[walker@standart]
hit_anomaly = false
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = 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

[meet@max]:meet@standart
close_distance  = 3
close_victim 	= actor
close_anim 		= wait_na
trade_enable = false

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

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

[logic@max]
suitable = {=check_npc_name(jup_max_stalker)} true
active = walker@max
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@max]:walker@standart
path_walk = max_1_walk
path_look = max_1_look
meet = meet@max
on_info = {+jup_maks_emerald_wind_dialog_end} walker@stand_up %=start_surge%

[walker@stand_up]:walker@standart
path_walk = max_1_walk
path_look = max_2_look
meet = no_meet
on_info = {+jup_a27_actor_teleport} walker@max_go

[walker@max_go]:walker@standart
path_walk = max_2_walk
path_look = max_2_look
def_state_moving = assault
meet = no_meet
on_signal = max_jump | remark@jump %=remove_all_monsters%

[remark@jump]:walker@standart
target = path | jup_a27_max_2_look
anim = zat_b20_noah_jump
meet = no_meet
on_info = {=npc_in_zone(jup_max_jump_restr)} %+jup_a27_find_max_treasure =destroy_object% 


