[logic@kramer]
suitable = {=check_npc_name(kramer_boss_killer)} true
prior = 200
active = walker@home
post_combat_time = 0,0

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

[walker@sit]:walker@all
path_walk = kramer_sit_home_walk
path_look = kramer_sit_home_look
def_state_standing = sit
meet = meet@sit
on_info = {+a1_kramer_break_dialog_3} remark@punch
on_info2 = {+a1_kramer_break_dialog_4} remark@punch

[remark@punch]:walker@all
anim = punch
target = story | actor
meet = no_meet
on_info = %=play_sound(a30_kramer_punch_actor)%
on_info2 = {+a30_sv_terrain_kramer_night_mission_teleport} %=teleport_npc(a30_sv_terrain_kramer_night_mission_walk)% walker@theart

[walker@theart]:walker@all
path_walk = kramer_night_mission_walk
path_look = kramer_night_mission_look
def_state_standing = threat_na
show_spot = false
meet = meet@night
on_info = {+a1_kramer_break_dialog_5} walker@attack
on_info2 = {+a30_actor_stuped_start_fight_with_knife} walker@attack

[walker@attack]:walker@all
path_walk = killer_guard_home_walk
path_look = killer_guard_home_look
def_state_standing = threat_danger
def_state_moving = assault
show_spot = false
meet = no_meet
on_info = {+a30_killer_home_enemy_death -a30_actor_stuped_start_fight_with_knife} walker@after_fight_sit
on_info2 = {+a30_killer_home_enemy_death +a30_actor_stuped_start_fight_with_knife} companion@actor

[companion@actor]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = meet@companion
on_info = {+a1_kramer_break_dialog_8} walker@after_fight_sit

[meet@companion]
meet_dialog = a30_kramer_actor_stuped_prisoner
close_distance 		= 5
allow_break = false
trade_enable 	= false
use = {!actor_enemy =dist_to_actor_le(3)} self, true

[walker@after_fight_sit]:walker@all
path_walk = kramer_sit_home_walk
path_look = kramer_sit_home_look
def_state_standing = sit
meet = meet@sit
on_info = {+a1_kramer_break_dialog_6} %=teleport_npc(a30_sv_terrain_kramer_stay_theart_see_walk:a30_sv_terrain_secret_man_stay_noweap_way)% walker@zasada

[walker@zasada]:walker@all
path_walk = kramer_stay_theart_see_walk
path_look = secret_man_stay_noweap_way
def_state_standing = threat_na
on_info = %=play_sound(a30_kramer_zasada_secret_man)%
on_signal = sound_end | %+a30_kramer_zasada_secret_man%
meet = no_meet
on_info2 = {+a30_killer_secret_man_kill} walker@end_dialog

[walker@end_dialog]:walker@all
path_walk = secret_man_stay_noweap_way
path_look = actor_stay_noweap_see_walk
def_state_standing = guard
meet = meet@sit

[walker@home]:walker@all
path_walk = home_start_dialog_kramer_to_actor
path_look = home_start_dialog_actor_to_kramer
def_state_standing = threat_na
on_info = %=play_sound(a30_kramer_who_is_it)%
meet = meet@kramer
on_info2 = {+messeg_kramer_2} walker@sit

[meet@kramer]
meet_dialog = {+a30_sv_terrain_kramer_night_mission_teleport}a30_kramer_night_dialog, a30_kramer_dialog
use = {!actor_enemy +a30_sv_terrain_kramer_night_mission_teleport =actor_in_zone(sv_a30_zone_kramer_dialog_sr)} self, {!actor_enemy =dist_to_actor_le(6)} self, true
allow_break = false
trade_enable 	= false
close_distance 		= 0
far_distance		= 0

[meet@sit]
meet_dialog = {+a30_killer_secret_man_kill}a30_kramer_kill_secret_man, a30_kramer_dialog_about_fire
close_distance 		= 5
allow_break = false
trade_enable 	= false
use = {!actor_enemy =dist_to_actor_le(6) +a30_killer_secret_man_kill} self, true

[meet@night]
meet_dialog = a30_kramer_night_dialog
use = {!actor_enemy +a30_sv_terrain_kramer_night_mission_teleport =actor_in_zone(sv_a30_zone_kramer_dialog_sr)} self, true
allow_break = false
trade_enable 	= false
close_distance 		= 0
far_distance		= 0