[logic]
active = walker@at_hole
combat_ignore_cond = always
combat_ignore_keep_when_attacked = true
danger = danger_condition@barman
meet = meet@at_hole

trade = misc\manager_trade\trade_barman.ltx
repair = misc\m_repair\repair_barman.ltx
inv_max_weight = 10000
level_spot = trader
enable_torch = false

[walker@at_hole]
path_walk = bar_barman_hole_walk
path_look = bar_barman_hole_look
def_state_standing = barman_wait_free
def_state_moving = barman_walk_free
on_info = {=actor_in_zone(bar_barman_meet_zone_1)} walker@zone_1, {=actor_in_zone(bar_barman_meet_zone_2)} walker@zone_2,{=actor_in_zone(bar_barman_meet_zone_3)} walker@zone_3, walker@at_hole

[walker@zone_1]
path_walk = barman_zone_1_walk
path_look = barman_zone_1_look
def_state_standing = barman_wait_free
def_state_moving = barman_walk_free
on_info = {=actor_in_zone(bar_barman_meet_zone_1)} walker@zone_1, {=actor_in_zone(bar_barman_meet_zone_2)} walker@zone_2,{=actor_in_zone(bar_barman_meet_zone_3)} walker@zone_3, walker@at_hole

[walker@zone_2]
path_walk = barman_zone_2_walk
path_look = barman_zone_2_look
def_state_standing = barman_wait_free
def_state_moving = barman_walk_free
on_info = {=actor_in_zone(bar_barman_meet_zone_1)} walker@zone_1, {=actor_in_zone(bar_barman_meet_zone_2)} walker@zone_2,{=actor_in_zone(bar_barman_meet_zone_3)} walker@zone_3, walker@at_hole

[walker@zone_3]
path_walk = barman_zone_3_walk
path_look = barman_zone_3_look
def_state_standing = barman_wait_free
def_state_moving = barman_walk_free
on_info = {=actor_in_zone(bar_barman_meet_zone_1)} walker@zone_1, {=actor_in_zone(bar_barman_meet_zone_2)} walker@zone_2,{=actor_in_zone(bar_barman_meet_zone_3)} walker@zone_3, walker@at_hole



[meet@at_hole]
meet_state = 2|barman_talk_free
meet_state_wpn = 2|barman_talk_free
victim = 2|actor
victim_wpn = 2|actor
use = true
use_wpn = true
init_meet = bar_bar_barmen_hello
meet_dialog		=  bar_bar_barmen_start

[danger_condition@barman]
ignore_distance       = 0
