[logic@jup_b4_monolith_squad_leader_monolith_skin]
suitable = {=check_npc_name(jup_b4_monolith_squad_leader_monolith_skin)}
active = walker@begin
prior = 100
on_death = death
on_hit = hit

[walker@begin]
use_camp = false
path_walk = monolith_squad_leader_monolith_skin_begin_walk
path_look = monolith_squad_leader_monolith_skin_begin_look
combat_ignore_cond = {-jup_b4_monolith_squad_hit} true, false
meet = meet
on_info = {=is_squad_enemy_to_actor(jup_b4_squad)} walker@begin2 %+jup_b4_monolith_squad_out%
on_info2 = {+jup_b4_teleport_to_monolit} walker@begin2

[walker@begin2]
use_camp = false
path_walk = monolith_squad_leader_monolith_skin_begin_walk
path_look = monolith_squad_leader_monolith_skin_begin_look
combat_ignore_cond = {-jup_b4_monolith_squad_hit} true, false
meet = no_meet
on_info = {+jup_b4_aling} walker@1
on_info2 = {+jup_b4_freedom_squad_leader_lets_talk_sound} walker@freedom
on_info3 = {=is_squad_enemy_to_actor(jup_b4_squad)} %+jup_b4_monolith_squad_out%
on_actor_dist_ge_nvis = 150 | {-jup_b4_actor_go_away} %+jup_b4_actor_go_away%
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------

[walker@1]
use_camp = false
path_walk = monolith_squad_leader_monolith_skin_1_walk
path_look = monolith_squad_leader_monolith_skin_1_look
combat_ignore_cond = {-jup_b4_monolith_squad_hit} true, false
on_signal = align6 | %+jup_b4_duty_aling6%
on_info = {+jup_b4_duty_prisiaga} walker@2
on_info2 = {=is_squad_enemy_to_actor(jup_b4_squad)} %+jup_b4_monolith_squad_out%
on_actor_dist_ge_nvis = 150 | {-jup_b4_actor_go_away} %+jup_b4_actor_go_away%
meet = no_meet

[walker@2]
use_camp = false
path_walk = monolith_squad_leader_monolith_skin_1_walk
path_look = monolith_squad_leader_monolith_skin_1_look
combat_ignore_cond = {-jup_b4_monolith_squad_hit} true, false
on_actor_dist_ge_nvis = 150 | {-jup_b4_actor_go_away} %+jup_b4_actor_go_away%
on_timer = 300 | walker@3
meet = no_meet

[walker@3]
use_camp = false
path_walk = monolith_squad_leader_monolith_skin_1_walk
path_look = monolith_squad_leader_monolith_skin_1_look
combat_ignore_cond = {-jup_b4_monolith_squad_hit} true, false
on_info = {+jup_b4_duty_prisiaga -jup_b4_recruit_6_serve_duty_sound} %=play_sound(jup_b4_recruit_1_serve_duty) +jup_b4_recruit_6_serve_duty_sound%
on_info2 = {+jup_b4_monolith_squad_out -jup_b4_ml_stop_sound} %=stop_sound +jup_b4_ml_stop_sound%
on_actor_dist_ge_nvis = 150 | {-jup_b4_actor_go_away} %+jup_b4_actor_go_away%
meet = no_meet

[meet]
use					= {+jup_b4_monolith_squad_out} false, true
close_distance 		= 5
far_distance		= 20
close_victim		= actor
close_anim 	        = {-jup_b4_monolith_squad_help}wait
close_snd_hello	    = nil
far_victim			= actor
far_anim            = {-jup_b4_monolith_squad_help}hello_wpn
far_snd				= {-jup_b4_monolith_squad_help =dist_to_actor_ge(5)} jup_b4_monolith_squad_leader_meet
trade_enable		= false
allow_break			= false

;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------

[walker@freedom]
use_camp = false
path_walk = monolith_squad_leader_monolith_skin_near_fire_walk
path_look = monolith_squad_leader_monolith_skin_near_fire_look
combat_ignore_cond = {-jup_b4_monolith_squad_out} true, false
on_signal = leader_near_fire | %+jup_b4_freedom_monolit_leader_near_fire%
on_info = {=is_squad_enemy_to_actor(jup_b4_squad)} %+jup_b4_monolith_squad_out%
on_actor_dist_ge_nvis = 150 | {-jup_b4_actor_go_away} %+jup_b4_actor_go_away%
meet = no_meet

[hit]
on_info = %+jup_b4_monolith_squad_hit%

[death]
on_info = %+jup_b4_monolith_squad_out%
