[logic@zat_b7_bandit_boss_sultan] active = animpoint@base suitable = {=check_npc_name(zat_b7_bandit_boss_sultan)} true prior = 200 [animpoint@base] use_camp = false avail_animations = animpoint_sit_normal cover_name = zat_a2_sc_zat_b7_sultan ;reach_distance = 1.5 meet = meet@base combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true out_restr = zat_a2_sr_noweap gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet@base] close_snd_hello = zat_b7_bandit_boss_sultan_greeting close_snd_bye = zat_b7_bandit_boss_sultan_farewell close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 use = {=actor_enemy} false, true trade_enable = false allow_break = false close_snd_distance = 3 meet_dialog = {-zat_b7_bandit_boss_sultan_intro} zat_b7_bandit_boss_sultan_intro, {+zat_b30_barmen_got_af +zat_b30_actor_with_sultan -zat_b30_sultan_refuses_af -zat_b30_compass_to_sultan_reversed} zat_b7_bandit_boss_sultan_b30_refuse_af_dialog, {+zat_b30_barmen_got_af +zat_b30_sultan_got_af -zat_b30_sultan_refuses_af -zat_b30_compass_to_sultan_reversed} zat_b7_bandit_boss_sultan_b30_refuse_af_dialog, {+zat_b7_actor_help_bandits -zat_b5_actor_with_bandits} zat_b7_bandit_boss_sultan_b5_give_task_dialog meet_on_talking = false