[logic@mar_base_stalker_barmen]
suitable = {=check_npc_name(mar_base_stalker_barmen)} true
trade = misc\trade\trade_csky_barman.ltx
prior = 200
active = animpoint@bar
can_select_weapon = false
level_spot = trader
dont_keep_items = true

[animpoint@bar]
cover_name = mar_base_sc_barmen
avail_animations = animpoint_stay_table_no_rnd
use_camp = false
meet = meet
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_info = {!npc_in_zone(mar_base_surge_hide_a6) !has_enemy} %=teleport_npc_lvid(79701)%
on_info1 = {=obj_on_job(mar_smart_terrain_base:mar_smart_terrain_base_beh_trade_1) =job_on_point(mar_smart_terrain_base:mar_smart_terrain_base_beh_trade_1:1:2:false)} %=trade_job_give_id(mar_smart_terrain_base:mar_smart_terrain_base_beh_trade_1)%

[meet]
close_snd_hello = meet_hello
close_snd_bye 	= nil
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
close_snd_distance = 3
abuse           = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = false
meet_on_talking = false
