[logic@zat_b106_gonta_lair]
active = walker@start
suitable = {=check_npc_name(zat_b106_stalker_gonta)}
prior = 200
on_death = death
post_combat_time = 0,0

[walker@start]
path_walk = gonta_lair_1_walk
path_look = gonta_lair_1_look
def_state_moving1 = patrol
def_state_standing = guard_na
on_signal = start | walker@start_timer 
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
danger = danger
meet = no_meet
wounded = wounded
out_restr = zat_b106_chimera_restr
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@start_timer]
path_walk = gonta_lair_1_walk
path_look = gonta_lair_1_look
def_state_moving1 = patrol
def_state_standing = guard_na
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
on_info = {=see_actor -zat_b106_remark} %+zat_b106_remark%
on_info2 = {+zat_b106_remark_done !is_playing_sound} remark@to_actor  
danger = danger
meet = no_meet
wounded = wounded
out_restr = zat_b106_chimera_restr
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[remark@to_actor]
anim = guard
target = story | actor
on_info = {-zat_b106_chimera_dead} %=play_sound(zat_b106_gonta_hunt_sneak)%
on_signal = sound_end  | walker@meet %+zat_b106_forwarding%
meet = no_meet
combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
out_restr = zat_b106_chimera_restr
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false


[walker@meet]
path_walk = gonta_lair_1_walk
path_look = gonta_lair_1_look
def_state_moving1 = patrol


def_state_standing = guard_na
on_game_timer = 10 | walker@move_to_position
combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
on_info = {+zat_b106_ahtung} walker@fire
danger = danger
meet = no_meet
wounded = wounded
out_restr = zat_b106_chimera_restr
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@move_to_position]
path_walk = gonta_lair_2_walk
path_look = gonta_lair_2_look
def_state_moving1 = patrol
def_state_standing = wait_na
on_signal = point2 | walker@move_to_position_2 
combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
on_info = {+zat_b106_ahtung} walker@fire
danger = danger
meet = no_meet
wounded = wounded
out_restr = zat_b106_chimera_restr
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@move_to_position_2]
path_walk = gonta_lair_3_walk
path_look = gonta_lair_3_look
def_state_moving1 = sneak
def_state_standing = hide_na
on_signal = point3 | walker@move_to_position_3
combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
on_info = {+zat_b106_ahtung} walker@fire
danger = danger
meet = no_meet
wounded = wounded
out_restr = zat_b106_chimera_restr
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@move_to_position_3]
path_walk = gonta_lair_4_walk
path_look = gonta_lair_4_look
def_state_moving1 = sneak
def_state_standing = hide_na
on_signal = point4 | remark@hunt_kill
combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
on_info = {+zat_b106_ahtung} walker@fire
danger = danger
meet = no_meet
wounded = wounded
out_restr = zat_b106_chimera_restr
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[remark@hunt_kill]
anim = hide
target = path | zat_b106_smart_terrain_gonta_lair_4_look,0
on_info = %=play_sound(zat_b106_gonta_hunt_kill)%
on_info2 = {+zat_b106_ahtung} walker@fire
on_signal = sound_end  | walker@move_to_position_4 %+zat_b106_gonta_hunt_kill%
meet = no_meet
combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
out_restr = zat_b106_chimera_restr
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@move_to_position_4]
path_walk = gonta_lair_5_walk
path_look = gonta_lair_5_look
def_state_moving1 = sneak
def_state_standing = hide_na
on_signal = point5 | walker@move_to_position_timer
combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
on_info = {+zat_b106_ahtung} walker@fire
danger = danger
meet = no_meet
wounded = wounded
out_restr = zat_b106_chimera_restr
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@move_to_position_timer]
path_walk = gonta_lair_5_walk
path_look = gonta_lair_5_look
def_state_moving1 = sneak
def_state_standing = hide_na
on_game_timer = 10 | walker@move_to_position_5
combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
on_info = {+zat_b106_ahtung} walker@fire
danger = danger
meet = no_meet
wounded = wounded
out_restr = zat_b106_chimera_restr
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@move_to_position_5]
path_walk = gonta_lair_6_walk
path_look = gonta_lair_6_look
def_state_moving1 = sneak
def_state_standing = hide_na
on_signal = point6 | walker@move_to_position_6
combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
on_info = {+zat_b106_ahtung} walker@fire
danger = danger
meet = no_meet
wounded = wounded
out_restr = zat_b106_chimera_restr
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@move_to_position_6]
path_walk = gonta_lair_7_walk
path_look = gonta_lair_7_look
def_state_moving1 = sneak
def_state_standing = hide_na
on_signal = point7 | walker@move_to_position_7
combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
on_info = {+zat_b106_ahtung} walker@fire
danger = danger
meet = no_meet
wounded = wounded
out_restr = zat_b106_chimera_restr
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@move_to_position_7]
path_walk = gonta_lair_8_walk
path_look = gonta_lair_8_look
def_state_moving1 = sneak
def_state_standing = threat_na
on_signal = point8 | walker@timer_position
combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
on_info = {+zat_b106_ahtung} walker@fire
danger = danger
meet = no_meet
wounded = wounded
out_restr = zat_b106_chimera_restr
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@timer_position]
path_walk = gonta_lair_8_walk
path_look = gonta_lair_8_look
def_state_moving1 = sneak
def_state_standing = threat_na
on_game_timer = 40 | remark@timer_fire
on_info = {+zat_b106_ahtung} walker@fire
combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
meet = no_meet
wounded = wounded
out_restr = zat_b106_chimera_restr
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[remark@timer_fire]
anim = threat
target = story | zat_b106_chimera
on_info = %=play_sound(zat_b106_gonta_see_chimera)%
on_info2 = {+zat_b106_ahtung} walker@fire %=stop_sound%
on_signal = sound_end | remark@fire %+zat_b106_fire +zat_b106_ahtung%
meet = no_meet
combat_ignore_cond = {=check_enemy_name(zat_b106_chimera) -zat_b106_ahtung} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
out_restr = zat_b106_chimera_restr
wounded = wounded
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false


[remark@fire]
anim = threat_fire
target = story | zat_b106_chimera
meet = no_meet
combat_ignore_cond = true
danger = danger
on_game_timer = 40 | walker@fire
out_restr = zat_b106_chimera_restr
on_info = {+zat_b106_ahtung} walker@fire
wounded = wounded
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true

[walker@fire]
path_walk = gonta_lair_8_walk
path_look = gonta_lair_8_look
def_state_standing = guard_na
meet = no_meet
on_info = {+zat_b106_chimera_dead} remark@finish
wounded = wounded
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true

[remark@finish]
anim = guard_na
target = story | actor
on_info = {-zat_b108_actor_damaged_chimera} remark@kozel 
on_info2 = {+zat_b108_actor_damaged_chimera -zat_b106_one_hit} %=play_sound(zat_b106_gonta_hunt_complete) +zat_b106_chimera_dead_reward%
on_info3 = {+zat_b108_actor_damaged_chimera +zat_b106_one_hit} %=play_sound(zat_b106_gonta_hunt_great)%
on_signal = sound_end | {-zat_b106_one_hit} remark@wait_actor, {+zat_b106_one_hit} remark@after_finish
meet = no_meet
wounded = wounded
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true

[remark@after_finish]
anim = guard_na
target = story | actor
on_info = %=play_sound(zat_b106_gonta_hunt_complete) +zat_b106_chimera_dead_reward%
on_signal = sound_end | remark@wait_actor
meet = no_meet
wounded = wounded
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true

[remark@wait_actor]
anim = guard_na
target = story | actor
on_info = {!dist_to_actor_le(140) -zat_b106_hunt_finish} %+zat_b106_hunt_finish%
on_info2 = {+zat_b106_stalker_gonta_after_fight_done} walker@home %+zat_b106_go_to_home%
meet = meet
wounded = wounded
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true

[walker@home]
path_walk = gonta_3_walk
path_look = gonta_3_look
on_signal = gonta_close_home | %+zat_b106_hunt_finish%
out_restr = zat_a2_sr_noweap
meet = no_meet
gather_items_enabled = false
help_wounded_enabled = true ;false
corpse_detection_enabled = false
wounded = wounded
def_state_moving1 = assault
def_state_standing = guard_na
combat_ignore_cond =  {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true


[remark@kozel]
anim = guard_na
target = story | actor
on_info = %=play_sound(zat_b106_dont_receipt_reward)% 
on_signal = sound_end | walker@home %+zat_b106_dont_receipt_reward +zat_b106_go_to_home%
meet = no_meet
wounded = wounded
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true

[meet]
use			= {=actor_enemy} false, true
abuse		= true
trade_enable 	= false
allow_break = false
meet_dialog = {-zat_b106_stalker_gonta_after_fight_done} zat_b106_stalker_gonta_after_fight
close_anim      = guard_na
close_victim    = actor
close_distance = 5

[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

[danger]
ignore_distance = 0

[death]
on_info = %+zat_b106_gonta_dead%
