[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%