[logic@jup_b6_scientist_biochemist]
suitable = {=check_npc_name(jup_b6_scientist_biochemist)} true
prior = 200
active = walker@firstmeet

[walker@firstmeet]
path_walk = bio_walk
path_look  = bio_look
def_state_standing = wait_trade
def_state_moving = walk_noweap
combat_ignore_cond = {=check_enemy_smart(jup_b41)} true
on_info  = {-jup_b1_sci_task_controller_start} %+jup_b1_sci_task_controller_start =set_counter(jup_b1_sci_task_controller_count:0)% 
on_info2 = {+jup_b46_spatial_bubble_reported -jup_b1_sci_task_controller_4_done} %=inc_counter(jup_b1_sci_task_controller_count:1) +jup_b1_sci_task_controller_4_done% 
on_info3 = {!npc_in_zone(jup_b41_sr_light)} %=teleport_npc(jup_b41_bio_walk)%
meet = meet
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
out_restr = jup_b41_sr_light
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet]
close_snd_hello = jup_b6_scientist_biochemist_greeting
close_snd_bye = jup_b6_scientist_biochemist_farewell
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
close_snd_distance = 3
use = {=actor_enemy} false, true
allow_break = false
trade_enable 	= false
