[logic@jup_b6_scientist_biochemist] suitable = {=check_npc_name(jup_b6_scientist_biochemist)} true prior = 200 active = walker@firstmeet [walker@firstmeet] path_walk = bio_walk path_look = bio_look def_state_standing = wait_trade def_state_moving = walk_noweap combat_ignore_cond = {=check_enemy_smart(jup_b41)} true on_info = {-jup_b1_sci_task_controller_start} %+jup_b1_sci_task_controller_start =set_counter(jup_b1_sci_task_controller_count:0)% on_info2 = {+jup_b46_spatial_bubble_reported -jup_b1_sci_task_controller_4_done} %=inc_counter(jup_b1_sci_task_controller_count:1) +jup_b1_sci_task_controller_4_done% on_info3 = {!npc_in_zone(jup_b41_sr_light)} %=teleport_npc(jup_b41_bio_walk)% meet = meet combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = jup_b41_sr_light gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet] close_snd_hello = jup_b6_scientist_biochemist_greeting close_snd_bye = jup_b6_scientist_biochemist_farewell close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 close_snd_distance = 3 use = {=actor_enemy} false, true allow_break = false trade_enable = false