add game&rawdata
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[logic@jup_b6_scientist_nuclear_physicist]
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suitable = {=check_npc_name(jup_b6_scientist_nuclear_physicist)} true
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trade = misc\trade\trade_jup_b6_scientist_nuclear_physicist.ltx
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prior = 200
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active = walker@meet
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level_spot = trader
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[walker@meet]
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path_walk = nuc_walk
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path_look = nuc_look
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def_state_standing = wait_trade
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def_state_moving = walk_noweap
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on_info = {+jup_b1_complete_end -jup_b6_ask !talking} %+jup_b6_ask%
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on_info2 = {!npc_in_zone(jup_b41_sr_light)} %=teleport_npc(jup_b41_nuc_walk)%
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meet = meet@default
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combat_ignore_cond = true
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combat_ignore_keep_when_attacked = true
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invulnerable = true
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out_restr = jup_b41_sr_light
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[meet@default]
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close_snd_hello = jup_b6_scientist_nuclear_physicist_greeting
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close_snd_bye = jup_b6_scientist_nuclear_physicist_farewell
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close_anim = nil
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close_victim = nil
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far_anim = nil
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far_victim = nil
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close_distance = 0
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far_distance = 0
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close_snd_distance = 3
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use = {!actor_enemy +jup_b1_complete_end +jup_b6_ask -jup_b6_intro_end =dist_to_actor_ge(3)} self, {=actor_enemy} false, true
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allow_break = false
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trade_enable = {=counter_greater(jup_b1_sci_task_controller_count:0)} true, false
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meet_dialog = {+jup_b1_complete_end +jup_b6_ask -jup_b6_intro_end} jup_b6_scientist_nuclear_physicist_b32_investigation_anomaly
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