;;====================================================================================================================;; ;; ;; ;; Original Author(s) : NLTP_ASHES ;; ;; Edited : N/A ;; ;; Date : 12/11/2023 ;; ;; License : Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) ;; ;; ;; ;; NPC logic config file used for Danylo Chernenko. ;; ;; ;; ;;====================================================================================================================;; ;;====================================================================================================================;; ;;==================| Logic Extension (GhenTuong's xr_logic_ex.script) |==============================================;; ;;====================================================================================================================;; [section@squad] target@1 = {+western_goods_act_3_finished} gar_smart_terrain_6_3, target@2 = {+western_goods_danylo_army_warehouses} mil_smart_terrain_2_4, target@3 = {+western_goods_danylo_red_forest} red_smart_terrain_monsters_2, target@4 = jup_a6 [section@logic] logic@danylo_chernenko ;;====================================================================================================================;; ;;==================| Logic |=========================================================================================;; ;;====================================================================================================================;; [logic@danylo_chernenko] suitable = {=check_npc_name(stalker_danylo_chernenko)} true active = {+western_goods_act_3_finished} beh@flea_sit, {+western_goods_danylo_army_warehouses} beh@mil_sit, {+western_goods_danylo_red_forest} beh@red_hide, beh@jup_stand level_spot = quest_npc relationship = neutral dont_keep_items = true net_spawn = pt1 ;;====================================================================================================================;; ;;==================| Scheme |========================================================================================;; ;;====================================================================================================================;; [beh@general] behavior_state = beh_move path_end = loop target = waypoint walk_dist = 100 jog_dist = 220 walk_anim = walk jog_anim = rush run_anim = rush invulnerable = true relationship = neutral meet = meet@base before_hit = invulnerable enemy_ignore_cond = {!is_enemy_actor !fighting_dist_le(40)} true combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true combat_ignore_keep_when_attacked = {=is_warfare} false, true [beh@jup_stand]:beh@general pt1 = 60000, guard | pos:-8.7367105484009,23.104553222656,246.11489868164 look:-9.6491342186928,23.104553222656,245.71250587702 [beh@red_hide]:beh@general pt1 = 60000, hide | pos:176.26148986816,-0.2088755518198,-208.05140686035 look:176.71762144566,-0.2088755518198,-207.16361427307 [beh@mil_sit]:beh@general pt1 = 60000, sit_ass | pos:-192.93893432617,-15.954886436462,369.48672485352 look:-191.96842962503,-15.954886436462,369.71198856831 use_camp = true turn_on_campfire = true [beh@flea_sit]:beh@general pt1 = 60000, sit_ass | pos:106.19451141357,-5.6759400367737,156.35110473633 look:107.07929331064,-5.6759400367737,156.80917441845 pt2 = 30000, use_pda | pos:106.19451141357,-5.6759400367737,156.35110473633 look:107.07929331064,-5.6759400367737,156.80917441845 pt3 = 45000, sit_ass | pos:106.19451141357,-5.6759400367737,156.35110473633 look:107.07929331064,-5.6759400367737,156.80917441845 ;;====================================================================================================================;; ;;==================| Meet |==========================================================================================;; ;;====================================================================================================================;; [meet@base] close_snd_hello = meet_hello close_snd_bye = nil close_anim = nil close_victim = nil close_distance = 0 far_anim = nil far_victim = nil far_distance = 0 meet_on_talking = false use = true