[logic@jup_b10_stalker_drunk] suitable = {=check_npc_name(jup_b10_stalker_drunk)} true active = animpoint@ravings prior = 200 [animpoint@ravings] cover_name = jup_a6_animpoint_drunk avail_animations = zat_b3_tech_drunk reach_distance = 2 use_camp = false meet = no_meet on_actor_in_zone = jup_b10_sr_warnzone | %=play_sound(jup_b10_stalker_drunk_no_meet) +jup_b10_actor_seen_senka% combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = jup_a6_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false