;------------------------------killer_jumper_1------------------
[logic@work100]
active = walker@start_work1
suitable = {=check_npc_name(val_killer_sniper_6)} true
prior = 200

[walker@start_work1]
path_walk = killer_1_jumper_1_walk
path_look = killer_1_jumper_1_look
meet = no_meet
def_state_campering = threat_na
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
out_restr = val_out_restr_1_4
no_retreat = true
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
radius = 10
on_signal = anim_start | remark@work1

[remark@work1]
anim = jump_down_arena_1_crop
meet = no_meet
on_info = %=restore_health%
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_signal = anim_end | walker@start_work1_1

[walker@start_work1_1]
path_walk = killer_1_jumper_2_walk
path_look = killer_1_jumper_2_look
meet = no_meet
def_state_campering = threat_na
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
radius = 10

;------------------------------killer_jumper_2------------------
[logic@work200]
active = walker@start_work2
suitable = {=check_npc_name(val_killer_sniper_7)} true
prior = 200

[walker@start_work2]
path_walk = killer_2_jumper_1_walk
path_look = killer_2_jumper_1_look
meet = no_meet
def_state_campering = threat_na
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
out_restr = val_out_restr_1_4
radius = 10
on_signal = anim_start | remark@work2
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true

[remark@work2]
anim = jump_down_arena_1_crop
meet = no_meet
on_info = %=restore_health%
on_signal = anim_end | walker@start_work2_1
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true

[walker@start_work2_1]
path_walk = killer_2_jumper_2_walk
path_look = killer_2_jumper_2_look
meet = no_meet
def_state_campering = threat_na
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
radius = 10

;------------------------------killer_jumper_3------------------
[logic@work300]
active = walker@start_work3
suitable = {=check_npc_name(val_killer_sniper_8)} true
prior = 200

[walker@start_work3]
path_walk = killer_3_jumper_1_walk
path_look = killer_3_jumper_1_look
meet = no_meet
def_state_campering = threat_na
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
out_restr = val_out_restr_1_4
radius = 10
on_signal = anim_start | remark@work3
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true

[remark@work3]
anim = jump_down_arena_1_crop
meet = no_meet
on_info = %=restore_health%
on_signal = anim_end | walker@start_work3_1
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true

[walker@start_work3_1]
path_walk = killer_3_jumper_2_walk
meet = no_meet
def_state_campering = threat_na
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = smart_cover | smartcover@jumper3
radius = 10 

[smartcover@jumper3]
cover_name = val_killer_3_jumper_smartcover_1
target_path = val_killer_3_jumper_smartcover_1_target
;cover_state = fire_target


;------------------------------killer_jumper_4------------------
[logic@work400]
active = walker@start_work4
suitable = {=check_npc_name(val_killer_sniper_9)} true
prior = 200

[walker@start_work4]
path_walk = killer_4_jumper_1_walk
path_look = killer_4_jumper_1_look
meet = no_meet
def_state_campering = threat_na
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
out_restr = val_out_restr_1_4
radius = 10
on_signal = anim_start | remark@work4
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true

[remark@work4]
anim = jump_down_arena_1_crop
meet = no_meet
on_info = %=restore_health%
on_signal = anim_end | walker@start_work4_1
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true

[walker@start_work4_1]
path_walk = killer_4_jumper_2_walk
meet = no_meet
def_state_campering = threat_na
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = smart_cover | smartcover@jumper4
radius = 10 

[smartcover@jumper4]
cover_name = val_killer_4_jumper_smartcover_1
target_path = val_killer_4_jumper_smartcover_1_target
;cover_state = fire_target
on_info2 = {=fighting_dist_le(5)} remark@work4_1

[remark@work4_1]
out_restr = val_smart_terrain_1_2_defence
on_info = {=fighting_dist_ge(5)} smartcover@jumper4

;------------------------------killer_jumper_5------------------
[logic@work500]
active = walker@start_work5
suitable = {=check_npc_name(val_killer_sniper_10)} true
prior = 200

[walker@start_work5]
path_walk = killer_5_jumper_1_walk
path_look = killer_5_jumper_1_look
meet = no_meet
def_state_campering = threat_na
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
out_restr = val_out_restr_1_4
radius = 10
on_signal = anim_start | remark@work5
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true

[remark@work5]
anim = jump_down_arena_1_crop
meet = no_meet
on_info = %=restore_health%
on_signal = anim_end | walker@start_work5_1

[walker@start_work5_1]
path_walk = killer_5_jumper_2_walk
meet = no_meet
def_state_campering = threat_na
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_signal = smart_cover | smartcover@jumper5
radius = 10 

[smartcover@jumper5]
cover_name = val_killer_5_jumper_smartcover_1
target_path = val_killer_5_jumper_smartcover_1_target
;cover_state = fire_target
on_info2 = {=fighting_dist_le(5)} remark@work5_1

[remark@work5_1]
out_restr = val_smart_terrain_1_2_defence
on_info = {=fighting_dist_ge(5)} smartcover@jumper5