Divergent/mods/Semi-Radiant AI/gamedata/configs/scripts/agroprom/mod_agr_smart_terrain_1_6_s...

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;army trader
![animpoint@trade]
on_info = {=trader_sleep_time} beh@xcvb_sleep_1
[beh@xcvb_sleep_1]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!trader_sleep_time} animpoint@trade
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, sleep | pos: -151.2, 2.108, -166.6 look: -151.3238, 1.1026, -164.2686
;army mechanic
![animpoint@stand]
on_info2 = {=mechanic_sleep_time} beh@xcvb_sleep_2
[beh@xcvb_sleep_2]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!mechanic_sleep_time} animpoint@stand
meet = no_meet
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
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
pt1 = 20000, drunk_sit_ass | pos: -142.1, 5.999, -203.7 look: -140.0736, 4.9998, -202.5175