;merc trader
[logic@cit_killers_merc_trader]
suitable = {=check_npc_name(cit_killers_merc_trader_stalker)} true
prior = 200
active = animpoint@stand
level_spot = trader
trade = misc\trade\trade_mercenary.ltx
can_select_weapon = false
dont_keep_items = true

[animpoint@stand]
cover_name = cit_killers_merc_trader_smart_cover
reach_movement = walk_noweap
avail_animations = jup_b41_novikov_stand
use_camp = false
meet = meet@trader
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
reach_distance = 10
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_info = {!npc_in_zone(cit_killers_surge_hide_a1) !has_enemy} %=teleport_npc_lvid(106800)%
on_info1 = {=actor_in_zone(cit_merc_trader_if_actor_steal)} animpoint@trader_stand_as_enemy  %=dec_faction_goodwill_to_actor(killer:500) =actor_enemy%

[animpoint@trader_stand_as_enemy]
cover_name = cit_killers_merc_trader_smart_cover
reach_movement = walk_noweap
avail_animations = jup_b41_novikov_stand
use_camp = false
meet = meet@trader
reach_distance = 10
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet@trader]
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

;merc mechanic
[logic@cit_killers_merc_mechanic]
suitable = {=check_npc_name(cit_killers_merc_mechanic_stalker)} true
prior = 200
active = animpoint@stand2
level_spot = mechanic
can_select_weapon = false

[animpoint@stand2]
cover_name = cit_killers_merc_mechanic_smart_cover
reach_movement = walk_noweap
avail_animations = jup_b41_novikov_stand
use_camp = false
meet = meet@mechanic
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
reach_distance = 10
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_info = {!npc_in_zone(cit_killers_surge_hide_a1) !has_enemy} %=teleport_npc_lvid(112194)%
on_info1 = {=actor_in_zone(cit_merc_trader_if_actor_steal)} animpoint@mech_stand_as_enemy %=actor_enemy%

[animpoint@mech_stand_as_enemy]
cover_name = cit_killers_merc_mechanic_smart_cover
reach_movement = walk_noweap
avail_animations = jup_b41_novikov_stand
use_camp = false
meet = meet@mechanic
reach_distance = 10
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet@mechanic]
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

;camping
[logic@cit_killers_camp_work_1]
active = animpoint@cit_killers_camp_work_1
suitable = true
prior = 41

[logic@cit_killers_camp_work_2]
active = animpoint@cit_killers_camp_work_2
suitable = true
prior = 41

[logic@cit_killers_camp_work_3]
active = animpoint@cit_killers_camp_work_3
suitable = true
prior = 41

[logic@cit_killers_camp_work_4]
active = animpoint@cit_killers_camp_work_4
suitable = true
prior = 41

[logic@cit_killers_camp_work_5]
active = animpoint@cit_killers_camp_work_5
suitable = true
prior = 41

[logic@cit_killers_camp_work_6]
active = animpoint@cit_killers_camp_work_6
suitable = true
prior = 41

[logic@cit_killers_camp_work_7]
active = animpoint@cit_killers_camp_work_7
suitable = true
prior = 41

[logic@cit_killers_camp_work_8]
active = animpoint@cit_killers_camp_work_8
suitable = true
prior = 41

[logic@cit_killers_camp_work_9]
active = animpoint@cit_killers_camp_work_9
suitable = true
prior = 41

[logic@cit_killers_camp_work_10]
active = animpoint@cit_killers_camp_work_10
suitable = true
prior = 41

[logic@cit_killers_camp_work_11]
active = animpoint@cit_killers_camp_work_11
suitable = true
prior = 41

[logic@cit_killers_camp_work_12]
active = animpoint@cit_killers_camp_work_12
suitable = true
prior = 41

[animpoint@cit_killers_camp_work_1]
cover_name = cit_killers_animpoint_camp1
use_camp = true
turn_on_campfire = true

[animpoint@cit_killers_camp_work_2]
cover_name = cit_killers_animpoint_camp2
use_camp = true
turn_on_campfire = true

[animpoint@cit_killers_camp_work_3]
cover_name = cit_killers_animpoint_camp3
use_camp = true
turn_on_campfire = true

[animpoint@cit_killers_camp_work_4]
cover_name = cit_killers_animpoint_camp4
use_camp = true
turn_on_campfire = true

[animpoint@cit_killers_camp_work_5]
cover_name = cit_killers_animpoint_camp5
use_camp = true
turn_on_campfire = true

[animpoint@cit_killers_camp_work_6]
cover_name = cit_killers_animpoint_camp6
use_camp = true
turn_on_campfire = true

[animpoint@cit_killers_camp_work_7]
cover_name = cit_killers_animpoint_camp7
use_camp = true
turn_on_campfire = true

[animpoint@cit_killers_camp_work_8]
cover_name = cit_killers_animpoint_camp8
use_camp = true
turn_on_campfire = true

[animpoint@cit_killers_camp_work_9]
cover_name = cit_killers_animpoint_camp9
use_camp = true
turn_on_campfire = true

[animpoint@cit_killers_camp_work_10]
cover_name = cit_killers_animpoint_camp10
use_camp = true
turn_on_campfire = true

[animpoint@cit_killers_camp_work_11]
cover_name = cit_killers_animpoint_camp11
use_camp = true
turn_on_campfire = true

[animpoint@cit_killers_camp_work_12]
cover_name = cit_killers_animpoint_camp12
use_camp = true
turn_on_campfire = true

;------------------------------
;------- Mutant swarm ----------
;------------------------------

[logic@faction_base_defense_enemy1]
active = mob_home@faction_base_defense_enemy1
suitable = {=target_squad_name(faction_base_defense_flesh_squad)} true
monster_job = true
prior = 200

[mob_home@faction_base_defense_enemy1]
path_home = home_attackers
home_min_radius = 1
home_max_radius = 30
aggressive = true
panic = 0

[logic@faction_base_defense_enemy2]
active = mob_home@faction_base_defense_enemy2
suitable = {=target_squad_name(faction_base_defense_boar_squad)} true
monster_job = true
prior = 200

[mob_home@faction_base_defense_enemy2]
path_home = home_attackers
aggressive = true
home_min_radius = 1
home_max_radius = 30
panic = 0

[logic@faction_base_defense_enemy3]
active = mob_home@faction_base_defense_enemy3
suitable = {=target_squad_name(faction_base_defense_dog_squad)} true
monster_job = true
prior = 200

[mob_home@faction_base_defense_enemy3]
path_home = home_attackers
home_min_radius = 1
home_max_radius = 30
aggressive = true
panic = 0

[logic@faction_base_defense_enemy4]
active = mob_home@faction_base_defense_enemy4
suitable = {=target_squad_name(faction_base_defense_flesh_second_squad)} true
monster_job = true
prior = 200

[mob_home@faction_base_defense_enemy4]
path_home = home_attackers
home_min_radius = 1
home_max_radius = 30
aggressive = true
panic = 0

[logic@faction_base_defense_enemy5]
active = mob_home@faction_base_defense_enemy5
suitable = {=target_squad_name(faction_base_defense_boar_second_squad)} true
monster_job = true
prior = 200

[mob_home@faction_base_defense_enemy5]
path_home = home_attackers
aggressive = true
home_min_radius = 1
home_max_radius = 30
panic = 0

[logic@faction_base_defense_enemy6]
active = mob_home@faction_base_defense_enemy6
suitable = {=target_squad_name(faction_base_defense_dog_second_squad)} true
monster_job = true
prior = 200

[mob_home@faction_base_defense_enemy6]
path_home = home_attackers
home_min_radius = 1
home_max_radius = 30
aggressive = true
panic = 0