[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
