[logic]
active = kamp@peaceful
combat_ignore = combat_ignore
on_hit = hit
on_death = death

[hit]
on_info = kamp@aggressive %+val_ambush_kill_plr%

[death]
on_info = kamp@aggressive %+val_ambush_kill_plr%

[combat_ignore]

[kamp@peaceful]
center_point = val_ambush_t2_kamp
combat_ignore_cond = {=fighting_actor}
on_actor_dist_le = 15 | {-val_ambush_t2_started} remark@hello %+val_ambush_t2_started%
on_actor_in_zone = val_ambush_t2_kill_zone | kamp@aggressive %+val_ambush_kill_plr%
on_info = {+val_ambush_kill_plr} kamp@aggressive, {+val_ambush_t2_started} remark@attention

[remark@hello]
no_move = true
anim = hello
snd = val_ambush_come_here
snd_timeout = 0
;snd_anim_sync = true
meet_dialog = val_ambush_dialog
meet_state = wait
meet_talk_enabled = true
combat_ignore_cond = {=fighting_actor}
on_actor_dist_le = 5 | %+val_ambush_t2_plr_near%
on_actor_dist_ge_nvis = 17 | {+val_ambush_t2_plr_near} kamp@aggressive %+val_ambush_kill_plr%, kamp@peaceful %-val_ambush_t2_started%
on_info = {+val_ambush_kill_plr} kamp@aggressive
--on_info2 = {!see_actor} kamp@peaceful %-val_ambush_t2_started%
on_actor_in_zone = val_ambush_t2_kill_zone | kamp@aggressive %+val_ambush_kill_plr%

[remark@attention]
no_move = true
anim = threat
combat_ignore_cond = {=fighting_actor}
on_actor_in_zone = val_ambush_t2_kill_zone | kamp@aggressive %+val_ambush_kill_plr%
on_info = {+val_ambush_kill_plr} kamp@aggressive, {-val_ambush_t2_started} kamp@peaceful

[kamp@aggressive]
center_point = val_ambush_t2_kamp
