; dc_smart_terrain_killer_2_1

[meet@general]
meet_state            = 30|hello_wpn|5|guard@meet_comander_wait
meet_state_wpn        = 30|hello_wpn|5|threat@meet_weapon_wait
victim                = 30|actor
victim_wpn            = 30|actor
use                   = true
use_wpn               = false
precond               = visibility
abuse				  = true

[meet@post]:meet@general
meet_state			= 0|guard
meet_state_wpn		= 7|threat@threat_weap

[logic@work1]
active = walker@job1
level_spot = quest_npc
enable_torch = false
suitable = {=npc_profile(dc_killer_leader)} true
;tolerant = actor, 1, 1

[walker@job1]
path_walk = leader_walk
path_look = leader_look
; meet = meet@general
meet = no_act
combat_ignore_cond = {!actor_enemy}

[logic@work2]
active = walker@job2
level_spot = quest_npc
enable_torch = false
suitable = {=npc_profile(dc_killer_ddo)} true
prior = 44
job_online = true
;tolerant = actor, 1, 1

[walker@job2]
path_walk = ddo_walk
path_look = ddo_look
meet = meet@general
on_timer = 5000 | {-dc_killer_greeting} %+dc_killer_greeting =dc_killer_greeting_msg%

[logic@work3]
active = walker@job3_1
prior = 20
;tolerant = actor, 1, 1

[walker@job3_1]
path_walk = guard_enter_base_1_walk
path_look = guard_enter_base_1_look
meet = meet@post
on_actor_in_zone = dc_killer_baza| walker@job3_2
on_actor_dist_le_nvis = 6 | {+dc_get_pass_base} walker@job3_2

[walker@job3_2]
path_walk = guard_enter_base_2_walk
path_look = guard_enter_base_2_look
meet = meet@post
on_info = {-dc_get_pass_base !actor_in_zone(dc_killer_baza)} walker@job3_1
on_actor_dist_ge_nvis = 12 | walker@job3_1

[logic@work4]
active = walker@job4_1
prior = 30
;tolerant = actor, 1, 1

[walker@job4_1]
path_walk = guard_leader_1_walk
path_look = guard_leader_1_look
meet = meet@post
on_actor_dist_le = 6 | {+dc_get_pass_leader} walker@job4_2, {+dc_killer_ddo_tactic_gg} walker@job4_2

[walker@job4_2]
path_walk = guard_leader_2_walk
path_look = guard_leader_2_look
meet = meet@post
on_info = {-dc_get_pass_leader -dc_killer_ddo_tactic_gg} walker@job4_1
on_actor_dist_ge_nvis = 10 | walker@job4_1

[logic@work5]
active = walker@job5
level_spot = mechanic
enable_torch = false
suitable = {=npc_profile(dc_killer_bismuth)} true
;tolerant = actor, 1, 1
orders = misc\m_orders\orders_bismuth.ltx
;repair = misc\m_repair\repair_bismuth.ltx

[walker@job5]
path_walk = bismuth_walk
path_look = bismuth_look
meet = meet@general
combat_ignore_cond = {!actor_enemy}

[logic@work6]
active = walker@job6
level_spot = quest_npc
enable_torch = false
suitable = {=npc_profile(dc_killer_kvestor)} true
;tolerant = actor, 1, 1

[walker@job6]
path_walk = consul_walk
path_look = consul_look
; meet = meet@general
meet = no_act
combat_ignore_cond = {!actor_enemy}