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