
[remark@general]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=check_enemy_name(actor)} true, {=check_enemy_name(redemption_task_3_monolith)} true
use_camp = false
turn_on_campfire = false
meet = meet@general
wounded = wounded@no_wound
invulnerable = true
on_info = {+redemption_3_hare_wounded} remark@hare_wounded

[beh@general]:remark@general
behavior_state = beh_move
target = waypoint
path_end = loop

[meet@general]
close_anim         = wait
close_victim     = nil
far_anim         = {+redemption_3_stage_2} hello, nil
far_victim         = nil
close_distance  = 10
far_distance     = 70
use = {=dist_to_actor_le(4)} self, false
snd_on_use = {!dist_to_actor_le(4)} nil
allow_break            =    false
trade_enable        =    false
meet_dialog = redemption_storyline_3_2

[wounded@no_wound]
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

[wounded@wound_hare]
hp_state        =    101|wounded_heavy@help_heavy
hp_state_see        =    101|wounded_heavy@help_heavy
hp_victim        =    0|nil
hp_fight        =    0|false
hp_cover        =    0|false
enable_talk        =    false
not_for_help        =    true
autoheal        =    false

[hit]
on_info = {=is_alive +redemption_3_hare_wounded} %=kill_npc%

[logic]
suitable = {=check_npc_name(redemption_task_3_hare)} true
active = beh@hare_general
on_hit = hit
prior = 59

[beh@hare_general]:beh@general, remark@general
pt1 = 1000, wait |         pos: 269.44, -22.21, -265.17           look: 275.96, -22.62, -265.53

[remark@hare_wounded]:remark@general
meet = no_meet
invulnerable = false
wounded = wounded@wound_hare