[walker@def_no_loot]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false



[logic@zat_b53_artefact_hunter_2]
suitable = {=check_npc_name(zat_b53_artefact_hunter_2)}
prior = 70
active = walker@wait_actor_scene_start
on_hit = hit
on_death = death
 
[walker@wait_actor_scene_start]:walker@def_no_loot
meet = no_meet
path_walk = artefact_hunter_2_walk
path_look = artefact_hunter_2_look
def_state_standing = wait_na
on_info = {+zat_b53_artefact_hunter_2_must_say_go_on} walker@scene_start

[walker@scene_start]:walker@def_no_loot
meet = no_meet
path_walk = artefact_hunter_2_walk
path_look = artefact_hunter_2_look
def_state_standing = wait_na
on_game_timer = 15 | walker@say_friend_go_on_snd_timer %=play_sound(zat_b53_artefact_hunter_2_come_on)%

[walker@say_friend_go_on_snd_timer]:walker@def_no_loot
meet = no_meet
path_walk = artefact_hunter_2_walk
path_look = artefact_hunter_2_look
def_state_standing = wait_na
on_info = {+artefact_hunter_1_in_zone_wounted_restrictor_1} walker@say_friend_go_on_snd
on_info2 = {=surge_kill_all} %=kill_npc%

[walker@say_friend_go_on_snd]:walker@def_no_loot
meet = no_meet
path_walk = artefact_hunter_2_walk
path_look = artefact_hunter_2_look
def_state_standing = wait_na
on_info = {+zat_b53_come_on_continue_sound} walker@wait_friend_wounded %=play_sound(zat_b53_artefact_hunter_2_come_on_continue)%
on_info2 = {=surge_kill_all} %=kill_npc%

[walker@wait_friend_wounded]:walker@def_no_loot
meet = no_meet
path_walk = artefact_hunter_2_walk
path_look = artefact_hunter_2_look
def_state_standing = wait_na
on_info = {+zat_b53_artefact_hunter_1_in_zone_ounted_restrictor_2} remark@actor_help_snd
on_info2 = {=surge_kill_all} %=kill_npc%

[remark@actor_help_snd]:walker@def_no_loot
meet = no_meet
anim = wait_na
target = story | actor
on_game_timer = 15 | remark@hello_or_dont %=play_sound(zat_b53_artefact_hunter_help)%
on_info = {=surge_kill_all} %=kill_npc%
on_info2 = {!is_alive(zat_b53_artefact_hunter_1)} remark@wait_for_a_new_job

[remark@hello_or_dont]:walker@def_no_loot
meet = no_meet
anim = wait_na
target = story | actor
on_info = {=surge_kill_all} %=kill_npc%
on_info2 = {!is_alive(zat_b53_artefact_hunter_1)} remark@wait_for_a_new_job
on_info3 = {=dist_to_actor_le(5)} remark@actor_help_wait
on_info4 = {=dist_to_actor_ge(5)} remark@actor_help_anim_hello

[remark@actor_help_anim_hello]:walker@def_no_loot
meet = meet
anim = hello
target = story | actor
on_info = {+zat_b53_actor_enemy} walker@actor_enemy
on_info2 = {=surge_kill_all} %=kill_npc%
on_info3 = {!is_alive(zat_b53_artefact_hunter_1)} remark@wait_for_a_new_job
on_info4 = {=dist_to_actor_le(5)} remark@actor_help_wait
on_info5 = {+zat_b53_thanks_dialog} remark@actor_help_wait %=actor_friend%

[remark@actor_help_wait]:walker@def_no_loot
meet = meet
anim = wait_na
target = story | actor
on_info = {=npc_talking} remark@acor_help_talk
on_info2 = {+zat_b53_thanks_dialog +zat_b53_artefact_hunter_1_with_friend} remark@sit_ass_talk
on_info3 = {+zat_b53_actor_enemy} walker@actor_enemy
on_info4 = {=surge_kill_all} %=kill_npc%
on_info5 = {!is_alive(zat_b53_artefact_hunter_1)} remark@wait_for_a_new_job
on_info6 = {+zat_b53_thanks_dialog} %=actor_friend%

[remark@acor_help_talk]:walker@def_no_loot
meet = meet
anim = wait_na
target = story | actor
on_info = {+zat_b53_artefact_hunter_dialog_1_end} remark@wait_actor_help_to_friend
on_info2 = {+zat_b53_thanks_dialog +zat_b53_artefact_hunter_1_with_friend} remark@sit_ass_talk
on_info3 = {+zat_b53_actor_enemy} walker@actor_enemy
on_info4 = {=surge_kill_all} %=kill_npc%
on_info5 = {+zat_b53_thanks_dialog} %=actor_friend%

[remark@wait_actor_help_to_friend]:walker@def_no_loot
meet = no_meet
anim = wait_na
target = story | zat_b53_artefact_hunter_1
on_info = {+zat_b53_thanks_dialog +zat_b53_artefact_hunter_1_with_friend} remark@sit_ass_talk
on_info2 = {+zat_b53_actor_enemy} walker@actor_enemy
on_info3 = {=surge_kill_all} %=kill_npc%
on_info4 = {!is_alive(zat_b53_artefact_hunter_1)} remark@wait_for_a_new_job
on_info5 = {+zat_b53_thanks_dialog} %=actor_friend%

[remark@wait_for_a_new_job]:walker@def_no_loot
meet = meet
anim = wait
target = story | zat_b53_artefact_hunter_1
on_info = {+zat_b53_actor_enemy} walker@actor_enemy
on_info2 = {=surge_kill_all} %=kill_npc%

[remark@sit_ass_talk]:walker@def_no_loot
meet = meet
anim = sit_ass
target = path | zat_b53_artefact_hunter_2_sit_ass_look, 0
on_info = {+zat_b53_actor_enemy} walker@actor_enemy

[walker@actor_enemy]:walker@def_no_loot
meet = no_meet
path_walk = artefact_hunter_2_walk
on_info = %=actor_enemy%

[meet]
use = true
abuse = false
allow_break = false
trade_enable = false
close_anim = nil
close_distance = 0
far_distance = 0

[hit]
on_info = {=hit_by_actor} %+zat_b53_actor_enemy%

[death]
on_info = {=killed_by_actor -zat_b53_dec_faction_goodwill_done} %=dec_faction_goodwill_to_actor(stalker:100) +zat_b53_dec_faction_goodwill_done%
