[logic@erast_fandorin_1]
   suitable = {=check_npc_name(erast_fandorin)} true
   prior = 500
   active = beh@nr_erast_fandorin_job

	
[beh@nr_erast_fandorin_job]
	
	behaviour_state = beh_move
	
	combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
	combat_ignore_keep_when_attacked = {=is_warfare} false, true
	invulnerable = {=is_warfare} false, {=check_enemy_name(actor)} false, true
	target = waypoint
	path_end = loop
	pt1 = 88860000,idle | pos:32.644733428955,-11.733076095581,-278.20062255859 look:32.635128381662,-11.733076095581,-277.2018494606
	
[logic@nr_ecologist_rydzyk]
   suitable = {=check_npc_name(nr_ecologist_rydzyk)} true
   prior = 500
   active = beh@nr_ecologist_rydzyk_job

	
[beh@nr_ecologist_rydzyk_job]
	
	behaviour_state = beh_move
	
	combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
	combat_ignore_keep_when_attacked = {=is_warfare} false, true
	invulnerable = {=is_warfare} false, {=check_enemy_name(actor)} false, true
	target = waypoint
	path_end = loop
	pt1 = 88860000,idle | pos:34.447654724121,-11.879675865173,-247.45806884766 look:34.359435632825,-11.879675865173,-248.44870388508
	
[logic@nr_ecologist_1]
   suitable = {=check_npc_name(nr_ecologist_1)} true
   prior = 500
   active = beh@nr_ecologist_1_job

	
[beh@nr_ecologist_1_job]
	
	behaviour_state = beh_move
	
	combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
	combat_ignore_keep_when_attacked = {=is_warfare} false, true
	invulnerable = {=is_warfare} false, {=check_enemy_name(actor)} false, true
	target = waypoint
	path_end = loop
	pt1 = 88860000,sit_ass | pos:24.628534317017,-11.879796981812,-241.63436889648 look:25.315167486668,-11.879796981812,-242.24102640152
	
[logic@nr_ecologist_2]
   suitable = {=check_npc_name(nr_ecologist_2)} true
   prior = 500
   active = beh@nr_ecologist_2_job

	
[beh@nr_ecologist_2_job]
	
	behaviour_state = beh_move
	
	combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
	combat_ignore_keep_when_attacked = {=is_warfare} false, true
	invulnerable = {=is_warfare} false, {=check_enemy_name(actor)} false, true
	target = waypoint
	path_end = loop
	pt1 = 88860000,sit_ass | pos:27.540864944458,-11.88072013855,-240.82856750488 look:27.149089306593,-11.88072013855,-241.72887116671
	
	
[logic@bellerophon_1]
   suitable = {=check_npc_name(bellerophon)} true
   prior = 500
   active = beh@bellerophon_job

	
[beh@bellerophon_job]
	
	behaviour_state = beh_move
	
	target = waypoint
	path_end = loop
	pt1 = 88860000,sit_ass | pos:30.001893997192,-11.701859474182,-278.17437744141 look:29.02092641592,-11.701859474182,-278.11900424957