[logic]
active = walker@need_help


[walker@need_help]
path_walk = bar_scared_novice_start_walk
path_look = bar_scared_novice_start_look
meet = scared_meet
on_info = {+bar_scared_novice_start} walker@go_hide, {+bar_scared_novice_attack} walker@go_attack

[scared_meet]
meet_state		= 50|hello@hail|20|wait@state
meet_state_wpn	= 50|hello@hail|20|wait@state
victim			= 50|actor
victim_wpn		= 50|actor
use				= true
use_wpn			= true
syndata			= hello@hail
meet_dialog		= bar_scared_novice_start

[walker@go_hide]
path_walk = bar_scared_novice_1_walk
def_state_standing = hide
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = path_end | walker@wait_tree %+bar_scared_novice_hide%

[walker@wait_tree]
path_walk = bar_scared_novice_1_walk
def_state_standing = hide
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
meet = scared_meet_hide
on_info = {+bar_scared_novice_attack} walker@go_attack

[scared_meet_hide]
meet_state		= 2|hide
meet_state_wpn	= 2|hide
victim			= 2|actor
victim_wpn		= 2|actor
use				= true
use_wpn			= true
meet_dialog		= bar_scared_novice_start

[walker@go_attack]
path_walk = bar_scared_novice_kamp_walk
def_state_standing = hide
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = attack_end | %+bar_scared_novice_done%
meet = scared_meet_hide
