
[danger@esc_village_lager]
;ignore_distance = 0

[threshold@esc_village_lager]
;max_ignore_distance = 5

[threshold@esc_village_wolf]
ignore_monster = 1

[hit@esc_village_lager_wolf]
on_info = {=hit_by_actor} %+esc_wolf_hitted =disable_invulnerability =actor_enemy%

[logic@esc_village_lager_wolf]
active = walker@esc_village_lager_wolf
threshold = threshold@esc_village_wolf
on_hit = hit@esc_village_lager_wolf

[walker@esc_village_lager_wolf]
path_walk = wolf_way
path_look = shared_look
on_info = {+esc_talked_with_wolf -esc_wolf_radio_done -esc_assault_go2} remark@esc_village_lager_wolf1
on_info2 = {+esc_talked_with_wolf -esc_wolf_radio_done +esc_assault_go2} walker@esc_village_lager_wolf_wait
on_info3 = {+esc_actor_wolf_reward} walker@esc_village_lager_wolf_wait
on_info4 = {-esc_actor_wolf_reward +esc_rescue_fox_start} walker@esc_village_lager_wolf_waiting %+esc_wolf_changing_smart +esc_talked_with_wolf%
meet = meet@esc_village_lager_wolf
danger = danger@esc_village_lager
invulnerable = {-esc_wolf_hitted} true
threshold = threshold@esc_village_wolf

[remark@esc_village_lager_wolf1]
anim = guard_rac
snd = esc_wolf_radio
target = actor
on_signal = sound_end | remark@esc_village_lager_wolf2 %=play_snd_from_radio(characters_voice\scenario\escape\wolf_to_rangers_1)%
meet = no_meet
danger = danger@esc_village_lager
invulnerable = {-esc_wolf_hitted} true
threshold = threshold@esc_village_wolf

[remark@esc_village_lager_wolf2]
anim = guard_rac
target = actor
on_timer = 5000 | walker@esc_village_lager_wolf %+esc_wolf_radio_done%
on_info = {+esc_wolf_radio_done} walker@esc_village_lager_wolf
meet = no_meet
danger = danger@esc_village_lager
invulnerable = {-esc_wolf_hitted} true
threshold = threshold@esc_village_wolf

[walker@esc_village_lager_wolf_wait]
path_walk = wolf_way
path_look = shared_look
on_info = {+esc_actor_wolf_reward} walker@esc_village_lager_wolf_waiting
on_info2 = {-esc_actor_wolf_reward +esc_rescue_fox_start} walker@esc_village_lager_wolf_waiting
meet = meet@esc_village_lager_wolf
danger = danger@esc_village_lager
invulnerable = {-esc_wolf_hitted} true
threshold = threshold@esc_village_wolf

[walker@esc_village_lager_wolf_waiting]
path_walk = wolf_way
path_look = shared_look
;on_actor_dist_ge_nvis = 20 | walker@esc_village_lager_walk_to_factory
meet = meet@esc_village_lager_wolf
danger = danger@esc_village_lager
invulnerable = {-esc_wolf_hitted} true
threshold = threshold@esc_village_wolf

[walker@esc_village_lager_walk_to_factory]
path_walk = wolf_to_factory
def_state_moving1 = run
def_state_moving2 = run
def_state_moving3 = run
on_signal = reached | %+esc_wolf_changing_smart%
meet = meet@esc_village_lager_wolf
danger = danger@esc_village_lager
threshold = threshold@esc_village_wolf
invulnerable = {-esc_wolf_hitted} true

[meet@esc_village_lager_wolf]
meet_state		= 15|guard@wait
meet_state_wpn	= 15|backoff@threat_weap
victim		= 15|actor
victim_wpn		= 15|actor
use			= true
use_wpn		= false
syndata		= backoff@threat_weap

[logic@esc_village_lager_wolf_off]
active = walker@esc_village_lager_wolf_off

[walker@esc_village_lager_wolf_off]
path_walk = wolf_way
path_look = shared_look

[logic@esc_village_lager_fixer_guard]
active = walker@esc_village_lager_fixer_guard

[walker@esc_village_lager_fixer_guard]
path_walk = guard_way
path_look = shared_look
danger = danger@esc_village_lager
on_info = {+esc_wolf_hitted =see_actor} %=actor_enemy%

[logic@esc_village_lager_sleep_guard]
active = sleeper@esc_village_lager_sleep_guard

[sleeper@esc_village_lager_sleep_guard]
path_main = guard_way
wakeable = true
danger = danger@esc_village_lager

[logic@esc_village_lager_novice1]
active = walker@esc_village_lager_novice1a

[walker@esc_village_lager_novice1a]
path_walk = path1a
on_signal = reached | walker@esc_village_lager_novice1b
danger = danger@esc_village_lager

[walker@esc_village_lager_novice1b]
path_walk = path1b
on_signal = reached | walker@esc_village_lager_novice1a
danger = danger@esc_village_lager

[logic@esc_village_lager_novice2]
active = walker@esc_village_lager_novice2b

[walker@esc_village_lager_novice2a]
path_walk = path1a
on_signal = reached | walker@esc_village_lager_novice2b
danger = danger@esc_village_lager

[walker@esc_village_lager_novice2b]
path_walk = path1b
on_signal = reached | walker@esc_village_lager_novice2a
danger = danger@esc_village_lager

[logic@esc_village_lager_novice3]
active = kamper@esc_village_lager_novice3a

[kamper@esc_village_lager_novice3a]
path_walk = kamp1_walk
path_look = kamp1_look
kamp_name = kamp1
danger = danger@esc_village_lager

[logic@esc_village_lager_novice4]
active = kamper@esc_village_lager_novice4a

[kamper@esc_village_lager_novice4a]
path_walk = kamp2_walk
path_look = kamp2_look
kamp_name = kamp2
danger = danger@esc_village_lager

[logic@esc_village_lager_novice_add1]
active = kamper@esc_village_lager_novice5

[kamper@esc_village_lager_novice5]
path_walk = kamp3_walk
path_look = kamp2_look
kamp_name = kamp2
danger = danger@esc_village_lager

[logic@esc_village_lager_novice_add2]
active = kamper@esc_village_lager_novice6

[kamper@esc_village_lager_novice6]
path_walk = kamp4_walk
path_look = kamp1_look
kamp_name = kamp1
danger = danger@esc_village_lager

[logic@esc_village_lager_novice_add3]
active = walker@esc_village_lager_novice7

[walker@esc_village_lager_novice7]
path_walk = path7
danger = danger@esc_village_lager

[logic@esc_village_lager_sleeper1]
active = sleeper@esc_village_lager_sleeper1

[sleeper@esc_village_lager_sleeper1]
path_main = sleep1
wakeable = false
danger = danger@esc_village_lager

[logic@esc_village_lager_sleeper2]
active = sleeper@esc_village_lager_sleeper2

[sleeper@esc_village_lager_sleeper2]
path_main = sleep2
wakeable = false
danger = danger@esc_village_lager

[logic@esc_village_lager_sleeper3]
active = sleeper@esc_village_lager_sleeper3

[sleeper@esc_village_lager_sleeper3]
path_main = sleep3
wakeable = false
danger = danger@esc_village_lager

[logic@esc_village_lager_sleeper4]
active = sleeper@esc_village_lager_sleeper4

[sleeper@esc_village_lager_sleeper4]
path_main = sleep4
wakeable = false
danger = danger@esc_village_lager

[logic@esc_village_lager_sleeper_add1]
active = sleeper@esc_village_lager_sleeper5

[sleeper@esc_village_lager_sleeper5]
path_main = sleep5
wakeable = false
danger = danger@esc_village_lager

[logic@esc_village_lager_sleeper_add2]
active = sleeper@esc_village_lager_sleeper6

[sleeper@esc_village_lager_sleeper6]
path_main = sleep6
wakeable = false
danger = danger@esc_village_lager

[logic@esc_village_lager_sleeper_add3]
active = sleeper@esc_village_lager_sleeper5

[sleeper@esc_village_lager_sleeper7]
path_main = sleep7
wakeable = true
danger = danger@esc_village_lager

[danger@esc_village_lager_fox]
ignore_distance = 0

[combat_ignore@esc_village_lager_fox]

[logic@esc_village_lager_fox]
active = remark@esc_village_lager_fox
combat_ignore = combat_ignore@esc_village_lager_fox

[remark@esc_village_lager_fox]
path_walk = fixer_walk
;def_state_moving1 = assault
;def_state_moving2 = assault
;def_state_moving3 = assault
combat_ignore_cond = {!hit_by_actor}
meet = meet@esc_village_lager_fox
target = actor
danger = danger@esc_village_lager_fox
;on_info = {+esc_fixer_teleported} %+esc_fixer_working%

[meet@esc_village_lager_fox]
victim = 30| nil| 20| actor
use			= true
use_wpn		= false

[logic@esc_village_lager_off_fox]
active = remark@esc_village_lager_off_fox
combat_ignore = combat_ignore@esc_village_lager_fox

[remark@esc_village_lager_off_fox]
path_walk = fixer_walk
combat_ignore_cond = always
danger = danger@esc_village_lager_fox

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[threshold@proverb]
max_ignore_distance = 2
ignore_monster = 0

[death@esc_village_lager_proverb]
on_info = %+esc_proverb_dead%

[hit@esc_village_lager_proverb]
on_info = {=hit_by_actor} %=disable_invulnerability%
;on_info = {=hit_by_actor} %=restore_health%
;on_info = %+esc_proverb_dead%

[combat_ignore@esc_village_lager_proverb]

[logic@esc_village_lager_proverb]
active = walker@esc_village_lager_proverb1
on_hit = hit@esc_village_lager_proverb
on_death = death@esc_village_lager_proverb
threshold = threshold@proverb

[meet@proverb0]
abuse = false
use = {-esc_proverb_start_0} self, {+esc_proverb_start_0} true
use_wpn = {-esc_proverb_start_0} self, {+esc_proverb_start_0} true
victim 			=  10|actor|5|actor
victim_wpn 		= 10|actor|5|actor
meet_state = 10|hello@hail|5|guard@wait
allow_break = false
trade_enable = false

[walker@esc_village_lager_proverb1]
path_walk = proverb_walk1
path_look = proverb_look1
meet = meet@proverb0
on_info = {+esc_proverb_start_talk} walker@esc_village_lager_proverb1_0
on_info2 = {+esc_proverb_task_done} walker@esc_village_lager_proverb_rest
on_info3 = {+esc_flashes_dead} walker@esc_village_lager_proverb2_0
invulnerable = {!hit_by_actor} true

[walker@esc_village_lager_proverb1_0]
path_walk = proverb_walk1_0
path_look = proverb_look1_0
on_info = {+esc_proverb_0_task_0} walker@esc_village_lager_proverb1_1 %-esc_proverb_start_0%
on_info2 = {+esc_flashes_dead} walker@esc_village_lager_proverb2_0
invulnerable = {!hit_by_actor} true

[walker@esc_village_lager_proverb1_1]
path_walk = proverb_walk1
path_look = proverb_look1
on_info = {+esc_proverb_1_task} walker@esc_village_lager_proverb2
on_info2 = {+esc_flashes_dead} walker@esc_village_lager_proverb2_0
meet = meet@proverb0
invulnerable = {!hit_by_actor} true

[walker@esc_village_lager_proverb2]
path_walk = proverb_walk2
meet = no_meet
def_state_moving1 = rush
def_state_moving2 = rush
def_state_moving3 = rush
on_signal = point1|	%+esc_proverb_point_1%
on_info = {+esc_flashes_dead} walker@esc_village_lager_proverb2_0
invulnerable = {!hit_by_actor} true

[walker@esc_village_lager_proverb2_0]
path_walk = proverb_walk2_0
path_look = proverb_look2_0
on_info = {+esc_proverb_2_task} walker@esc_village_lager_proverb2_2
invulnerable = {!hit_by_actor} true

[walker@esc_village_lager_proverb2_2]
path_walk = proverb_walk2_2
meet = no_meet
def_state_moving1 = rush
def_state_moving2 = rush
def_state_moving3 = rush
on_signal = point2|	%+esc_proverb_point_2%
on_info = {+esc_boars_dead} walker@esc_village_lager_proverb2_3
invulnerable = {!hit_by_actor} true

[walker@esc_village_lager_proverb2_3]
path_walk = proverb_walk2_3
path_look = proverb_look2_3
on_info = {+esc_proverb_task_done} walker@esc_village_lager_proverb_rest
invulnerable = {!hit_by_actor} true

[walker@esc_village_lager_proverb_rest]
path_walk = proverb_walk1_0
path_look = proverb_look1_0
invulnerable = {!hit_by_actor} true
;meet = meet@default