[logic@pri_b303_burer_01] suitable = {=is_monster_burer} true prior = 200 monster_job = true active = mob_walker@save [mob_walker@save] path_walk = save_home path_look = attack_home out_restr = pri_surge_hide_b303 combat_ignore_cond = {!actor_in_zone(pri_b303_burer_out_rest)} true on_info = {=actor_in_zone(pri_b303_actor_come)} mob_walker@wait, {=actor_in_zone(pri_b303_burer_out_rest)} mob_walker@wait on_info2 = {-pri_b303_door_must_be_opened =npc_in_zone(pri_surge_hide_b303)} %+pri_b303_door_must_be_opened%, {+pri_b303_door_must_be_opened !npc_in_zone(pri_surge_hide_b303)} %-pri_b303_door_must_be_opened% [mob_walker@wait] path_walk = burer_walk path_look = burer_look combat_ignore_cond = true out_restr = pri_b303_burer_out_rest on_sound = actor|WPN_shoot|25|0.0| mob_home@attack on_sound2 = actor|WPN_hit|20|0.0| mob_home@attack on_sound3 = actor|MST_step|25|0.1| mob_home@attack on_actor_dist_le_nvis = 5 | mob_home@attack on_actor_dist_le = 8 | mob_home@attack on_info = {!actor_in_zone(pri_b303_burer_out_rest) !actor_in_zone(pri_b303_actor_come)} mob_walker@save on_info2 = {+pri_b303_actor_attack_burer} mob_home@attack on_info3 = {-pri_b303_door_must_be_opened =npc_in_zone(pri_surge_hide_b303)} %+pri_b303_door_must_be_opened%, {+pri_b303_door_must_be_opened !npc_in_zone(pri_surge_hide_b303)} %-pri_b303_door_must_be_opened% [mob_home@attack] path_home = attack_home home_min_radius = 5 home_max_radius = 15 aggressive = true out_restr = pri_b303_burer_out_rest on_info = {!actor_in_zone(pri_b303_burer_out_rest) !actor_in_zone(pri_b303_actor_come)} mob_walker@save on_info2 = {-pri_b303_actor_attack_burer} %+pri_b303_actor_attack_burer% on_info3 = {-pri_b303_door_must_be_opened =npc_in_zone(pri_surge_hide_b303)} %+pri_b303_door_must_be_opened%, {+pri_b303_door_must_be_opened !npc_in_zone(pri_surge_hide_b303)} %-pri_b303_door_must_be_opened%