[logic@jup_a6_important_npc_1]
suitable = {=check_npc_name(jup_a6_freedom_trader_ashot)} true
prior = 200
active = walker@ashot
trade = misc\trade\trade_freedom.ltx
dont_keep_items = true
level_spot = trader

[animpoint@ashot]
cover_name = jup_a6_animpint_duty_leader
avail_animations = animpoint_sit_normal_no_rnd
use_camp = false
meet = meet@stand_base
on_game_timer = 900 | walker@ashot
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
out_restr = jup_a6_sr_noweap
corpse_detection_enabled = false
gather_items_enabled = false
help_wounded_enabled = false

[walker@ashot]
path_walk = duty_leader_walk
path_look = duty_leader_look
def_state_standing = wait_na
def_state_moving = walk_noweap
meet = meet@walker
;on_game_timer = 900 | animpoint@ashot
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
out_restr = jup_a6_sr_noweap
corpse_detection_enabled = false
gather_items_enabled = false
help_wounded_enabled = false
use_camp = false
on_info = {=npc_in_zone(jup_b25_tell_story_control) !has_enemy} %=teleport_npc_lvid(627213)%


[meet@stand_base]
close_snd_hello = meet_hello 	;jup_a6_duty_leader_greeting
close_snd_bye 	= nil 			;jup_a6_duty_leader_farewell
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
allow_break = false
trade_enable = true
meet_on_talking = false

[meet@walker]:meet@stand_base
close_anim 		= wait_na
close_victim 	= actor
close_distance  = 3
