[logic@mob_home_1]
suitable = {=is_monster_burer} true
active = mob_home@_1
monster_job = true
prior = 100

[mob_home@_1]
path_home = burer_home_1
home_min_radius = 7
home_max_radius = 10
aggressive = true

[logic@mob_home_2]
suitable = {=is_monster_burer} true
active = mob_home@_2
monster_job = true
prior = 100

[mob_home@_2]
path_home = burer_home_2
home_min_radius = 7
home_max_radius = 10
aggressive = true

[logic@mob_home_3]
suitable = {=is_monster_burer} true
active = mob_home@_3
monster_job = true
prior = 100

[mob_home@_3]
path_home = burer_home_3
home_min_radius = 7
home_max_radius = 10
aggressive = true
;
;
;
[walker@standart]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {!check_enemy_name(actor)} true, false
combat_ignore_keep_when_attacked = false
meet = meet@standart

[meet@standart]
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
use = {=actor_enemy} false, true
allow_break = false
trade_enable = false
meet_on_talking = false

[death@baloon]
on_info = {=killed_by_actor() -fplay_brodiaga_dialog_end} %=all_factions_enemy_to_actor(bandit) +actor_attack_friend_squad%

[hit@baloon]
on_info  = {=hit_by_actor() -fplay_brodiaga_dialog_end} %=all_factions_enemy_to_actor(bandit) +actor_attack_friend_squad%
on_info2 = {!hit_by_actor() -fplay_brodiaga_dialog_end} %=restore_health%

[death@walker]
on_info = {=killed_by_actor() -lim_pepper_damages_dialog_1_kill -fplay_brodiaga_dialog_end} %=all_factions_enemy_to_actor(bandit) +actor_attack_friend_squad%

[hit@walker]
on_info  = {=hit_by_actor() -lim_pepper_damages_dialog_1_kill -fplay_brodiaga_dialog_end} %=all_factions_enemy_to_actor(bandit) +actor_attack_friend_squad%
on_info2 = {!hit_by_actor() -lim_pepper_damages_dialog_1_kill -fplay_brodiaga_dialog_end} %=restore_health%
;------------------------------------------------

[logic@walker_1]
suitable = {=check_npc_name(lim_b2_baloon_bandit)} true, {=target_squad_name(lim_b2_fp_agent_squad)} true
active = walker@wait_1
prior = 200
on_death = death@baloon
on_hit = hit@baloon
;can_select_weapon = {-fplay_brodiaga_dialog_end} false, true

[walker@wait_1]:walker@standart
path_walk = bandit_1_walk
path_look = bandit_1_look
hit_anomaly = {+fplay_brodiaga_dialog_end} true, false
combat_ignore_cond  = {+fplay_brodiaga_dialog_end} false, true
on_info = {+fplay_brodiaga_dialog_end} %=make_actor_visible_to_npc%
;------------------------------------------------

[logic@walker_2]
suitable = {=check_npc_name(lim_b2_bandit_perec)} true, {=target_squad_name(lim_b2_fp_agent_squad)} true
active = walker@wait_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_2]:walker@standart
path_walk = bandit_2_walk
path_look = bandit_2_look
on_info  = {+lim_pepper_damages_dialog_1_kill -fplay_brodiaga_dialog_end} %=actor_enemy%
on_info2 = {+fplay_brodiaga_dialog_end} %=make_actor_visible_to_npc%
;------------------------------------------------

[logic@walker_3]
suitable = {=check_npc_name(guard_bandit_1)} true, {=target_squad_name(lim_b2_fp_agent_squad)} true
active = walker@wait_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_3]:walker@standart
path_walk = bandit_3_walk
path_look = bandit_3_look
on_info = {+lim_pepper_damages_dialog_1_kill -fplay_brodiaga_dialog_end} %=actor_enemy%
on_info2 = {+fplay_brodiaga_dialog_end} %=make_actor_visible_to_npc%
;------------------------------------------------

[logic@walker_4]
suitable = {=check_npc_name(guard_bandit_2)} true, {=target_squad_name(lim_b2_fp_agent_squad)} true
active = walker@wait_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_4]:walker@standart
path_walk = bandit_4_walk
path_look = bandit_4_look
on_info = {+lim_pepper_damages_dialog_1_kill -fplay_brodiaga_dialog_end} %=actor_enemy%
on_info2 = {+fplay_brodiaga_dialog_end} %=make_actor_visible_to_npc%
;------------------------------------------------

[logic@walker_5]
suitable = {=check_npc_name(guard_bandit_3)} true, {=target_squad_name(lim_b2_fp_agent_squad)} true
active = walker@wait_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_5]:walker@standart
path_walk = bandit_5_walk
path_look = bandit_5_look
on_info = {+lim_pepper_damages_dialog_1_kill -fplay_brodiaga_dialog_end} %=actor_enemy%
on_info2 = {+fplay_brodiaga_dialog_end} %=make_actor_visible_to_npc%
;------------------------------------------------

[logic@walker_6]
suitable = {=check_npc_name(guard_bandit_4)} true, {=target_squad_name(lim_b2_fp_agent_squad)} true
active = walker@wait_6
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_6]:walker@standart
path_walk = bandit_6_walk
path_look = bandit_6_look
on_info = {+lim_pepper_damages_dialog_1_kill -fplay_brodiaga_dialog_end} %=actor_enemy%
on_info2 = {+fplay_brodiaga_dialog_end} %=make_actor_visible_to_npc%
;------------------------------------------------
