[logic]
active = walker1
combat_ignore = combat_ignore
on_death = death

[walker1]
path_walk = varjag_bar_walk
path_look = varjag_bar_look
meet = no_meet
danger = danger_condition
on_info = {+varjag_dialog_bar} remark1

[remark1]
anim = wait
meet = meet
combat_ignore_cond = always
on_info = {+varjag_dialog_5_end} walker2
on_info2 = {+varjag_dialog_17_end} walker2
on_info3 = {+varjag_dialog_17.1_end} walker2

[walker2]
path_walk = varjag_bar_walk2
path_look = varjag_bar_look2
meet = meet
danger = danger_condition
on_info = {+varjag_dialog_6_end} walker3
on_info2 = {+varjag_dialog_18_end} walker4
on_info3 = {+varjag_dialog_18.1_end} walker3

[walker3]
path_walk = varjag_bar_walk3
path_look = varjag_bar_look3
meet = no_meet
danger = danger_condition
on_info = {+varjag_dialog_bar_2} remark2

[remark2]
anim = wait
meet = meet
combat_ignore_cond = always

[walker4]
path_walk = varjag_bar_walk4
path_look = varjag_bar_look4
meet = no_meet
danger = danger_condition
on_info = {+varjag_dialog_bar_3} remark3

[remark3]
anim = wait
meet = meet
combat_ignore_cond = always
on_info = {+varjag_dialog_19_end} walker5

[walker5]
path_walk = varjag_bar_walk5
path_look = varjag_bar_look5
meet = no_meet
danger = danger_condition

[meet]
meet_state		= 2|guard@wait
meet_state_wpn	= 2|backoff@threat_weap
victim = 2|actor
victim_wpn = 2|actor
use = true
use_wpn = true

[death]
on_info = %+varjag_dead%

[danger_condition]
ignore_distance = 0