;==============================================================
;
; Professor Ozersky Logic (jup_b6_scientist_biochemist.ltx)
;	CoC 1.5b r4 - DoctorX Questlines 2.0
;
;	Modified by: DoctorX
;	Last revised: September 02, 2019
;
;==============================================================


[logic@jup_b6_scientist_biochemist]
suitable = {=check_npc_name(jup_b6_scientist_biochemist)} true
prior = 200
active = walker@firstmeet

[walker@firstmeet]


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Walk / look paths
;
;	Modified by DoctorX
;	for DoctorX Questlines 2.0
;	September 02, 2019
;
;--------------------------------------------------------------------------------------------------

; path_walk = bio_walk
path_walk = nuc_walk

; path_look  = bio_look
path_look  = nuc_look

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


def_state_standing = wait_trade
def_state_moving = walk_noweap
combat_ignore_cond = {=check_enemy_smart(jup_b41)} true
on_info  = {-jup_b1_sci_task_controller_start} %+jup_b1_sci_task_controller_start =set_counter(jup_b1_sci_task_controller_count:0)%
on_info2 = {+jup_b46_spatial_bubble_reported -jup_b1_sci_task_controller_4_done} %=inc_counter(jup_b1_sci_task_controller_count:1) +jup_b1_sci_task_controller_4_done%


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Home location
;
;	Modified by DoctorX
;	for DoctorX Questlines 2.0
;	September 02, 2019
;
;--------------------------------------------------------------------------------------------------

; on_info3 = {!npc_in_zone(jup_b41_sr_light)} %=teleport_npc(jup_b41_bio_walk)%
on_info3 = {!npc_in_zone(jup_b41_sr_light)} %=teleport_npc(jup_b41_nuc_walk)%

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


meet = meet
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_b41_sr_light
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet]
close_snd_hello = jup_b6_scientist_biochemist_greeting
close_snd_bye = jup_b6_scientist_biochemist_farewell
close_anim 		= nil
close_victim 	= actor
far_anim 		= nil
far_victim 		= nil
close_distance  = 3
far_distance 	= 4
close_snd_distance = 3
use = {=actor_enemy} false, true
allow_break = false
trade_enable 	= false
