[logic]
active = walker1 %=gar_dm_bandit_demand%
on_death = death
on_combat = combat
on_hit = hit
actor_dialogs = actor_dialogs

[actor_dialogs]
id = gar_dram_novice_level

[death]
on_info = %+gar_dm_novice_dead =gar_dm_bandits_fight%

[combat]
on_info = remark@after_fight %=disable_combat_handler =gar_dm_bandits_fight%

[hit]
on_info = {!hit_by_actor} remark@after_fight %=gar_dm_bandits_fight%

[walker1]
path_walk = novice_walk
path_look = novice_look
on_actor_dist_le_nvis = 12 | remark1
on_info = {+gar_dm_newbie_no_money} remark@no_money %-gar_dm_newbie_no_money%
;on_timer = 10000 | {+gar_dm_newbie_no_money} remark@no_money %-gar_dm_newbie_no_money%
on_info2 = {+gar_dm_bandit1_dead +gar_dm_bandit2_dead +gar_dm_bandit3_dead} remark@after_fight
on_info3 = {+gar_dm_end} nil %=gar_dm_bandits_fight%
reactions = ignore
danger = danger_condition

[remark@no_money]
no_move = true
no_rotate = true
snd = gar_dm_newbie_no_money
anim = refuse
on_signal = action_end | walker1 %=gar_dm_bandit_demand%
on_info2 = {+gar_dm_bandit1_dead +gar_dm_bandit2_dead +gar_dm_bandit3_dead} remark@after_fight
on_info3 = {+gar_dm_end} nil %=gar_dm_bandits_fight%
on_actor_dist_le_nvis = 12 | remark1
reactions = ignore
danger = danger_condition

[remark1]
anim = hello
snd = gar_dm_newbie_help_me
no_rotate = true
on_signal = sound_end | remark2 %+gar_dm_novice_asked_for_help%
on_info2 = {+gar_dm_bandit1_dead +gar_dm_bandit2_dead +gar_dm_bandit3_dead} remark@after_fight
on_info3 = {+gar_dm_end} nil %=gar_dm_bandits_fight%
reactions = ignore
danger = danger_condition

[remark2]
no_move = true
anim = wait
on_actor_dist_le_nvis = 7 | remark3 %=gar_dm_bandits_fight%
on_actor_dist_ge = 15 | %=gar_dm_bandits_fight%
on_info2 = {+gar_dm_bandit1_dead +gar_dm_bandit2_dead +gar_dm_bandit3_dead} remark@after_fight
on_info3 = {+gar_dm_end} nil %=gar_dm_bandits_fight%
on_timer = 15000 | nil %=gar_dm_bandits_fight%
reactions = ignore
danger = danger_condition

[remark3]
no_move = true
anim = wait
snd = help
arrival_timeout = 1500
on_signal = move_end | remark@after_fight %=gar_dm_bandits_fight%
on_info2 = {+gar_dm_bandit1_dead +gar_dm_bandit2_dead +gar_dm_bandit3_dead} remark@after_fight
reactions = ignore
danger = danger_condition

[remark@after_fight]
anim = hello
snd = gar_dm_newbie_thank_you
on_signal = action_end | walker2 %=actor_friend%
danger = danger_condition
meet = meet

[walker2]
path_walk = gar_dm_novice_walk
;meet_talk_enabled = true
meet = meet

[meet]
meet_state = 3|wait@wait
meet_state_wpn = 3|wait@wait
victim = 3|actor
victim_wpn = 3|actor
use = true
use_wpn = true

[danger_condition]
ignore_distance = 1