[logic@jup_a12_bandit_chief]
active = walker@bandit_chief_stand
suitable = {=check_npc_name(jup_a12_bandit_chief)} true
prior = 200
on_death = death

[walker@bandit_chief_stand]
path_walk = bandit_chief_stand_walk
path_look = bandit_chief_stand_look
def_state_standing = wait_na
combat_ignore_cond = true
meet = meet@bandit_chief_stand
on_info = {+jup_a12_chief_bandit_wait_threat_prisoner -jup_a12_stalker_prisoner_free} walker@wait_threat_prisoner, {+jup_a12_stalker_prisoner_dead} walker@stand, {+jup_a12_stalker_prisoner_free +jup_a12_stalker_prisoner_thanked_actor} walker@stand, {+jup_a12_actor_enemy_to_bandits -jup_a12_chief_bandit_wait_threat_prisoner} %+jup_a12_chief_bandit_wait_threat_prisoner%

[meet@bandit_chief_stand]
close_anim = wait_na
close_snd_hello = nil
close_snd_bye = nil
close_victim = actor
snd_on_use = nil
use = {!actor_enemy !actor_has_weapon} true, false
use_wpn = false
meet_dialog = jup_a12_bandit_chief_dialog
trade_enable = false
		
[walker@wait_threat_prisoner]
path_walk = bandit_chief_threat_prisoner_walk
path_look = bandit_chief_threat_prisoner_look
def_state_standing = threat_na
combat_ignore_cond = true
on_actor_in_zone = jup_a12_sr_threat_prisoner_zone | %+jup_a12_chief_bandit_threat_prisoner%
on_info = {+jup_a12_chief_bandit_threat_prisoner} walker@threat_prisoner
def_state_moving = rush
meet = no_meet
out_restr = jup_a12_sr_threat_prisoner_zone

[walker@threat_prisoner]
path_walk = bandit_chief_threat_prisoner_walk
path_look = bandit_chief_threat_prisoner_look
combat_ignore_cond = true
def_state_standing = threat_na
on_info = {+jup_a12_chief_bandit_kill_prisoner} walker@kill_prisoner, {+jup_a12_stalker_prisoner_dead} walker@stand, %=play_sound(jup_a12_bandit_threat_to_prisoner)%
on_game_timer = 25 | %+jup_a12_chief_bandit_kill_prisoner%
def_state_moving = rush
meet = no_meet
out_restr = jup_a12_sr_threat_prisoner_zone

[walker@kill_prisoner]
path_walk = bandit_chief_kill_prisoner_walk
path_look = bandit_chief_kill_prisoner_look
def_state_standing = threat_na
on_info = {+jup_a12_stalker_prisoner_dead} walker@stand
combat_ignore_cond = {!check_enemy_name(jup_a12_stalker_prisoner)} true
meet = no_meet
out_restr = jup_a12_sr_threat_prisoner_zone

[walker@stand]
path_walk = bandit_chief_stand_walk
path_look = bandit_chief_stand_look
def_state_standing = wait_na
meet = meet@bandit_chief_stand
combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true
out_restr = jup_a12_sr_bandit_bodyguard

[death]
on_info = %+jup_a12_bandit_out% 