[remark@general] gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false combat_ignore_cond = {=check_enemy_name(actor)} true, {=check_enemy_name(redemption_task_3_monolith)} true use_camp = false turn_on_campfire = false meet = meet@general wounded = wounded@no_wound invulnerable = true on_info = {+redemption_3_hare_wounded} remark@hare_wounded [beh@general]:remark@general behavior_state = beh_move target = waypoint path_end = loop [meet@general] close_anim = wait close_victim = nil far_anim = {+redemption_3_stage_2} hello, nil far_victim = nil close_distance = 10 far_distance = 70 use = {=dist_to_actor_le(4)} self, false snd_on_use = {!dist_to_actor_le(4)} nil allow_break = false trade_enable = false meet_dialog = redemption_storyline_3_2 [wounded@no_wound] hp_state = 0|wounded_heavy@help_heavy hp_state_see = 0|wounded_heavy@help_heavy hp_victim = 0|nil hp_fight = 0|false hp_cover = 0|false [wounded@wound_hare] hp_state = 101|wounded_heavy@help_heavy hp_state_see = 101|wounded_heavy@help_heavy hp_victim = 0|nil hp_fight = 0|false hp_cover = 0|false enable_talk = false not_for_help = true autoheal = false [hit] on_info = {=is_alive +redemption_3_hare_wounded} %=kill_npc% [logic] suitable = {=check_npc_name(redemption_task_3_hare)} true active = beh@hare_general on_hit = hit prior = 59 [beh@hare_general]:beh@general, remark@general pt1 = 1000, wait | pos: 269.44, -22.21, -265.17 look: 275.96, -22.62, -265.53 [remark@hare_wounded]:remark@general meet = no_meet invulnerable = false wounded = wounded@wound_hare