[logic@zat_b53_artefact_hunter_1]
suitable = {=check_npc_name(zat_b53_artefact_hunter_1)}
prior = 70
active = walker@wait_actor_scene_start
on_hit = hit
on_death = death
dont_spawn_loot

[walker@wait_actor_scene_start]
corpse_detection_enabled = false
meet = no_meet
def_state_moving = walk
path_walk = artefact_hunter_1_spawn_point
path_look = artefact_hunter_1_wounted_particle_steam_point_1
on_signal = zat_b53_artefact_hunter_1_scene_start | remark@scene_start
on_info = {+zat_b53_thanks_dialog} walker@go_friend

[remark@scene_start]
corpse_detection_enabled = false
meet = no_meet
anim = probe_stand
target = path | zat_b53_artefact_hunter_1_wounted_particle_steam_point_1, 0
on_info = {=actor_in_zone(zat_b53_actor_find_artefact_hunters_restrictor) =actor_see_npc} walker@start_go %+zat_b53_artefact_hunter_2_must_say_go_on%
on_info2 = {+zat_b53_actor_enemy} walker@actor_enemy
on_info3 = {+zat_b53_thanks_dialog} walker@go_friend

[walker@start_go]
corpse_detection_enabled = false
meet = no_meet
def_state_moving = walk
path_walk = artefact_hunter_1_wounted_particle_steam_point_1
path_look = artefact_hunter_1_wounted_particle_steam_point_2
on_info = {=npc_in_zone(zat_b53_artefact_hunter_1_wounted_restrictor_1)} remark@probe %+artefact_hunter_1_in_zone_wounted_restrictor_1%
on_info2 = {+zat_b53_actor_enemy} walker@actor_enemy
on_info3 = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc%

[remark@probe]
corpse_detection_enabled = false
meet = no_meet
anim = probe_way
target = path | zat_b53_artefact_hunter_1_big_anomaly_go, 0
on_game_timer = 130 | remark@wait_go_big_anomalie %+zat_b53_come_on_continue_sound%
on_info = {+zat_b53_actor_enemy} walker@actor_enemy
on_info2 = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc%

[remark@wait_go_big_anomalie]
corpse_detection_enabled = false
meet = no_meet
anim = guard_na
target = path | zat_b53_artefact_hunter_1_big_anomaly_go, 0
on_game_timer = 110 | walker@go_on_in_big_anomaly %+zat_b53_come_on_continue_sound%
on_info = {+zat_b53_actor_enemy} walker@actor_enemy
on_info2 = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc%

[walker@go_on_in_big_anomaly]
corpse_detection_enabled = false
meet = no_meet
path_walk = artefact_hunter_1_big_anomaly_go
on_info2 = {=npc_in_zone(zat_b53_artefact_hunter_1_wounted_restrictor_2)} walker@wounded %+zat_b53_artefact_hunter_1_in_zone_ounted_restrictor_2%
on_info3 = {+zat_b53_actor_enemy} walker@actor_enemy
on_info4 = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc%

[walker@wounded]
wounded = wounded
corpse_detection_enabled = false
meet = meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true 
path_walk = artefact_hunter_1_big_anomaly_go
on_info = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc%
on_info2 = {+zat_b53_thanks_dialog} walker@go_friend %=actor_friend%
on_info3 = {=actor_enemy} walker@wounded_actor_enemy
on_info4 = {=dist_to_actor_ge(100)} %=kill_npc%

[walker@wounded_actor_enemy]
wounded = wounded
corpse_detection_enabled = false
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true 
path_walk = artefact_hunter_1_big_anomaly_go
on_info = {+zat_b53_go_nil} %=kill_npc%, {=surge_kill_all} %=kill_npc%
on_info2 = {=dist_to_actor_ge(100)} %=kill_npc%

[walker@go_friend]
corpse_detection_enabled = false
meet = no_meet
def_state_moving = run
path_walk = artefact_hunter_1_with_friend_walk
path_look = artefact_hunter_1_sit_ass_look
on_signal = zat_b53_artefact_hunter_1_with_friend_walk_sig | remark@sit_ass_talk %+zat_b53_artefact_hunter_1_with_friend%
on_info = {+zat_b53_actor_enemy} walker@actor_enemy
on_info2 = {=dist_to_actor_le(5) !npc_in_zone(zat_b53_zone_field_thermal_weak_self_use) -zat_b53_once_use_self_dialog} remark@thanks_self %+zat_b53_once_use_self_dialog%

[remark@thanks_self]
meet = meet@self
combat_ignore_cond = true
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = true 
target = story | actor
on_info = {+zat_b53_thanks_dialog_end !talking} walker@go_friend

[remark@sit_ass_talk]
corpse_detection_enabled = false
meet = meet
anim = sit_ass
target = path | zat_b53_artefact_hunter_1_sit_ass_look, 0
on_info = {+zat_b53_actor_enemy} walker@actor_enemy

[walker@actor_enemy]
corpse_detection_enabled = false
meet = no_meet
path_walk = artefact_hunter_1_spawn_point
on_info = %=actor_enemy%

[meet]
use = true
abuse = false
allow_break = false
trade_enable = false
close_anim = nil
close_victim = nil
close_distance = 0
far_distance = 0

[meet@self]
use = self
meet_dialog = zat_b53_artefact_hunter_1_gathering_artefacts
abuse = false
allow_break = false
trade_enable = false
close_anim = nil
close_victim = nil
close_distance = 0
far_distance = 0

[hit]
on_info = {=hit_by_actor} %+zat_b53_actor_enemy%

[death]
on_info = {=killed_by_actor -zat_b53_dec_faction_goodwill_done} %=dec_faction_goodwill_to_actor(stalker:100) +zat_b53_dec_faction_goodwill_done%

[wounded]
autoheal = false
enable_talk = true
not_for_help = true
hp_state = 101|wounded_heavy@help_heavy
hp_state_see = 101|wounded_heavy@help_heavy
hp_victim = 101|nil
hp_fight = 101|false
hp_cover = 101|false