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

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

[walker@kramer_start]:walker@all
path_walk = kramer_start_walk
path_look = mason_start_walk
def_state_standing = guard
meet = no_meet
on_info = %=play_sound(a1_start_sound_killer_stalker)%
on_signal = sound_end | %+a1_start_sound_killer_stalker% walker@kramer_start_kill

[walker@kramer_start_kill]:walker@all
path_walk = kramer_start_walk
path_look = mason_start_walk
def_state_standing = guard
meet = no_meet
on_info = {+a1_mason_start_prisoner} %=play_sound(a1_kramer_kill)%
on_signal = sound_end | %=set_squads_enemies(kramer_boss_killer_squad:life_first_mason_squad)%
on_info2 = {+life_first_mason_death} walker@kramer_dialog

[walker@kramer_dialog]:walker@all
path_walk = kramer_dialog_walk
path_look = actor_start_look
def_state_standing = guard
meet = meet@kramer

[meet@kramer]
meet_dialog = a1_start_kramer_dialog
close_distance 		= 0
far_distance		= 0
allow_break = false
trade_enable 	= false
use = {!actor_enemy =dist_to_actor_le(4)} self, true

;--------------------------------------

[logic@mason]
suitable = {=check_npc_name(life_first_mason)} true
prior = 200
active = walker@mason_start
post_combat_time = 0,0
on_hit = hit@mason

[hit@mason]
on_info = %=kill_npc%

[walker@mason_start]
path_walk = mason_start_walk
path_look = kramer_start_walk
def_state_standing = prisoner
meet = no_meet
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = false
on_info = {+a1_start_sound_killer_stalker} %=play_sound(a1_mason_start_prisoner)%
on_signal = sound_end | %+a1_mason_start_prisoner%