[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%