[logic@jup_b10_stalker_drunk]
suitable = {=check_npc_name(jup_b10_stalker_drunk)} true
active = animpoint@ravings
prior = 200

[animpoint@ravings]
cover_name = jup_a6_animpoint_drunk
avail_animations = zat_b3_tech_drunk
reach_distance = 2
use_camp = false
meet = no_meet
on_actor_in_zone = jup_b10_sr_warnzone | %=play_sound(jup_b10_stalker_drunk_no_meet) +jup_b10_actor_seen_senka%
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_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
