[logic]
active = camper
combat_ignore = combat_ignore

[camper]
;combat_ignore_cond = {!fighting_actor}
;out_restr = enemy_floor2r_restr
path_walk = floor2_enemy_2_walk
path_look = floor2l_enemy_2_look
def_state_moving = assault
def_state_campering = hide_na
radius = 10
shoot = terminal

[combat_ignore]