[logic]
active = walker@prisoner
meet = meet
on_death = death
wounded = wounded

[walker@prisoner]
path_walk = esc_wolf_brother_walk_1
path_look = esc_wolf_brother_look_1
on_info2 = {+esc_wolf_brother_2} walker@run
meet = meet
on_info = {-esc_wolf_brother_info =squad_exist(esc_smart_terrain_9_10_bandit_other_squad)} walker@prisoner %=set_squad_goodwill_to_npc(esc_smart_terrain_9_10_bandit_other_squad:friend) +esc_wolf_brother_info%
combat_ignore_cond = true

[walker@run]
path_walk = esc_wolf_brother_walk_2
path_look = esc_wolf_brother_look_2
def_state_moving = run
meet = no_meet
on_npc_in_zone = 429 | esc_space_restrictors_2_12_sr_defense | walker@walk
on_actor_dist_ge_nvis = 100 | walker@death %+esc_wolf_brother_fail =kill_npc%

[walker@walk]
path_walk = esc_wolf_brother_walk_3
path_look = esc_wolf_brother_look_3
meet = meet
def_state_moving = walk
on_info = %+esc_wolf_brother_3%

[walker@death]
path_walk = esc_wolf_brother_walk_3
path_look = esc_wolf_brother_look_3
meet = meet
def_state_moving = walk

[death]
on_info = %+esc_wolf_brother_fail%

[wounded]
hp_state        = 0|wounded_heavy@help_heavy
hp_state_see    = 0|wounded_heavy@help_heavy
hp_victim       = 0|nil
hp_fight        = 0|false
hp_cover        = 0|false