[logic]
active = smartcover@table_idle
level_spot = quest_npc

[smartcover@table_idle]
path_walk = mar_smart_terrain_csky_base_scientist_walk
cover_name = mar_smart_cover_csky_scientist_lead_stand_look_at_table
loophole_name = lead_stand_look_at_table
cover_state = idle_target
on_timer = 15000 | smartcover@table_fire_no_lookout
combat_ignore_cond = true
meet = meet
;target_path = mar_smart_terrain_csky_base_scientist_look
;def_state_moving = walk

[smartcover@table_fire_no_lookout]
path_walk = mar_smart_terrain_csky_base_scientist_walk
cover_name = mar_smart_cover_csky_scientist_lead_stand_look_at_table
loophole_name = lead_stand_look_at_table
cover_state = fire_no_lookout_target
on_timer = 15000 | smartcover@table_idle
combat_ignore_cond = true
meet = meet
;target_path = mar_smart_terrain_csky_base_scientist_look

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

[meet]
meet_state = 3 | nil@nil
meet_state_wpn = 3 | nil@nil
victim = 0 | actor
victim_wpn = 0 | actor
use = true
use_wpn = true
;precond = visibility
trade_enable = false
sound_start 	= mar_csky_doctor_meet
sound_stop 		= mar_csky_doctor_meet_bye
quest_npc = true