[logic@jup_b4_duty_help]
suitable = {=check_npc_name(jup_b4_duty_help)}
active = walker@1
prior = 100
on_hit = hit
on_death = death

[walker@1]
path_walk = duty_help_1_walk
path_look = duty_help_1_look
combat_ignore_cond = {-jup_b4_monolith_squad_out} true
on_info = {=is_squad_enemy_to_actor(jup_b4_duty_squad) -jup_b4_monolith_squad_in_duty} %+jup_b4_monolith_squad_out%
on_info2 = {+jup_b4_monolith_squad_in_duty} walker@2
meet = no_meet
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@2]
path_walk = duty_help_1_walk
path_look = duty_help_1_look
combat_ignore_cond = {-jup_b4_monolith_squad_out} true
meet = meet
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet]
meet_dialog = jup_b4_duty_squad_start_dialog

[hit]
on_info = {-jup_b4_monolith_squad_in_duty =hitted_by(actor)} %+jup_b4_monolith_squad_out%

[death]
on_info = {-jup_b4_monolith_squad_in_duty} %+jup_b4_monolith_squad_out%