[logic@bar_barman]
active = walker@at_hole
suitable = {=check_npc_name(bar_visitors_barman_stalker_trader)} true
trade = misc\trade\trade_barman.ltx
prior = 200
can_select_weapon = false
level_spot = trader
dont_keep_items = true

[walker@general]
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
use_camp = false
invulnerable = {!actor_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
def_state_standing = wait
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
meet = meet@at_hole
danger = danger_condition@barman
on_info = {=obj_on_job(bar_visitors:bar_visitors_beh_trade_job_1)} walker@zone_3, {=actor_in_zone(bar_barman_meet_zone_1)} walker@zone_1, {=actor_in_zone(bar_barman_meet_zone_2)} walker@zone_2,{=actor_in_zone(bar_barman_meet_zone_3)} walker@zone_3,{=actor_in_zone(bar_barman_meet_zone_4)} walker@zone_4, walker@at_hole
on_info1 = {=obj_on_job(bar_visitors:bar_visitors_beh_trade_job_1) =job_on_point(bar_visitors:bar_visitors_beh_trade_job_1:1:2:false)} %=trade_job_give_id(bar_visitors:bar_visitors_beh_trade_job_1)%
on_info2 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(36327)%

[walker@at_hole]:walker@general
path_walk = barman_hole_walk
path_look = barman_hole_look

[walker@zone_1]:walker@general
path_walk = barman_zone_1_walk
path_look = barman_zone_1_look

[walker@zone_2]:walker@general
path_walk = barman_zone_2_walk
path_look = barman_zone_2_look

[walker@zone_3]:walker@general
path_walk = barman_zone_3_walk
path_look = barman_zone_3_look

[walker@zone_4]:walker@general
path_walk = barman_zone_4_walk
path_look = barman_zone_4_look

[meet@at_hole]
close_snd_hello = bar_barman_greeting
close_snd_bye = bar_barman_farewell
close_victim = actor
far_victim = actor
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = false
close_distance = 2
far_distance = 3

[danger_condition@barman]
ignore_distance       = 0
