[logic]
active = smartcover@intro_3
trade = misc\trade\trade_barmen_all.ltx
level_spot = quest_npc

[smartcover@intro_3]
path_walk = mar_smart_terrain_csky_base_barman_walk
cover_name = mar_smart_cover_csky_barman_lead_stand_lean_on_bar
loophole_name = lead_stand_lean_on_bar
cover_state = idle_target
on_info = {+mar_intro_talk_with_commander_1_done} smartcover@main_idle, {+mar_intro_talk_with_commander_1_started} smartcover@intro_3_no_meet %=play_sound(mar_csky_barman_reply_0:csky:mar_csky_barman_name)%
combat_ignore_cond = true
meet = meet@no_break
;target_path = mar_smart_terrain_csky_base_barman_look
;target_enemy = actor
def_state_moving = walk

[smartcover@intro_3_no_meet]
path_walk = mar_smart_terrain_csky_base_barman_walk
cover_name = mar_smart_cover_csky_barman_lead_stand_lean_on_bar
loophole_name = lead_stand_lean_on_bar
cover_state = idle_target
on_signal = sound_end | smartcover@main_idle
combat_ignore_cond = true
meet = no_meet
;target_path = mar_smart_terrain_csky_base_barman_look
def_state_moving = walk

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

[smartcover@main_idle]
path_walk = mar_smart_terrain_csky_base_barman_walk
cover_name = mar_smart_cover_csky_barman_lead_stand_lean_on_bar
loophole_name = lead_stand_lean_on_bar
cover_state = idle_target
on_timer = 15000 | {~50 !talking} smartcover@main_lookout, {!talking} smartcover@main_fire_no_lookout
combat_ignore_cond = true
meet = meet@main
;target_path = mar_smart_terrain_csky_base_barman_look
;target_enemy = actor
def_state_moving = walk

[smartcover@main_lookout]
path_walk = mar_smart_terrain_csky_base_barman_walk
cover_name = mar_smart_cover_csky_barman_lead_stand_lean_on_bar
loophole_name = lead_stand_lean_on_bar
cover_state = lookout_target
on_timer = 15000 | {~50} smartcover@main_fire_no_lookout, smartcover@main_idle
on_info = {=talking} smartcover@main_idle
combat_ignore_cond = true
meet = meet@main
;target_path = mar_smart_terrain_csky_base_barman_look
;target_enemy = actor
def_state_moving = walk

[smartcover@main_fire_no_lookout]
path_walk = mar_smart_terrain_csky_base_barman_walk
cover_name = mar_smart_cover_csky_barman_lead_stand_lean_on_bar
loophole_name = lead_stand_lean_on_bar
cover_state = fire_no_lookout_target
on_timer = 15000 | {~50} smartcover@main_idle, smartcover@main_lookout
on_info = {=talking} smartcover@main_idle
combat_ignore_cond = true
meet = meet@main
;target_path = mar_smart_terrain_csky_base_barman_look
;target_enemy = actor
def_state_moving = walk

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

[meet@no_break]
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
meet_dialog	= mar_csky_barman_intro_dialog
allow_break = false
trade_enable = false
sound_start 	= mar_csky_barman_meet
;sound_stop 		= mar_csky_barman_meet_bye
quest_npc = true

[meet@main]
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
sound_start 	= mar_csky_barman_meet
sound_stop 		= mar_csky_barman_meet_bye
quest_npc = true