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

[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

;---------------------------------------------------------------
[hit@solovey]
on_info  = {=deadly_hit()} %+solovey_bandit_is_wounded +solovey_bandit_is_dead%
on_info2 = {!deadly_hit()} %+solovey_bandit_is_wounded =restore_health%

[wounded@solovey_wounded]
hp_state = 101|wounded_heavy@help_heavy
hp_state_see = 101|wounded_heavy@help_heavy
hp_victim = 101|actor
hp_cover = 101|false
hp_fight = 101|false
autoheal = false
not_for_help = true
enable_talk = false

[meet@solovey]:meet@standart
use = {+jup_killer_solovey_dead =dist_to_actor_le(3) -jup_nightingale_theft_dialog_end} self, false
meet_dialog	= jup_nightingale_theft_dialog
;---------------------------------------------------------------
[logic@walker_8]
suitable = {=check_npc_name(solovey_bandit)} true
active = walker@solovey
prior = 200
on_hit = hit@solovey

[walker@solovey]:walker@standart
path_walk = solovey_1_walk
path_look = solovey_1_look
on_info  = {+solovey_bandit_is_wounded} remark@solovey_wounded
on_info2 = {=see_actor -squad_solovey_see_actor} %+squad_solovey_see_actor%

[remark@solovey_wounded]
combat_ignore_cond = true
cool_death_enabled = false
wounded = wounded@solovey_wounded
meet = meet@solovey

;---------------------------------------------------------------
[death@killer_solovey]
on_info = %+jup_killer_solovey_dead%

;---------------------------------------------------------------
[logic@walker_9]
suitable = {=check_npc_name(jup_killer_solovey)} true
active = walker@killer_solovey
prior = 200
on_death = death@killer_solovey

[walker@killer_solovey]:walker@standart
path_walk = killer_1_walk
path_look = killer_1_look
on_info = {=see_actor -squad_solovey_see_actor} %+squad_solovey_see_actor%
;
;
;
;
;
;
[wounded@work]
hp_state        = 0|wounded_heavy@help_heavy
hp_state_see    = 0|wounded_heavy@help_heavy
hp_victim       = 0|nil
hp_fight        = 0|false
hp_cover        = 0|false

[walker@kiborg]
post_combat_time = 0,0
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {!actor_enemy} true, false
combat_ignore_keep_when_attacked = false
meet = meet@standart
wounded = wounded@work

[meet@maria]:meet@standart
close_distance  = 3
close_victim 	= actor
close_anim 		= {-jup_path_selection_oksana_dialog_end} threat, wait_na

[meet@oksana]:meet@standart
close_distance  = 3
close_victim 	= actor
close_anim 		= {-jup_path_selection_oksana_dialog_end} threat, wait_na
use = {=actor_enemy} false, {=dist_to_actor_le(3) -jup_path_selection_oksana_dialog_end} self, true
meet_dialog	=  {-jup_path_selection_oksana_dialog_end} jup_path_selection_oksana_dialog, nil
trade_enable = false

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

[hit@walker]
on_info  = {=hit_by_actor()} %=all_factions_enemy_to_actor%
;--------------------------------------------------

[logic@kiborg_1]
suitable = {=check_npc_name(oksana)} true
active = walker@wait_100
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_100]:walker@kiborg
path_walk = oksana_2_walk
path_look = galina_2_look
on_info  = {=see_actor -oksana_see_actor} remark@oksana %+oksana_see_actor +start_dialog_oksana_actor%
on_info2 = {+start_dialog_oksana_actor} remark@oksana

[remark@oksana]:walker@kiborg
target = story | actor
anim = threat
meet = meet@oksana
on_info = {+jup_path_selection_oksana_dialog_end} walker@wait_1

[walker@wait_1]:walker@kiborg
path_walk = maria_1_walk
path_look = maria_1_look
;------------------------------------------------

[logic@kiborg_2]
suitable = {=check_npc_name(galina)} true
active = walker@wait_20
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_20]:walker@kiborg
path_walk = galina_2_walk
path_look = galina_2_look
on_info = {+start_dialog_oksana_actor} remark@galina

[remark@galina]:walker@kiborg
target = story | actor
anim = threat
on_info = {+jup_path_selection_oksana_dialog_end} walker@wait_2 %-start_dialog_oksana_actor%

[walker@wait_2]:walker@kiborg
path_walk = galina_1_walk
path_look = galina_1_look
;------------------------------------------------

[logic@kiborg_3]
suitable = {=check_npc_name(svetlana)} true
active = walker@wait_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_3]:walker@kiborg
path_walk = svetlana_1_walk
path_look = svetlana_1_look
on_info = {+start_dialog_oksana_actor} remark@svetlana

[remark@svetlana]:walker@kiborg
target = story | actor
anim = threat
on_info = {+jup_path_selection_oksana_dialog_end} walker@wait_3
;------------------------------------------------

[logic@kiborg_4]
suitable = {=check_npc_name(maria)} true
active = walker@wait_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_4]:walker@kiborg
path_walk = oksana_1_walk
path_look = oksana_1_look
on_info = {+start_dialog_oksana_actor} remark@maria
meet = meet@maria

[remark@maria]:walker@kiborg
target = story | actor
anim = threat
on_info = {+jup_path_selection_oksana_dialog_end} walker@wait_4
;------------------------------------------------

[logic@kiborg_5]
suitable = {=check_npc_name(nina)} true
active = walker@wait_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_5]:walker@kiborg
path_walk = nina_1_walk
path_look = nina_1_look
on_info = {+start_dialog_oksana_actor} remark@nina

[remark@nina]:walker@kiborg
target = story | actor
anim = threat
on_info = {+jup_path_selection_oksana_dialog_end} walker@wait_5
;------------------------------------------------

[logic@kiborg_6]
suitable = {=check_npc_name(zina)} true
active = walker@wait_60
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_60]:walker@kiborg
path_walk = zina_2_walk
path_look = galina_2_look
on_info = {+start_dialog_oksana_actor} remark@zina

[remark@zina]:walker@kiborg
target = story | actor
anim = threat
on_info = {+jup_path_selection_oksana_dialog_end} walker@wait_6

[walker@wait_6]:walker@kiborg
path_walk = zina_1_walk
path_look = zina_1_look
;------------------------------------------------

[logic@kiborg_7]
suitable = {=check_npc_name(nata)} true
active = walker@wait_7
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_7]:walker@kiborg
path_walk = nata_1_walk
path_look = nata_1_look
on_info = {+start_dialog_oksana_actor} remark@nata

[remark@nata]:walker@kiborg
target = story | actor
anim = threat
on_info = {+jup_path_selection_oksana_dialog_end} walker@wait_7
