[walker@all]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet

[hit@all]
on_info = {=hit_by_actor} %+a21_sv_terrain_bomb_freedom_zasada_hit%

;-------------------------------freedom--------------------------------

[logic@freedom_1]
suitable = {=check_npc_name(sim_freedom_1)} true
prior = 200
active = remark@freedom_1
post_combat_time = 0,0
on_hit = hit@all

[remark@freedom_1]:walker@all
combat_ignore_cond = {=check_enemy_name(actor)} true, {=check_enemy_name(sim_default_duty_0:sim_default_duty_1:sim_default_duty_2)}true, {=check_enemy_name(grif_dolg_friend:a10_dolg_dikobraz:a10_dolg_mironyk)} true
on_info = {+a21_dolg_break_dialog_1} walker@attack_1

[walker@attack_1]:walker@all
path_walk = freedom_attack_zasada_1_walk
path_look = freedom_attack_zasada_1_look
combat_ignore_cond = {=check_enemy_name(actor)} true, {=check_enemy_name(sim_default_duty_0:sim_default_duty_1:sim_default_duty_2)}true, {=check_enemy_name(grif_dolg_friend:a10_dolg_dikobraz:a10_dolg_mironyk)} true
def_state_standing = threat_danger
def_state_moving = run
on_info = {+a21_sv_terrain_bomb_freedom_zasada_info} %=kill_npc%
on_info2 = {+a21_sv_terrain_bomb_freedom_zasada_hit} companion@freedom_1
on_info3 = {=see_actor} %+a21_sv_terrain_bomb_freedom_zasada_hit%

[companion@freedom_1]:walker@all

;-------------------------------freedom--------------------------------

[logic@freedom_2]
suitable = {=check_npc_name(sim_freedom_2)} true
prior = 200
active = remark@freedom_2
post_combat_time = 0,0
on_hit = hit@all

[remark@freedom_2]:walker@all
combat_ignore_cond = {=check_enemy_name(actor)} true, {=check_enemy_name(sim_default_duty_0:sim_default_duty_1:sim_default_duty_2)}true, {=check_enemy_name(grif_dolg_friend:a10_dolg_dikobraz:a10_dolg_mironyk)} true
on_info = {+a21_dolg_break_dialog_1} walker@attack_2

[walker@attack_2]:walker@all
path_walk = freedom_attack_zasada_2_walk
path_look = freedom_attack_zasada_2_look
combat_ignore_cond = {=check_enemy_name(actor)} true, {=check_enemy_name(sim_default_duty_0:sim_default_duty_1:sim_default_duty_2)}true, {=check_enemy_name(grif_dolg_friend:a10_dolg_dikobraz:a10_dolg_mironyk)} true
def_state_standing = threat_danger
def_state_moving = run
on_info = {+a21_sv_terrain_bomb_freedom_zasada_info} %=kill_npc%
on_info2 = {+a21_sv_terrain_bomb_freedom_zasada_hit} companion@freedom_2
on_info3 = {=see_actor} %+a21_sv_terrain_bomb_freedom_zasada_hit%

[companion@freedom_2]:walker@all

;-------------------------------freedom--------------------------------

[logic@freedom_3]
suitable = {=check_npc_name(sim_freedom_3)} true
prior = 200
active = remark@freedom_3
post_combat_time = 0,0
on_hit = hit@all

[remark@freedom_3]:walker@all
combat_ignore_cond = {=check_enemy_name(actor)} true, {=check_enemy_name(sim_default_duty_0:sim_default_duty_1:sim_default_duty_2)}true, {=check_enemy_name(grif_dolg_friend:a10_dolg_dikobraz:a10_dolg_mironyk)} true
on_info = {+a21_dolg_break_dialog_1} walker@attack_3

[walker@attack_3]:walker@all
path_walk = freedom_attack_zasada_3_walk
path_look = freedom_attack_zasada_3_look
combat_ignore_cond = {=check_enemy_name(actor)} true, {=check_enemy_name(sim_default_duty_0:sim_default_duty_1:sim_default_duty_2)}true, {=check_enemy_name(grif_dolg_friend:a10_dolg_dikobraz:a10_dolg_mironyk)} true
def_state_standing = threat_danger
def_state_moving = run
on_info = {+a21_sv_terrain_bomb_freedom_zasada_info} remark@wounded
on_info2 = {+a21_sv_terrain_bomb_freedom_zasada_hit} companion@freedom_3
on_info3 = {=see_actor} %+a21_sv_terrain_bomb_freedom_zasada_hit%

[companion@freedom_3]:walker@all

[remark@wounded]:walker@all
combat_ignore_cond = {=check_enemy_name(actor)} true, {=check_enemy_name(sim_default_duty_0:sim_default_duty_1:sim_default_duty_2)}true, {=check_enemy_name(grif_dolg_friend:a10_dolg_dikobraz:a10_dolg_mironyk)} true
wounded = wounded@freedom

[wounded@freedom]
hp_state = 101|wounded_heavy@help_heavy
hp_state_see = 101|wounded_heavy@help_heavy
hp_victim = 101|actor
hp_cover = 101|false
hp_fight = 101|false
autoheal = false
not_for_help = false
enable_talk = false

;-------------------------------freedom--------------------------------

[logic@freedom_4]
suitable = {=check_npc_name(sim_freedom_4)} true
prior = 200
active = remark@freedom_4
post_combat_time = 0,0
on_hit = hit@all

[remark@freedom_4]:walker@all
combat_ignore_cond = {=check_enemy_name(actor)} true, {=check_enemy_name(sim_default_duty_0:sim_default_duty_1:sim_default_duty_2)}true, {=check_enemy_name(grif_dolg_friend:a10_dolg_dikobraz:a10_dolg_mironyk)} true
on_info = {+a21_dolg_break_dialog_1} walker@attack_4

[walker@attack_4]:walker@all
path_walk = freedom_attack_zasada_4_walk
path_look = freedom_attack_zasada_4_look
combat_ignore_cond = {=check_enemy_name(actor)} true, {=check_enemy_name(sim_default_duty_0:sim_default_duty_1:sim_default_duty_2)}true, {=check_enemy_name(grif_dolg_friend:a10_dolg_dikobraz:a10_dolg_mironyk)} true
def_state_standing = threat_danger
def_state_moving = run
on_info = {+a21_sv_terrain_bomb_freedom_zasada_info} companion@freedom_4
on_info2 = {+a21_sv_terrain_bomb_freedom_zasada_hit} companion@freedom_4
on_info3 = {=see_actor} %+a21_sv_terrain_bomb_freedom_zasada_hit%

[companion@freedom_4]:walker@all

;-------------------------------freedom--------------------------------

[logic@freedom_5]
suitable = {=check_npc_name(sim_freedom_5)} true
prior = 200
active = remark@freedom_5
post_combat_time = 0,0
on_hit = hit@all

[remark@freedom_5]:walker@all
combat_ignore_cond = {=check_enemy_name(actor)} true, {=check_enemy_name(sim_default_duty_0:sim_default_duty_1:sim_default_duty_2)}true, {=check_enemy_name(grif_dolg_friend:a10_dolg_dikobraz:a10_dolg_mironyk)} true
on_info = {+a21_dolg_break_dialog_1} walker@attack_5

[walker@attack_5]:walker@all
path_walk = freedom_attack_zasada_5_walk
path_look = freedom_attack_zasada_5_look
combat_ignore_cond = {=check_enemy_name(actor)} true, {=check_enemy_name(sim_default_duty_0:sim_default_duty_1:sim_default_duty_2)}true, {=check_enemy_name(grif_dolg_friend:a10_dolg_dikobraz:a10_dolg_mironyk)} true
def_state_standing = threat_danger
def_state_moving = run
on_info = {+a21_sv_terrain_bomb_freedom_zasada_info} companion@freedom_5
on_info2 = {+a21_sv_terrain_bomb_freedom_zasada_hit} companion@freedom_5
on_info3 = {=see_actor} %+a21_sv_terrain_bomb_freedom_zasada_hit%

[companion@freedom_5]:walker@all