[logic@work_killer_2]
active = walker@walk1
suitable = {=check_npc_name(jup_b19_merc_2)}
prior = 100
on_death = death
on_hit = hit

[walker@walk1]
path_walk = merc2_1_walk
path_look = merc2_1_look
on_signal = merc1_1 | walker@walk2
def_state_moving1 = rush
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar:actor:jup_b19_zombied) -jup_b19_fight_begun} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
wounded = wounded
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@walk2]
path_walk = merc2_2_walk
path_look = merc2_2_look
on_signal = merc1_2 | walker@walk3
def_state_moving1 = rush
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar:actor:jup_b19_zombied) -jup_b19_fight_begun} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
wounded = wounded
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@walk3]
path_walk = merc2_3_walk
path_look = merc2_3_look
on_signal = merc1_3 | walker@walk4
def_state_moving1 = rush
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar:actor:jup_b19_zombied) -jup_b19_fight_begun} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
wounded = wounded
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@walk4]
path_walk = merc2_4_walk
path_look = merc2_4_look
on_signal = merc1_4 | {-jup_b19_mercs_can_fight} walker@walk5  %+jup_b19_mercs_can_fight%
on_info = {+jup_b19_mercs_can_fight} walker@walk5
on_info2 = {+jup_b19_fight_begun} walker@walk5
def_state_moving1 = rush
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar:actor:jup_b19_zombied) -jup_b19_fight_begun} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
danger = danger
wounded = wounded
out_restr = jup_b19_zombied_restrictor
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@walk5]
path_walk = merc2_10_walk
path_look = merc2_10_look
wounded = wounded
combat_ignore_cond = {=check_enemy_name(jup_b19_freedom_yar:actor:jup_b19_zombied) -jup_b19_fight_begun} true, {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true
;out_restr = jup_b19_sr_actor_close_by_yar
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false


[wounded]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false

[hit]
on_info = {-jup_b19_fight_begun} %+jup_b19_fight_begun%

[danger]
ignore_distance = 0

[death]
on_info = %=inc_counter(merc_death)%