[logic@hunter]
suitable = {=check_npc_name(sim_hunter_5)} true
prior = 200
active = remark@hunter
post_combat_time = 0,0
on_hit = hit@hunter

[hit@hunter]
on_info = {=hit_by_actor} %+actor_attack_and_fall_help_hunter_wounded%

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

[remark@hunter]:walker@all
wounded = wounded@hunter_wounded
meet = meet@wounded
on_info = {=dist_to_actor_le(20)} %=play_sound(b11_hunter_is_wounded)%
on_info2 = {+b11_krovosos_hunter_wounded_death} remark@thanx
on_info3 = {=dist_to_actor_ge(50) +b11_hunter_break_dialog_1} %+b11_actor_dist_ge_50_fail_hunter_wounded =kill_npc%

[meet@wounded]
allow_break = false
trade_enable 	= false

[remark@thanx]:walker@all
anim = guard
target = story | actor
meet = meet@thanx
on_info = {=dist_to_actor_le(5)} %=play_sound(b11_hunter_thanx)%
on_info2 = {=dist_to_actor_ge(50)} %+b11_actor_dist_ge_50_thanx_hunter%

[meet@thanx]
meet_dialog = b11_thanx_hunter_wounded
close_distance 		= 0
far_distance		= 0
allow_break = false
trade_enable 	= false

[wounded@hunter_wounded]
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 = true
enable_talk = true
help_start_dialog = b11_help_hunter_wounded_monstr

;------------------------krovosos-------------

[logic@krovosos]
suitable = {=target_squad_name(b11_krovosos_hunter_wounded_squad)} true
prior = 200
active = mob_home@krovosos
monster_job = true

[mob_home@krovosos]
path_home = hunter_wounded_help_walk
aggressive = true
home_min_radius = 6
home_max_radius = 12