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

[logic@hunter_art]
suitable = {=check_npc_name(sim_hunter_2)} true
prior = 200
active = walker@scaner_art
post_combat_time = 0,0
on_hit = hit

[hit]
on_info = {=hit_by_actor} %+actor_attack_and_fall_help_hunter_art%

[walker@scaner_art]:walker@all
path_walk = hunter_detector_art_walk
path_look = hunter_detector_art_look
meet = meet@hello
on_info = {=dist_to_actor_le(20) -b10_hunter_break_dialog_1 -b10_hunter_break_dialog_2 -b10_hunter_break_dialog_6} %=play_sound(b10_artefact_hunter_help)% remark@hello

[remark@hello]:walker@all
anim = hello
target = story | actor
meet = meet@hello
on_info = {=dist_to_actor_ge(20)} walker@scaner_art
on_info2 = {+b10_hunter_break_dialog_1} walker@scaner_art, {+b10_hunter_break_dialog_2} walker@scaner_art, {+b10_hunter_break_dialog_6} walker@scaner_art

[meet@hello]
meet_dialog = b10_help_hunter_art
close_distance 		= 5
allow_break = false
trade_enable 	= false
close_anim 		= guard