; general section

[remark@jup_b25_stalker_senya_wounded_gen]
on_info1 = {+jup_b25_found_senya -jup_b25_senya_task_gived} %+jup_b25_senya_task_gived =give_task(jup_b25_revenge_senya)% 
on_info2 = {+jup_b25_first_blame +jup_b25_second_blame +jup_b25_third_blame +jup_b25_blame_story_end} %=destroy_object +jup_b25_senya_dead%
on_info3 = {+jup_b25_actor_refused_senya !actor_see_npc} remark@jup_b25_stalker_senya_wounded_refused, {+jup_b25_actor_refused_senya =distance_to_obj_ge(jup_b25_stalker_senya:3)} remark@jup_b25_stalker_senya_wounded_refused
on_info4 = {+jup_b25_found_senya !actor_see_npc} remark@jup_b25_stalker_senya_wounded_acepted, {+jup_b25_found_senya =distance_to_obj_ge(jup_b25_stalker_senya:3)} remark@jup_b25_stalker_senya_wounded_acepted
on_actor_dist_le_nvis = 50 | {-jup_b25_stop_sound} %=play_sound(jup_b25_senya_in_anomaly)%
corpse_detection_enabled = false

[remark@jup_b25_stalker_senya_wounded_die_gen]
on_signal = sound_end | %=kill_npc +jup_b25_senya_dead%
wounded = wounded@jup_b25_stalker_senya_wounded_silent
meet = no_meet
corpse_detection_enabled = false

[wounded@jup_b25_stalker_senya_wounded_gen]
hp_state = 101|wounded_heavy@nil
hp_state_see = 101|wounded_heavy@nil
hp_victim = 101|actor
hp_cover = 101|false
hp_fight = 101|false
autoheal = false
help_start_dialog = jup_b25_senya_start
not_for_help = true

; senya work

[logic@jup_b25_stalker_senya_wounded]
suitable = {=check_npc_name(jup_b25_stalker_senya)} true
prior = 200
active = walker@jup_b25_stalker_senya_wounded

[walker@jup_b25_stalker_senya_wounded]
path_walk = way
path_look = look
on_info = {=counter_greater(jup_b25_frase:1)} remark@jup_b25_stalker_senya_wounded_silent %=teleport_npc(jup_b25_way)%, {+jup_b25_found_senya} remark@jup_b25_stalker_senya_wounded_silent %=teleport_npc(jup_b25_way)%, remark@jup_b25_stalker_senya_wounded %=teleport_npc(jup_b25_way)%
corpse_detection_enabled = false

[remark@jup_b25_stalker_senya_wounded]:remark@jup_b25_stalker_senya_wounded_gen
on_info5 = {=counter_greater(jup_b25_frase:1)} remark@jup_b25_stalker_senya_wounded_silent, {+jup_b25_found_senya} remark@jup_b25_stalker_senya_wounded_silent
wounded = wounded@jup_b25_stalker_senya_wounded

[remark@jup_b25_stalker_senya_wounded_silent]:remark@jup_b25_stalker_senya_wounded_gen
on_game_timer = 200 | {+jup_b25_actor_refused_senya} remark@jup_b25_stalker_senya_wounded_refused, {+jup_b25_found_senya} remark@jup_b25_stalker_senya_wounded_acepted
wounded = wounded@jup_b25_stalker_senya_wounded_silent
meet = no_meet

[remark@jup_b25_stalker_senya_wounded_refused]:remark@jup_b25_stalker_senya_wounded_die_gen
on_info = %=play_sound(jup_b25_revage_senya)%

[remark@jup_b25_stalker_senya_wounded_acepted]:remark@jup_b25_stalker_senya_wounded_die_gen
on_info = %=play_sound(jup_b25_senya_die)%

[wounded@jup_b25_stalker_senya_wounded]:wounded@jup_b25_stalker_senya_wounded_gen
enable_talk = true

[wounded@jup_b25_stalker_senya_wounded_silent]:wounded@jup_b25_stalker_senya_wounded_gen
enable_talk = false
