[logic@zat_b7_bandit_boss_sultan]
active = animpoint@base
suitable = {=check_npc_name(zat_b7_bandit_boss_sultan)} true
prior = 200

[animpoint@base]
use_camp = false
avail_animations = animpoint_sit_normal
cover_name = zat_a2_sc_zat_b7_sultan
;reach_distance = 1.5
meet = meet@base
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet@base]
close_snd_hello = zat_b7_bandit_boss_sultan_greeting
close_snd_bye = zat_b7_bandit_boss_sultan_farewell
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
use = {=actor_enemy} false, true
trade_enable = false
allow_break = false
close_snd_distance = 3
meet_dialog	= {-zat_b7_bandit_boss_sultan_intro} zat_b7_bandit_boss_sultan_intro, {+zat_b30_barmen_got_af +zat_b30_actor_with_sultan -zat_b30_sultan_refuses_af -zat_b30_compass_to_sultan_reversed} zat_b7_bandit_boss_sultan_b30_refuse_af_dialog, {+zat_b30_barmen_got_af +zat_b30_sultan_got_af -zat_b30_sultan_refuses_af -zat_b30_compass_to_sultan_reversed} zat_b7_bandit_boss_sultan_b30_refuse_af_dialog, {+zat_b7_actor_help_bandits -zat_b5_actor_with_bandits} zat_b7_bandit_boss_sultan_b5_give_task_dialog
meet_on_talking = false
