-duty_girl_capture_the_brirge_move =enemy_squad(squad_duty_girl_capture_the_brirge)} true
enemy_ignore_cond = {-duty_girl_capture_the_brirge_move =enemy_squad(squad_duty_girl_capture_the_brirge)} true
;combat_ignore_cond = true
;enemy_ignore_cond = true
[beh@monolith_frontline_1]:beh@monolith_frontline,beh@combat_camper_stand
pt1 = 999999,guard | pos:-101.5,1.75,-249.2 dir:180
[beh@monolith_frontline_2]:beh@monolith_frontline
pt1 = 999999,hide | pos:-102.9,2.73,-249.2 dir:180
[beh@monolith_frontline_3]:beh@monolith_frontline,beh@combat_camper_stand
pt1 = 999999,guard | pos:-121.8,4.72,-261.8 dir:-150
[beh@monolith_frontline_4]:beh@monolith_frontline
pt1 = 999999,hide | pos:-113.4,4.72,-261.8 dir:-150
[beh@monolith_frontline_5]:beh@monolith_frontline
pt1 = 999999,guard | pos:-114.1,0.10,-265.3 dir:-150
[beh@monolith_frontline_6]:beh@monolith_frontline,beh@combat_camper_stand
pt1 = 999999,guard | pos:-110.6,-0.40,-248.5 dir:-150
[beh@monolith_frontline_7]:beh@monolith_frontline
pt1 = 999999,guard | pos:-107.8,-0.30,-242.9 dir:-150
[beh@monolith_frontline_8]:beh@monolith_frontline
pt1 = 999999,hide | pos:-111.3,-0.12,-259.7 dir:-150
[beh@monolith_frontline_9]:beh@monolith_frontline
pt1 = 999999,hide | pos:-113.4,-0.02,-261.8 dir:-150
[beh@monolith_frontline_10]:beh@monolith_frontline
pt1 = 999999,hide | pos:-114.8,-0.19,-251.3 dir:-150
[beh@monolith]:beh@animpoint
run_anim = assault
combat_ignore_cond = {!fighting_dist_le(40)} true, {-duty_girl_capture_the_brirge_move =enemy_squad(squad_duty_girl_capture_the_brirge)} true
enemy_ignore_cond = {!fighting_dist_le(40)} true, {-duty_girl_capture_the_brirge_move =enemy_squad(squad_duty_girl_capture_the_brirge)} true
;combat_ignore_cond = true
;enemy_ignore_cond = true
[beh@monolith_1]:beh@monolith
pt1 = 999999,hide | pos:-98.0,0.00,-235.2 dir:180
[beh@monolith_2]:beh@monolith
pt1 = 999999,hide | pos:-99.4,0.00,-233.8 dir:180
[beh@monolith_3]:beh@monolith
pt1 = 999999,hide | pos:-100.1,0.00,-235.9 dir:180
[beh@monolith_4]:beh@monolith
pt1 = 999999,hide | pos:-101.5,0.00,-236.6 dir:180
[beh@monolith_5]:beh@monolith
pt1 = 999999,hide | pos:-120.4,-0.64,-224.7 dir:180
[beh@monolith_6]:beh@monolith
pt1 = 999999,hide | pos:-120.4,-0.64,-222.6 dir:180
[beh@monolith_7]:beh@monolith
pt1 = 999999,hide | pos:-116.9,-0.64,-225.4 dir:180
[beh@monolith_8]:beh@monolith
pt1 = 999999,hide | pos:-112.7,-0.64,-217.0 dir:180
[beh@monolith_9]:beh@monolith
pt1 = 999999,hide | pos:-114.8,-0.64,-223.3 dir:180
[beh@monolith_10]:beh@monolith
pt1 = 999999,hide | pos:-116.2,-0.64,-220.5 dir:180
[beh@duty]:beh@animpoint
run_anim = rush
combat_ignore_cond = {=is_enemy_actor()} true, {!dist_to_beh(30)} true
[beh@duty_1]:beh@duty
pt1 = 999999,salut | pos:-13.3,-0.80,-326.2 dir:90
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_1
[beh@duty_2]:beh@duty
pt1 = 999999,salut | pos:-13.3,-0.80,-327.6 dir:90
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_2
[beh@duty_3]:beh@duty
pt1 = 999999,salut | pos:-13.3,-0.80,-329.0 dir:90
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_3
[beh@duty_4]:beh@duty
pt1 = 999999,salut | pos:-13.3,-0.80,-330.4 dir:90
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_4
[beh@duty_5]:beh@duty
pt1 = 999999,hide | pos:-9.1,-1.00,-320.6 dir:0
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_5
[beh@duty_6]:beh@duty
pt1 = 999999,hide | pos:-11.9,-1.00,-321.3 dir:30
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_6
[beh@duty_7]:beh@duty
pt1 = 999999,hide | pos:-11.2,3.00,-323.4 dir:30
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_7
[beh@duty_8]:beh@duty
pt1 = 999999,hide | pos:-9.8,-0.98,-333.9 dir:180
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_8
[beh@duty_9]:beh@duty
pt1 = 999999,hide | pos:-19.6,-0.82,-326.9 dir:30
on_info = {+duty_girl_capture_the_brirge_move} beh@duty_combat_9
[beh@duty_combat]:beh@animpoint
combat_ignore_cond = {=is_enemy_actor()} true
run_anim = assault
[beh@duty_combat_1]:beh@duty_combat
pt1 = 999999,hide | pos:-109.9,0.38,-293.3 dir:-30
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_1
[beh@duty_combat_2]:beh@duty_combat
pt1 = 999999,hide | pos:-108.5,0.40,-292.6 dir:-30
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_2
[beh@duty_combat_3]:beh@duty_combat
pt1 = 999999,hide | pos:-112.7,-0.22,-287.7 dir:-30
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_3
[beh@duty_combat_4]:beh@duty_combat
pt1 = 999999,hide | pos:-102.2,0.25,-284.2 dir:-30
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_4
[beh@duty_combat_5]:beh@duty_combat
pt1 = 999999,hide | pos:-95.2,2.85,-303.1 dir:-30
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_5
[beh@duty_combat_6]:beh@duty_combat
pt1 = 999999,hide | pos:-84.7,2.27,-294.0 dir:0
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_6
[beh@duty_combat_7]:beh@duty_combat
pt1 = 999999,hide | pos:-84.0,2.48,-292.6 dir:30
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_7
[beh@duty_combat_8]:beh@duty_combat
pt1 = 999999,hide | pos:-84.0,2.24,-284.9 dir:30
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_8
[beh@duty_combat_9]:beh@duty_combat
pt1 = 999999,hide | pos:-91.7,0.12,-271.6 dir:30
on_info = {+duty_girl_capture_the_brirge_dead} beh@duty_guard_9
[beh@duty_guard]:beh@animpoint
combat_ignore_cond = {=is_enemy_actor()} true
[beh@duty_guard_1]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-104.3,0.30,-269.5 look:-105.7,0.30,-270.9
[beh@duty_guard_2]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-104.3,0.30,-270.9 look:-105.7,0.30,-270.9
[beh@duty_guard_3]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-104.3,0.30,-272.3 look:-105.7,0.30,-270.9
[beh@duty_guard_4]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-107.1,0.30,-268.8 look:-105.7,0.30,-270.9
[beh@duty_guard_5]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-107.8,0.30,-270.2 look:-105.7,0.30,-270.9
[beh@duty_guard_6]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-107.8,0.30,-271.6 look:-105.7,0.30,-270.9
[beh@duty_guard_7]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-107.1,0.30,-273.0 look:-105.7,0.30,-270.9
[beh@duty_guard_8]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-105.7,0.30,-273.7 look:-105.7,0.30,-270.9
[beh@duty_guard_9]:beh@duty_guard
pt1 = 999999,sit_ass | pos:-105.0,0.30,-268.8 look:-105.7,0.30,-270.9
@@ -0,0 +1,34 @@
[section@squad]
target@base = gar_smart_terrain_2_4
[section@logic]
logic@general
[logic@base]
net_spawn = pt1
[logic@general]:logic@base
active = mob_home@general
;==================================================
[mob_home@base]
target = %=mutant_path%
before_hit = task_duty_girl@hunting_chimera_hit
combat_ignore_cond = {+duty_girl_hunting_chimera_fight} false, {=fighting_dist_le(20)} false, true
enemy_ignore_cond = {+duty_girl_hunting_chimera_fight} false, {=fighting_dist_le(20)} false, true
on_info1 = {-duty_girl_hunting_chimera_fight =see_actor() =dist_to_actor_le(20)} %+duty_girl_hunting_chimera_fight%
on_sound1 = actor|WPN_shoot|30|0| {-duty_girl_hunting_chimera_fight} %+duty_girl_hunting_chimera_fight%
on_sound2 = actor|WPN_hit|10|0| {-duty_girl_hunting_chimera_fight} %+duty_girl_hunting_chimera_fight%
on_sound3 = actor|WPN_empty|10|0| {-duty_girl_hunting_chimera_fight} %+duty_girl_hunting_chimera_fight%
on_sound4 = actor|WPN_reload|10|0| {-duty_girl_hunting_chimera_fight} %+duty_girl_hunting_chimera_fight%
[mob_home@general]:mob_home@base
pt1 = pos:-271.6,0.42,23.8 dir:0
move_animation = run
wait_animation = sleep
on_info = {!dist_to_beh(100)} mob_home@return
[mob_home@return]:mob_home@base
pt1 = pos:-271.6,0.42,23.8 dir:0
on_info = {=dist_to_beh(20)} mob_home@general
combat_ignore_cond = true
@@ -0,0 +1,196 @@
[section@squad]
target@base = {=check_squad_section(squad_duty_girl_monolith_elite_mono)} mil_smart_terrain_2_6, mil_smart_terrain_4_5
condlist = {+duty_girl_monolith_elite_dead !actor_on_level(l07_military)} %=squad_self_release()%
[section@logic]
logic@monolith_1
logic@monolith_2
logic@monolith_3
logic@monolith_4
logic@monolith_5
logic@monolith_6
logic@monolith_7
logic@monolith_8
logic@monolith_9
logic@duty_1
logic@duty_2
logic@duty_3
logic@duty_4
logic@duty_5
logic@duty_6
logic@duty_combat_1
logic@duty_combat_2
logic@duty_combat_3
logic@duty_combat_4
logic@duty_combat_5
logic@duty_combat_6
[logic@base]
post_combat_time = 0,0
net_spawn = pt1
[logic@combat_camper]
combat_type = camper
[logic@monolith]:logic@base
suitable = {=check_npc_name(sim_default_monolith)} true
[logic@monolith_1]:logic@monolith,logic@combat_camper
active = beh@monolith_1
[logic@monolith_2]:logic@monolith,logic@combat_camper
active = beh@monolith_2
[logic@monolith_3]:logic@monolith,logic@combat_camper
active = beh@monolith_3
[logic@monolith_4]:logic@monolith
active = beh@monolith_4
[logic@monolith_5]:logic@monolith
active = beh@monolith_5
[logic@monolith_6]:logic@monolith
active = beh@monolith_6
[logic@monolith_7]:logic@monolith
active = beh@monolith_7
[logic@monolith_8]:logic@monolith
active = beh@monolith_8
[logic@monolith_9]:logic@monolith
active = beh@monolith_9
;==================================================
[beh@base]
dont_keep_items = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = true
target = waypoint
path_end = loop
walk_dist = 0
jog_dist = 0
run_anim = patrol
meet = no_meet
[beh@animpoint]:beh@base
target = %=animpoint()% nil
[beh@monolith]:beh@animpoint
before_hit = task_duty_girl@monolith_elite_hit
run_anim = rush
combat_ignore_cond = {-duty_girl_monolith_elite_move =enemy_squad(squad_duty_girl_monolith_elite)} true
enemy_ignore_cond = {-duty_girl_monolith_elite_move =enemy_squad(squad_duty_girl_monolith_elite)} true
[beh@monolith_1]:beh@monolith
pt1 = 999999,hide | pos:-58.8,-12.53,396.9 dir:180
[beh@monolith_2]:beh@monolith
pt1 = 999999,hide | pos:-80.5,-8.89,404.6 dir:180
[beh@monolith_3]:beh@monolith
pt1 = 999999,hide | pos:-123.2,-14.45,380.1 dir:180
[beh@monolith_4]:beh@monolith
pt1 = 999999,hide | pos:-85.4,-10.55,391.3 dir:180
[beh@monolith_5]:beh@monolith
pt1 = 999999,hide | pos:-87.5,-10.71,391.3 dir:180
[beh@monolith_6]:beh@monolith
pt1 = 999999,hide | pos:-86.1,-10.50,392.0 dir:180
[beh@monolith_7]:beh@monolith
pt1 = 999999,hide | pos:-72.8,-13.48,387.8 dir:180
[beh@monolith_8]:beh@monolith
pt1 = 999999,hide | pos:-69.3,-15.30,387.1 dir:180
[beh@monolith_9]:beh@monolith
pt1 = 999999,hide | pos:-71.4,-14.19,387.8 dir:180
[logic@duty]:logic@base,logic@combat_camper
suitable = {-duty_girl_monolith_elite_move =check_npc_name(sim_default_duty)} true
[logic@duty_1]:logic@duty
active = beh@duty_1
[logic@duty_2]:logic@duty
active = beh@duty_2
[logic@duty_3]:logic@duty
active = beh@duty_3
[logic@duty_4]:logic@duty
active = beh@duty_4
[logic@duty_5]:logic@duty
active = beh@duty_5
[logic@duty_6]:logic@duty
active = beh@duty_6
[logic@duty_combat]:logic@base
suitable = {+duty_girl_monolith_elite_move =check_npc_name(sim_default_duty)} true
[logic@duty_combat_1]:logic@duty_combat
active = {-duty_girl_monolith_elite_dead} beh@duty_combat_1, beh@duty_guard_1
[logic@duty_combat_2]:logic@duty_combat
active = {-duty_girl_monolith_elite_dead} beh@duty_combat_2, beh@duty_guard_2
[logic@duty_combat_3]:logic@duty_combat
active = {-duty_girl_monolith_elite_dead} beh@duty_combat_3, beh@duty_guard_3
[logic@duty_combat_4]:logic@duty_combat
active = {-duty_girl_monolith_elite_dead} beh@duty_combat_4, beh@duty_guard_4
[logic@duty_combat_5]:logic@duty_combat
active = {-duty_girl_monolith_elite_dead} beh@duty_combat_5, beh@duty_guard_5
[logic@duty_combat_6]:logic@duty_combat
active = {-duty_girl_monolith_elite_dead} beh@duty_combat_6, beh@duty_guard_6
[beh@duty]:beh@animpoint
before_hit = task_duty_girl@monolith_elite_hit
run_anim = rush
combat_ignore_cond = {+duty_girl_monolith_elite_move} true
enemy_ignore_cond = {+duty_girl_monolith_elite_move} true
[beh@duty_1]:beh@duty
pt1 = 999999,salut | pos:-93.8,-20.71,221.2 dir:180
[beh@duty_2]:beh@duty
pt1 = 999999,salut | pos:-92.4,-20.58,221.2 dir:180
[beh@duty_3]:beh@duty
pt1 = 999999,salut | pos:-91.0,-20.44,221.2 dir:180
[beh@duty_4]:beh@duty
pt1 = 999999,hide | pos:-97.3,-20.09,226.1 dir:0
[beh@duty_5]:beh@duty
pt1 = 999999,hide | pos:-87.5,-19.15,223.3 dir:0
[beh@duty_6]:beh@duty
pt1 = 999999,hide | pos:-90.3,-20.72,214.9 dir:180
[beh@duty_combat]:beh@animpoint
before_hit = task_duty_girl@monolith_elite_hit
run_anim = assault
[beh@duty_combat_1]:beh@duty_combat
pt1 = 999999,hide | pos:-105.0,-9.60,327.6 dir:0
on_info = {+duty_girl_monolith_elite_dead} beh@duty_guard_1
[beh@duty_combat_2]:beh@duty_combat
pt1 = 999999,hide | pos:-100.1,-10.38,329.0 dir:0
on_info = {+duty_girl_monolith_elite_dead} beh@duty_guard_2
[beh@duty_combat_3]:beh@duty_combat
pt1 = 999999,hide | pos:-83.3,-15.29,329.0 dir:0
on_info = {+duty_girl_monolith_elite_dead} beh@duty_guard_3
[beh@duty_combat_4]:beh@duty_combat
pt1 = 999999,hide | pos:-46.9,-16.30,340.9 dir:0
on_info = {+duty_girl_monolith_elite_dead} beh@duty_guard_4
[beh@duty_combat_5]:beh@duty_combat
pt1 = 999999,hide | pos:-52.5,-17.41,322.7 dir:0
on_info = {+duty_girl_monolith_elite_dead} beh@duty_guard_5
[beh@duty_combat_6]:beh@duty_combat
pt1 = 999999,hide | pos:-37.8,-13.05,332.5 dir:0
on_info = {+duty_girl_monolith_elite_dead} beh@duty_guard_6
[beh@duty_guard_1]:beh@monolith_1
[beh@duty_guard_2]:beh@monolith_2
[beh@duty_guard_3]:beh@monolith_3
[beh@duty_guard_4]:beh@monolith_4
[beh@duty_guard_5]:beh@monolith_5
[beh@duty_guard_6]:beh@monolith_6