[logic] active = beh@general post_combat_time = 0,0 prior = 500 ;====================== ; default logic ;====================== [beh@general_no_companion] sound_idle = state behavior_state = beh_move walk_dist = 100 jog_dist = 220 wait_anim = guard walk_anim = patrol jog_anim = patrol run_anim = panic delay_anim = guard meet = meet combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true combat_ignore_keep_when_attacked = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false use_camp = false invulnerable = true [beh@general] actor_dialogs = actor_dialogs behavior_state = beh_wait combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true combat_ignore_keep_when_attacked = {=is_warfare} false, true invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false target = waypoint path_end = loop pt1 = 600000,guard | pos:-9.5265302658081,23.103614807129,245.18560791016 look:-10.16779088974,23.103614807129,245.9033485651