[logic@esc_2_12_stalker_nimble]
active = animpoint@base
level_spot = trader
suitable = {=check_npc_name(esc_2_12_stalker_nimble)} true
prior = 200
trade = misc\trade\trade_nimble.ltx

[animpoint@base]
cover_name = nimble_new_mlr_plase
reach_movement = walk_noweap
avail_animations = animpoint_sit_low
use_camp = false
;reach_distance = 1.5
meet = meet@base
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
on_info = {-esc_2_12_nimble_can_go !npc_talking} %+esc_2_12_nimble_can_go%, {+esc_2_12_nimble_can_go =npc_talking} %-esc_2_12_nimble_can_go%
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(35375)%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
turn_on_campfire = false

[meet@base]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
close_snd_distance = 3
use 			= {=actor_enemy} false, true
close_snd_hello = {+esc_2_12_order_in_process +esc_2_12_order_ready} esc_nimble_greeting_order_ready, {+esc_2_12_order_in_process -esc_2_12_order_ready} esc_nimble_greeting_order_not_ready, {+esc_2_12_nimble_intro -esc_2_12_finished_categories_all} esc_nimble_greeting, nil
trade_enable    = false
allow_break 	= false
meet_on_talking = false