[logic@jup_b19_freedom_yar] active = animpoint@start suitable = {=check_npc_name(jup_b19_freedom_yar)} prior = 200 post_combat_time = 5,5 on_death = death [animpoint@start] cover_name = jup_a6_animpoint_yar use_camp = false on_info = {+jup_b19_yar_switch_smart_terrain} animpoint@back meet = meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = jup_a6_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false wounded = wounded [animpoint@back] cover_name = jup_a6_animpoint_yar use_camp = false on_info = {=npc_in_zone(jup_a6_sr_light)} animpoint@back_done combat_ignore_cond = {=npc_in_zone(jup_a6_sr_light)} true, {=check_enemy_name(jup_b19_zombied_)} true meet = no_meet out_restr = jup_a6_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false wounded = wounded [animpoint@back_done] cover_name = jup_a6_animpoint_yar use_camp = false meet = meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = jup_a6_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false wounded = wounded [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 [meet] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 use = {=actor_enemy} false, true allow_break = false trade_enable = false meet_on_talking = false [danger] ignore_distance = 0 [death] on_info = %+jup_b19_yar_enemy_or_dead%