[logic@master]
active = walker@start
suitable = {=check_npc_name(pri_b36_monolith_master_hiding_place) -pri_b36_master_dead}
prior = 300
on_death = death
on_hit = hit

[walker@start]
path_walk = place_master_1_walk
path_look = place_master_1_look
out_restr = pri_b36_master_out_restr
def_state_standing = trans_0
combat_ignore_cond = {=is_enemy_actor -pri_b36_actor_hitted_master} true, {=check_enemy_name(sim_default)} true
on_info = {+pri_b36_actor_hitted_master} walker@fire
danger = danger
meet = no_meet
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@fire]
path_walk = place_master_1_walk
path_look = place_master_1_look
out_restr = pri_b36_master_out_restr
danger = danger
meet = no_meet
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[danger]
ignore_distance = 0

[hit]
on_info = {=hit_by_actor -pri_b36_actor_hitted_master} %+pri_b36_actor_hitted_master +pri_b36_ahtung%

[death]
on_info = %+pri_b36_master_dead%