[logic@prayer_1]
active = walker@prayer_1
suitable = {=npc_community(monolith) =surge_started} true
prior = 300

[logic@prayer_2]
active = walker@prayer_2
suitable = {=npc_community(monolith) =surge_started} true
prior = 300

[logic@prayer_3]
active = walker@prayer_3
suitable = {=npc_community(monolith) =surge_started} true
prior = 300

[logic@prayer_4]
active = walker@prayer_4
suitable = {=npc_community(monolith) =surge_started} true
prior = 300

[logic@prayer_5]
active = walker@prayer_5
suitable = {=npc_community(monolith) =surge_started} true
prior = 300

[logic@prayer_6]
active = walker@prayer_6
suitable = {=npc_community(monolith) =surge_started} true
prior = 300

[walker@prayer_1]
path_walk = prayer_1_walk
path_look = prayer_1_look
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false
danger = danger
meet = no_meet

[walker@prayer_2]
path_walk = prayer_2_walk
path_look = prayer_1_look
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false
danger = danger
meet = no_meet

[walker@prayer_3]
path_walk = prayer_3_walk
path_look = prayer_1_look
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false
danger = danger
meet = no_meet

[walker@prayer_4]
path_walk = prayer_4_walk
path_look = prayer_2_look
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false
danger = danger
meet = no_meet

[walker@prayer_5]
path_walk = prayer_5_walk
path_look = prayer_2_look
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false
danger = danger
meet = no_meet

[walker@prayer_6]
path_walk = prayer_6_walk
path_look = prayer_2_look
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false
danger = danger
meet = no_meet

[danger]
ignore_distance = 0

;monolith trader
[logic@pri_monolith_monolith_trader]
suitable = {=check_npc_name(pri_monolith_monolith_trader_stalker)} true
prior = 200
active = animpoint@stand
level_spot = trader
trade = misc\trade\trade_monolith.ltx
can_select_weapon = false
dont_keep_items = true

[animpoint@stand]
cover_name = pri_monolith_monolith_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(pri_monolith_leader_restr) !has_enemy} %=teleport_npc_lvid(93547)%

[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

;monolith mechanic
[logic@pri_monolith_monolith_mechanic]
suitable = {=check_npc_name(pri_monolith_monolith_mechanic_stalker)} true
prior = 200
active = animpoint@stand2
level_spot = mechanic
can_select_weapon = false

[animpoint@stand2]
cover_name = pri_monolith_monolith_mechanic_smart_cover
avail_animations = animpoint_stay_table
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(pri_monolith_leader_restr) !has_enemy} %=teleport_npc_lvid(91698)%

[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

