[logic@bellerophon_logic] suitable = {=check_npc_name(bellerophon)} true prior = 500 active = beh@bellerophon_job [beh@bellerophon_job] gather_items_enabled = false behaviour_state = beh_move target = waypoint walk_anim = patrol 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 path_end = loop pt1 = 100000,sit_ass_drink_vodka | pos:-95.646942138672,0.71350866556168,-3.8548483848572 look:-95.672554219142,0.71350866556168,-2.9741134643555 [logic@bellerophon_logic_2] suitable = {=check_npc_name(bellerophon)} true prior = 500 active = beh@bellerophon_job_2 [beh@bellerophon_job_2] gather_items_enabled = false behaviour_state = beh_move target = waypoint walk_anim = patrol 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 path_end = loop pt1 = 100000,sit_ass_drink_vodka | pos:20.758554458618,0.15221303701401,11.817081451416 look:19.781954109669,0.15221303701401,11.732858784497 [logic@butcher_tug_1_logic] suitable = {=check_npc_name(butcher_tug_1)} true prior = 500 active = beh@butcher_tug_1_1_job [beh@butcher_tug_1_1_job] gather_items_enabled = false behaviour_state = beh_move target = waypoint walk_anim = patrol 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 path_end = loop pt1 = 100000,idle | pos:-98.773048400879,0.71849876642227,-1.2279287576675 look:-99.749850034714,0.71849876642227,-1.2511473894119 [logic@butcher_tug_2_logic] suitable = {=check_npc_name(butcher_tug_2)} true prior = 500 active = beh@butcher_tug_2_1_job [beh@butcher_tug_2_1_job] gather_items_enabled = false behaviour_state = beh_move target = waypoint walk_anim = patrol 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 path_end = loop pt1 = 100000,idle | pos:-98.735130310059,0.7244935631752,-3.1979916095734 look:-99.103618651628,0.7244935631752,-2.3070219755173