[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@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
def_state_moving = assault
meet = meet@standart

[kiborg@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
def_state_moving = assault
def_state_moving1 = assault
wounded = wounded@work


[camper@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
def_state_campering = threat_na
def_state_moving = assault
radius = 3
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 = true
meet_on_talking = false

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

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

[death@den]
on_info  = {=killed_by_actor()} %=all_factions_enemy_to_actor +actor_attack_friend_squad%
on_info2 = {!killed_by_actor()} %=sniper_shoot =kill_actor%
;------------------------------------------------

[logic@camper_1]
suitable = {=check_npc_name(bar_a5_stalkerden)} true, {=check_npc_name(brodiaga)} true
active = camper@wait_1
prior = 200
on_death = death@den
on_hit = hit@walker

[camper@wait_1]:camper@standart
path_walk = voyak_1_walk
path_look = voyak_1_look
hit_anomaly = false
invulnerable = {=actor_enemy} false, true
on_info = {+stalkerden_squad_relax} walker@den

[walker@den]:walker@standart
path_walk = stalkerden_1_walk
path_look = stalkerden_1_look
use_camp = false
;---------------------------------------------------

[logic@camper_2]
suitable = {=check_npc_name(bar_a5_voyak_4)} true, {=check_npc_name(dier_1_mon)} true
active = camper@wait_2
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_2]:camper@standart
path_walk = voyak_2_walk
path_look = voyak_1_look
hit_anomaly = false
invulnerable = {=actor_enemy} false, true
on_info = {+stalkerden_squad_relax} animpoint@wait_1

[animpoint@wait_1]:walker@standart
cover_name = lim_a4_animp_1
avail_animations = animpoint_sit_ass
;---------------------------------------------------

[logic@camper_3]
suitable = {=check_npc_name(bar_a5_voyak_3)} true, {=check_npc_name(dier_2_mon)} true
active = camper@wait_3
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_3]:camper@standart
path_walk = voyak_3_walk
path_look = voyak_1_look
hit_anomaly = false
invulnerable = {=actor_enemy} false, true
on_info = {+stalkerden_squad_relax} animpoint@wait_2

[animpoint@wait_2]:walker@standart
cover_name = lim_a4_animp_2
avail_animations = animpoint_sit_ass
;---------------------------------------------------

[logic@camper_4]
suitable = {=check_npc_name(bar_a5_voyak_2)} true, {=check_npc_name(dier_3_mon)} true
active = camper@wait_4
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_4]:camper@standart
path_walk = voyak_4_walk
path_look = voyak_1_look
hit_anomaly = false
invulnerable = {=actor_enemy} false, true
on_info = {+stalkerden_squad_relax} animpoint@wait_3

[animpoint@wait_3]:walker@standart
cover_name = lim_a4_animp_3
avail_animations = animpoint_sit_knee
;---------------------------------------------------

[logic@camper_5]
suitable = {=check_npc_name(bar_a5_voyak_1)} true, {=check_npc_name(dier_4_mon)} true
active = camper@wait_5
prior = 200
on_death = death@walker
on_hit = hit@walker

[camper@wait_5]:camper@standart
path_walk = voyak_5_walk
path_look = voyak_1_look
hit_anomaly = false
invulnerable = {=actor_enemy} false, true
on_info = {+stalkerden_squad_relax} animpoint@wait_4

[animpoint@wait_4]:walker@standart
cover_name = lim_a4_animp_4
avail_animations = animpoint_sit_knee
;---------------------------------------------------

[meet@trade_mech]:meet@standart
close_distance  = 3
close_victim 	= actor
close_anim 		= wait_na

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

;------------------------------------------------

[logic@walker_1]
suitable = {=check_npc_name(lider_monolit)} true
active = walker@wait_1
prior = 200
on_death = death@den
on_hit = hit@walker

[walker@wait_1]:walker@standart
path_walk = monolit_1_walk
path_look = voyak_1_look
hit_anomaly = false
meet = meet@lider_monolit
invulnerable = {=actor_enemy} false, true
;------------------------------------------------

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

[walker@wait_2]:walker@standart
path_walk = monolit_2_walk
path_look = voyak_1_look
hit_anomaly = false
invulnerable = {=actor_enemy} false, true
;------------------------------------------------

[logic@walker_3]
suitable = {=check_npc_name(keria_monolit)} true
active = walker@wait_3
prior = 200
level_spot = mechanic
can_select_weapon = true
on_death = death@walker
on_hit = hit@walker

[walker@wait_3]:walker@standart
path_walk = monolit_3_walk
path_look = voyak_1_look
hit_anomaly = false
meet = meet@trade_mech
invulnerable = {=actor_enemy} false, true
;------------------------------------------------

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

[walker@wait_4]:walker@standart
path_walk = monolit_4_walk
path_look = voyak_1_look
hit_anomaly = false
invulnerable = {=actor_enemy} false, true
;------------------------------------------------

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

[walker@wait_5]:walker@standart
path_walk = monolit_5_walk
path_look = voyak_1_look
hit_anomaly = false
invulnerable = {=actor_enemy} false, true
;------------------------------------------------

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

[walker@wait_6]:walker@standart
path_walk = monolit_6_walk
path_look = voyak_1_look
hit_anomaly = false
invulnerable = {=actor_enemy} false, true
;------------------------------------------------

[logic@walker_7]
suitable = {=check_npc_name(stariy_monolit)} true
active = walker@wait_7
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_7]:walker@standart
path_walk = monolit_7_walk
path_look = voyak_1_look
hit_anomaly = false
invulnerable = {=actor_enemy} false, true
;------------------------------------------------

[logic@walker_8]
suitable = {=check_npc_name(alka_monolit)} true
active = walker@wait_8
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_8]:walker@standart
path_walk = monolit_8_walk
path_look = voyak_1_look
hit_anomaly = false
invulnerable = {=actor_enemy} false, true
;------------------------------------------------

[logic@walker_9]
suitable = {=check_npc_name(gotay_monolit)} true
active = walker@wait_9
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_9]:walker@standart
path_walk = monolit_9_walk
path_look = voyak_1_look
hit_anomaly = false
invulnerable = {=actor_enemy} false, true
;------------------------------------------------

[logic@walker_10]
suitable = {=check_npc_name(olkhov_monolit)} true
active = walker@wait_10
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@wait_10]:walker@standart
path_walk = monolit_10_walk
path_look = voyak_1_look
hit_anomaly = false
invulnerable = {=actor_enemy} false, true
;------------------------------------------------

[logic@walker_11]
suitable = {=check_npc_name(hedhunt_monolit)} true
active = walker@wait_11
prior = 200
trade = misc\trade\dark_a3_yra.ltx
can_select_weapon = true
level_spot = trader
on_death = death@walker
on_hit = hit@walker

[walker@wait_11]:walker@standart
path_walk = monolit_11_walk
path_look = voyak_1_look
hit_anomaly = false
meet = meet@trade_mech
invulnerable = {=actor_enemy} false, true
;
;
;------------------------------------------------------
;
;
[logic@snork_1]
suitable = {=is_monster_snork} true, {=is_monster_pseudodog} true, {=is_monster_bloodsuker} true, {=is_monster_psy_dog} true
active = mob_home@_1
monster_job = true
prior = 100

[mob_home@_1]
path_home = monsters_home
home_min_radius = 5
home_max_radius = 20
aggressive = true

[logic@snork_2]:logic@snork_1

[logic@snork_3]:logic@snork_1

[logic@snork_4]:logic@snork_1

[logic@snork_5]:logic@snork_1

[logic@snork_6]:logic@snork_1

[logic@snork_7]:logic@snork_1
;
;
;
;
;------------------------------------------------

[logic@kiborg_1]
suitable = {=target_squad_name(lim_a4_kiborg_squad)} true
active = walker@wait_101
prior = 200

[walker@wait_101]:kiborg@standart
path_walk = monolit_1_walk
path_look = voyak_1_look

;------------------------------------------------

[logic@kiborg_2]
suitable = {=target_squad_name(lim_a4_kiborg_squad)} true
active = walker@wait_201
prior = 200

[walker@wait_201]:kiborg@standart
path_walk = monolit_2_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@kiborg_3]
suitable = {=target_squad_name(lim_a4_kiborg_squad)} true
active = walker@wait_301
prior = 200

[walker@wait_301]:kiborg@standart
path_walk = monolit_3_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@kiborg_4]
suitable = {=target_squad_name(lim_a4_kiborg_squad)} true
active = walker@wait_401
prior = 200

[walker@wait_401]:kiborg@standart
path_walk = monolit_4_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@kiborg_5]
suitable = {=target_squad_name(lim_a4_kiborg_squad)} true
active = walker@wait_501
prior = 200

[walker@wait_501]:kiborg@standart
path_walk = monolit_5_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@kiborg_6]
suitable = {=target_squad_name(lim_a4_kiborg_squad)} true
active = walker@wait_601
prior = 200

[walker@wait_601]:kiborg@standart
path_walk = monolit_6_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@kiborg_7]
suitable = {=target_squad_name(lim_a4_kiborg_squad)} true
active = walker@wait_701
prior = 200

[walker@wait_701]:kiborg@standart
path_walk = monolit_7_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@kiborg_8]
suitable = {=target_squad_name(lim_a4_kiborg_squad)} true
active = walker@wait_801
prior = 200

[walker@wait_801]:kiborg@standart
path_walk = monolit_8_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@kiborg_9]
suitable = {=target_squad_name(lim_a4_kiborg_squad)} true
active = walker@wait_901
prior = 200

[walker@wait_901]:kiborg@standart
path_walk = monolit_9_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@kiborg_10]
suitable = {=target_squad_name(lim_a4_kiborg_squad)} true
active = walker@wait_1001
prior = 200

[walker@wait_1001]:kiborg@standart
path_walk = monolit_10_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@kiborg_11]
suitable = {=target_squad_name(lim_a4_kiborg_squad)} true
active = walker@wait_1101
prior = 200

[walker@wait_1101]:kiborg@standart
path_walk = monolit_11_walk
path_look = voyak_1_look

;------------------------------------------------------
;
;
[logic@boar_1]
suitable = {=is_monster_boar} true
active = mob_home@_2
monster_job = true
prior = 100

[mob_home@_2]
path_home = boar_home
home_min_radius = 20
home_max_radius = 60
aggressive = true
out_restr = lim_a2_out_restr
combat_ignore_cond = {+all_lim_art_scanner_active} true, {!check_enemy_name(actor)} true, false
on_info  = {+lim_a4_all_monster_dead} %=kill_npc%

[logic@boar_2]:logic@boar_1

[logic@boar_3]:logic@boar_1

[logic@boar_4]:logic@boar_1

[logic@boar_5]:logic@boar_1

[logic@boar_6]:logic@boar_1

[logic@boar_7]:logic@boar_1
;
;
[logic@flesh_1]
suitable = {=is_monster_flesh} true
active = mob_home@_3
monster_job = true
prior = 100

[mob_home@_3]
path_home = flesh_home
home_min_radius = 20
home_max_radius = 60
aggressive = true
out_restr = lim_a2_out_restr
combat_ignore_cond = {+all_lim_art_scanner_active} true, {!check_enemy_name(actor)} true, false
on_info  = {+lim_a4_all_monster_dead} %=kill_npc%

[logic@flesh_2]:logic@flesh_1

[logic@flesh_3]:logic@flesh_1

[logic@flesh_4]:logic@flesh_1

[logic@flesh_5]:logic@flesh_1

[logic@flesh_6]:logic@flesh_1

[logic@flesh_7]:logic@flesh_1

;
;
[logic@controler]
suitable = {=is_monster_controller} true
active = mob_home@controler
monster_job = true
prior = 100

[mob_home@controler]
path_home = flesh_home
home_min_radius = 20
home_max_radius = 60
aggressive = true
out_restr = lim_a2_out_restr
combat_ignore_cond = {+all_lim_art_scanner_active} true, {!check_enemy_name(actor)} true, false
on_info  = {+lim_a4_all_monster_dead} %=kill_npc%

[logic@controler_1]:logic@controler
;
;
[logic@burer]
suitable = {=is_monster_burer} true
active = mob_home@burer
monster_job = true
prior = 100

[mob_home@burer]
path_home = flesh_home
home_min_radius = 20
home_max_radius = 60
aggressive = true
out_restr = lim_a2_out_restr
combat_ignore_cond = {+all_lim_art_scanner_active} true, {!check_enemy_name(actor)} true, false
on_info  = {+lim_a4_all_monster_dead} %=kill_npc%
;
;
[logic@burer_1]:logic@burer
;------------------------------------------------

[logic@kiborg_12]
suitable = {=target_squad_name(lim_a4_kiborg_1_squad)} true
active = walker@kiborg_12
prior = 200

[walker@kiborg_12]:kiborg@standart
path_walk = kiborg_1_walk
path_look = kiborg_1_look
out_restr = lim_a2_out_restr
combat_ignore_cond = {+all_lim_art_scanner_active} true, {!check_enemy_name(actor)} true, false
on_info  = {+lim_a4_all_monster_dead} %=kill_npc%

[logic@kiborg_13]
suitable = {=target_squad_name(lim_a4_kiborg_1_squad)} true
active = walker@kiborg_13
prior = 200

[walker@kiborg_13]:kiborg@standart
path_walk = kiborg_2_walk
path_look = kiborg_1_look
out_restr = lim_a2_out_restr
combat_ignore_cond = {+all_lim_art_scanner_active} true, {!check_enemy_name(actor)} true, false
on_info  = {+lim_a4_all_monster_dead} %=kill_npc%

[logic@kiborg_14]
suitable = {=target_squad_name(lim_a4_kiborg_1_squad)} true
active = walker@kiborg_14
prior = 200

[walker@kiborg_14]:kiborg@standart
path_walk = kiborg_3_walk
path_look = kiborg_1_look
out_restr = lim_a2_out_restr
combat_ignore_cond = {+all_lim_art_scanner_active} true, {!check_enemy_name(actor)} true, false
on_info  = {+lim_a4_all_monster_dead} %=kill_npc%

[logic@kiborg_15]
suitable = {=target_squad_name(lim_a4_kiborg_1_squad)} true
active = walker@kiborg_15
prior = 200

[walker@kiborg_15]:kiborg@standart
path_walk = kiborg_4_walk
path_look = kiborg_1_look
out_restr = lim_a2_out_restr
combat_ignore_cond = {+all_lim_art_scanner_active} true, {!check_enemy_name(actor)} true, false
on_info  = {+lim_a4_all_monster_dead} %=kill_npc%

[logic@kiborg_16]
suitable = {=target_squad_name(lim_a4_kiborg_1_squad)} true
active = walker@kiborg_16
prior = 200

[walker@kiborg_16]:kiborg@standart
path_walk = kiborg_5_walk
path_look = kiborg_1_look
out_restr = lim_a2_out_restr
combat_ignore_cond = {+all_lim_art_scanner_active} true, {!check_enemy_name(actor)} true, false
on_info  = {+lim_a4_all_monster_dead} %=kill_npc%
;
;
;
;------------------------------------------------------------------------------------------------------------------
[walker@zombied]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {+fplay_vadim_dialog_end} false, {+red_maria_ghosts_past_var_dialog_end} false, {=fighting_dist_ge(40)} true, false
combat_ignore_keep_when_attacked = false
invulnerable = {+fplay_vadim_dialog_end} false, {+red_maria_ghosts_past_var_dialog_end} false, {=actor_active_knife(wpn_knife_super)} false, true
hit_anomaly = false
wounded = wounded@work
meet = no_meet

[logic@zombied_1]
suitable = {=target_squad_name(lim_a4_zombied_squad)} true, {=target_squad_name(lim_a4_book_squad)} true, {=target_squad_name(lim_a4_fp_kiborg_squad)} true
active = walker@zombied_1
prior = 200

[walker@zombied_1]:walker@zombied
path_walk = monolit_1_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@zombied_2]
suitable = {=target_squad_name(lim_a4_zombied_squad)} true, {=target_squad_name(lim_a4_book_squad)} true, {=target_squad_name(lim_a4_fp_kiborg_squad)} true
active = walker@zombied_2
prior = 200

[walker@zombied_2]:walker@zombied
path_walk = monolit_2_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@zombied_3]
suitable = {=target_squad_name(lim_a4_zombied_squad)} true, {=target_squad_name(lim_a4_book_squad)} true, {=target_squad_name(lim_a4_fp_kiborg_squad)} true
active = walker@zombied_3
prior = 200

[walker@zombied_3]:walker@zombied
path_walk = monolit_3_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@zombied_4]
suitable = {=target_squad_name(lim_a4_zombied_squad)} true, {=target_squad_name(lim_a4_book_squad)} true, {=target_squad_name(lim_a4_fp_kiborg_squad)} true
active = walker@zombied_4
prior = 200

[walker@zombied_4]:walker@zombied
path_walk = monolit_4_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@zombied_5]
suitable = {=target_squad_name(lim_a4_zombied_squad)} true, {=target_squad_name(lim_a4_book_squad)} true, {=target_squad_name(lim_a4_fp_kiborg_squad)} true
active = walker@zombied_5
prior = 200

[walker@zombied_5]:walker@zombied
path_walk = monolit_5_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@zombied_6]
suitable = {=target_squad_name(lim_a4_zombied_squad)} true, {=target_squad_name(lim_a4_book_squad)} true, {=target_squad_name(lim_a4_fp_kiborg_squad)} true
active = walker@zombied_6
prior = 200

[walker@zombied_6]:walker@zombied
path_walk = monolit_6_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@zombied_7]
suitable = {=target_squad_name(lim_a4_zombied_squad)} true, {=target_squad_name(lim_a4_book_squad)} true, {=target_squad_name(lim_a4_fp_kiborg_squad)} true
active = walker@zombied_7
prior = 200

[walker@zombied_7]:walker@zombied
path_walk = monolit_7_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@zombied_8]
suitable = {=target_squad_name(lim_a4_zombied_squad)} true, {=target_squad_name(lim_a4_book_squad)} true, {=target_squad_name(lim_a4_fp_kiborg_squad)} true
active = walker@zombied_8
prior = 200

[walker@zombied_8]:walker@zombied
path_walk = monolit_8_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@zombied_9]
suitable = {=target_squad_name(lim_a4_zombied_squad)} true, {=target_squad_name(lim_a4_book_squad)} true, {=target_squad_name(lim_a4_fp_kiborg_squad)} true
active = walker@zombied_9
prior = 200

[walker@zombied_9]:walker@zombied
path_walk = monolit_9_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@zombied_10]
suitable = {=target_squad_name(lim_a4_zombied_squad)} true, {=target_squad_name(lim_a4_book_squad)} true, {=target_squad_name(lim_a4_fp_kiborg_squad)} true
active = walker@zombied_10
prior = 200

[walker@zombied_10]:walker@zombied
path_walk = monolit_10_walk
path_look = voyak_1_look
;------------------------------------------------

[logic@zombied_11]
suitable = {=target_squad_name(lim_a4_zombied_squad)} true, {=target_squad_name(lim_a4_book_squad)} true, {=target_squad_name(lim_a4_fp_kiborg_squad)} true
active = walker@zombied_11
prior = 200

[walker@zombied_11]:walker@zombied
path_walk = monolit_11_walk
path_look = voyak_1_look
;
;
;
;
;
;
[logic@zombi_1]
suitable = {=is_monster_zomb} true
active = mob_home@zombi_1
monster_job = true
prior = 100

[mob_home@zombi_1]
path_home = zombi_1_home
home_min_radius = 5
home_max_radius = 40
aggressive = true

[logic@zombi_2]:logic@zombi_1
[logic@zombi_3]:logic@zombi_1
;--------------------------------------------------
[logic@zombi_4]
suitable = {=is_monster_zomb} true
active = mob_home@zombi_2
monster_job = true
prior = 100

[mob_home@zombi_2]
path_home = zombi_2_home
home_min_radius = 5
home_max_radius = 40
aggressive = true

[logic@zombi_5]:logic@zombi_4
[logic@zombi_6]:logic@zombi_4
;---------------------------------------------------
[logic@zombi_7]
suitable = {=is_monster_zomb} true
active = mob_home@zombi_3
monster_job = true
prior = 100

[mob_home@zombi_3]
path_home = zombi_3_home
home_min_radius = 5
home_max_radius = 40
aggressive = true

[logic@zombi_8]:logic@zombi_7
[logic@zombi_9]:logic@zombi_7
;---------------------------------------------------
[logic@zombi_10]
suitable = {=is_monster_zomb} true
active = mob_home@zombi_4
monster_job = true
prior = 100

[mob_home@zombi_4]
path_home = zombi_4_home
home_min_radius = 5
home_max_radius = 40
aggressive = true

[logic@zombi_11]:logic@zombi_10
[logic@zombi_12]:logic@zombi_10
;---------------------------------------------------
[logic@zombi_13]
suitable = {=is_monster_zomb} true
active = mob_home@zombi_5
monster_job = true
prior = 100

[mob_home@zombi_5]
path_home = zombi_5_home
home_min_radius = 5
home_max_radius = 40
aggressive = true

[logic@zombi_14]:logic@zombi_13
[logic@zombi_15]:logic@zombi_13
;---------------------------------------------------
[logic@zombi_16]
suitable = {=is_monster_zomb} true
active = mob_home@zombi_6
monster_job = true
prior = 100

[mob_home@zombi_6]
path_home = zombi_6_home
home_min_radius = 5
home_max_radius = 40
aggressive = true

[logic@zombi_17]:logic@zombi_16
[logic@zombi_18]:logic@zombi_16
;
;
;
;-------------------------------------------------------------------------------------------------
[walker@shtern]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
invulnerable = true
meet = no_meet

[meet@shtern]:meet@standart
close_distance  = 5
close_victim 	= actor
use = {=dist_to_actor_le(3) -lim_shtern_ghosts_past_dialog_end} self, false
meet_dialog	=  {-lim_shtern_ghosts_past_dialog_end} lim_shtern_ghosts_past_dialog, nil
trade_enable = false

[logic@shtern]
suitable = {=check_npc_name(lim_a4_shtern_stalker)} true
active = walker@shtern_1
prior = 200

[walker@shtern_1]:walker@shtern
path_walk = shtern_walk
path_look = shtern_look
on_info = {=dist_to_actor_le(10)} remark@shtern

[remark@shtern]:walker@shtern
target = story | actor
anim = wait_na
meet = meet@shtern
