Divergent/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/jupiter_monk.ltx

151 lines
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[logic@jupiter_monk]
suitable = {=check_npc_name(jupiter_monk)} true
prior = 500
active = beh@jupiter_monk_job
[beh@base_1]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
[beh@jupiter_monk_job]:beh@base_1
run_anim = rush
on_info = {+jupiter_mercenary_assault_go} beh@jupiter_monk_assault
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 100000,idle | pos:-46.106330871582,3.4867804050446,199.37236022949 look:-45.110081613064,3.4867804050446,199.39352643304
[beh@jupiter_monk_assault]
combat_ignore_cond = {!dist_to_beh(80)} true
run_anim = rush
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 100000,idle | pos:148.66848754883,1.1857712268829,217.58020019531 look:147.73004955053,1.1857712268829,217.23507833481
[logic@jupiter_stalker_assault_1]
suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true
active = beh@jupiter_stalker_assault_job_1
prior = 500
[logic@jupiter_stalker_assault_2]
suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true
active = beh@jupiter_stalker_assault_job_2
prior = 500
[logic@jupiter_stalker_assault_3]
suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true
active = beh@jupiter_stalker_assault_job_3
prior = 500
[logic@jupiter_stalker_assault_4]
suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true
active = beh@jupiter_stalker_assault_job_4
prior = 500
[beh@jupiter_stalker_assault_job_1]:beh@base_1
run_anim = rush
behaviour_state = beh_move
target = waypoint
on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_1
path_end = loop
pt1 = 100000,idle | pos:-46.474960327148,3.4870412349701,196.08959960938 look:-45.48581725359,3.4870412349701,196.1988914609
[beh@jupiter_stalker_assault_job_2]:beh@base_1
run_anim = rush
behaviour_state = beh_move
target = waypoint
on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_2
path_end = loop
pt1 = 100000,idle | pos:-48.031265258789,3.4879033565521,195.95745849609 look:-47.040500760078,3.4879033565521,196.04049598426
[beh@jupiter_stalker_assault_job_3]:beh@base_1
run_anim = rush
behaviour_state = beh_move
target = waypoint
on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_3
path_end = loop
pt1 = 100000,idle | pos:-48.205368041992,3.4880321025848,198.15892028809 look:-47.214603543282,3.4880321025848,198.24195777625
[beh@jupiter_stalker_assault_job_4]:beh@base_1
run_anim = rush
behaviour_state = beh_move
target = waypoint
on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_4
path_end = loop
pt1 = 100000,idle | pos:-48.375778198242,3.4881393909454,200.25389099121 look:-47.385013699532,3.4881393909454,200.33692847937
[beh@jupiter_stalker_assault_go_1]
combat_ignore_cond = {!dist_to_beh(80)} true
run_anim = rush
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 100000,guard | pos:143.21426391602,1.1840810775757,212.08804321289 look:142.24247145653,1.1840810775757,212.32130029798
[beh@jupiter_stalker_assault_go_2]
combat_ignore_cond = {!dist_to_beh(80)} true
run_anim = rush
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 100000,guard | pos:135.09172058105,1.3675675392151,221.7939453125 look:134.12838965654,1.3675675392151,221.53200998902
[beh@jupiter_stalker_assault_go_3]
combat_ignore_cond = {!dist_to_beh(80)} true
run_anim = rush
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 100000,guard | pos:138.81401062012,1.3904740810394,213.62519836426 look:137.90040069818,1.3904740810394,213.21862828732
[beh@jupiter_stalker_assault_go_4]
combat_ignore_cond = {!dist_to_beh(80)} true
run_anim = rush
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 100000,guard | pos:142.30421447754,1.1840717792511,220.81008911133 look:141.41638469696,1.1840717792511,220.35097572207
[logic@jupiter_mercenary_2_squad_1]
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
prior = 140
active = beh@jupiter_mercenary_2_squad
[logic@jupiter_mercenary_2_squad_2]
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
prior = 140
active = beh@jupiter_mercenary_2_squad
[logic@jupiter_mercenary_2_squad_3]
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
prior = 140
active = beh@jupiter_mercenary_2_squad
[logic@jupiter_mercenary_2_squad_4]
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
prior = 140
active = beh@jupiter_mercenary_2_squad
[logic@jupiter_mercenary_2_squad_5]
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
prior = 140
active = beh@jupiter_mercenary_2_squad
[logic@jupiter_mercenary_2_squad_6]
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
prior = 140
active = beh@jupiter_mercenary_2_squad
[beh@jupiter_mercenary_2_squad]
run_anim = rush
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 100000,idle | pos:143.21426391602,1.1840810775757,212.08804321289 look:142.24247145653,1.1840810775757,212.32130029798