[logic@work_killer_2] active = walker@walk1 suitable = {=check_npc_name(jup_b19_merc_2)} prior = 100 on_death = death on_hit = hit [walker@walk1] path_walk = merc2_1_walk path_look = merc2_1_look on_signal = merc1_1 | walker@walk2 def_state_moving1 = rush combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar:actor:jup_b19_zombied) -jup_b19_fight_begun} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@walk2] path_walk = merc2_2_walk path_look = merc2_2_look on_signal = merc1_2 | walker@walk3 def_state_moving1 = rush combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar:actor:jup_b19_zombied) -jup_b19_fight_begun} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@walk3] path_walk = merc2_3_walk path_look = merc2_3_look on_signal = merc1_3 | walker@walk4 def_state_moving1 = rush combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar:actor:jup_b19_zombied) -jup_b19_fight_begun} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@walk4] path_walk = merc2_4_walk path_look = merc2_4_look on_signal = merc1_4 | {-jup_b19_mercs_can_fight} walker@walk5 %+jup_b19_mercs_can_fight% on_info = {+jup_b19_mercs_can_fight} walker@walk5 on_info2 = {+jup_b19_fight_begun} walker@walk5 def_state_moving1 = rush combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar:actor:jup_b19_zombied) -jup_b19_fight_begun} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true danger = danger wounded = wounded out_restr = jup_b19_zombied_restrictor gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@walk5] path_walk = merc2_10_walk path_look = merc2_10_look wounded = wounded combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar:actor:jup_b19_zombied) -jup_b19_fight_begun} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true ;out_restr = jup_b19_sr_actor_close_by_yar gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [wounded] hp_state = 0|wounded_heavy@help_heavy hp_state_see = 0|wounded_heavy@help_heavy hp_victim = 0|nil hp_fight = 0|false hp_cover = 0|false [hit] on_info = {-jup_b19_fight_begun} %+jup_b19_fight_begun% [danger] ignore_distance = 0 [death] on_info = %=inc_counter(merc_death)%