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

[death]
on_info = %+gar_dm_bandit3_dead =gar_dm_bandits_fight%

[combat]
on_info = %=disable_combat_handler =gar_dm_bandits_fight%

[hit]
on_info = %=gar_dm_bandits_fight%

[walker1]
path_walk = bandit3_walk
path_look = bandit3_look
on_info = {+gar_dm_novice_asked_for_help -gar_dm_bandit_warned_plr =gar_dm_nearest_bandit} remark1 %+gar_dm_bandit_warned_plr%
on_info2 = {+gar_dm_novice_dead} nil, {+gar_dm_bandit2_warn_plr -gar_dm_bandit2_warned_plr =gar_dm_2nd_nearest_bandit} remark2 %+gar_dm_bandit2_warned_plr%
on_info3 = {+gar_dm_bandit3_demand} remark@demand %-gar_dm_bandit3_demand%
reactions = ignore
danger = danger_condition

[remark@demand]
no_move = true
no_rotate = true
snd = gar_dm_bandit_demand
anim = claim
on_signal = sound_end | walker1 %+gar_dm_newbie_no_money%
on_info = {+gar_dm_novice_asked_for_help -gar_dm_bandit_warned_plr =gar_dm_nearest_bandit} remark1 %+gar_dm_bandit_warned_plr%
on_info2 = {+gar_dm_novice_dead} nil, {+gar_dm_bandit2_warn_plr -gar_dm_bandit2_warned_plr =gar_dm_2nd_nearest_bandit} remark2 %+gar_dm_bandit2_warned_plr%
reactions = ignore
danger = danger_condition

[remark1]
no_move = true
snd = gar_dm_bandit_backoff1
anim = backoff
on_signal = sound_end | %+gar_dm_bandit2_warn_plr%
on_info = {+gar_dm_novice_dead} nil
reactions = ignore
danger = danger_condition

[remark2]
no_move = true
snd = gar_dm_bandit_backoff2
anim = backoff2
on_info = {+gar_dm_novice_dead} nil
reactions = ignore
danger = danger_condition

[danger_condition]
ignore_distance = 5