[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

[walker@standart]
hit_anomaly = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = false
meet = meet@standart
use_camp = false
def_state_moving = assault
def_state_moving1 = assault

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

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

[logic@victor]
suitable = {=check_npc_name(dark_a3_viktor)} true
active = walker@victor
prior = 200
on_death = death@victor
on_hit = hit@victor

[walker@victor]:walker@standart
post_combat_time = 0,0
path_walk = victor_walk
path_look = victor_look
on_info = {=npc_has_item(af_ice)} walker@victor_scaner %+fplay_victor_quest_done =give_money_to_actor(20000)%

[walker@victor_scaner]:walker@standart
post_combat_time = 0,0
path_walk = victor_walk
path_look = victor_look
meet = no_meet
on_game_timer = 300 | {+viktor_arrived_dark_a24} %-viktor_arrived_dark_a24%
;------------------------------------------------
