[logic@zat_b106_chimera] suitable = {=check_npc_name(zat_b106_chimera)} true active = mob_walker@sleep monster_job = true on_death = death on_hit = hit prior = 200 [mob_walker@sleep] path_walk = zat_b106_sleeper_chimera_walk path_look = zat_b106_sleeper_chimera_look out_restr = zat_b106_chimera_restr on_sound = actor|WPN_shoot|10000|0.00001| {=dist_to_actor_le(40)} mob_home@fight %+zat_b106_ahtung% on_sound2 = actor|WPN_hit|30|0.1| mob_home@fight %+zat_b106_ahtung% on_sound3 = actor|MST_damage|20|0.1| mob_home@fight %+zat_b106_ahtung% on_sound4 = actor|MST_step|30|0.1| mob_home@fight %+zat_b106_ahtung% on_sound5 = actor|MST_die|10|0.1| mob_home@fight %+zat_b106_ahtung% on_sound6 = actor|WPN_empty|30|0.1| mob_home@fight %+zat_b106_ahtung% on_sound7 = actor|WPN_reload|15|0.1| mob_home@fight %+zat_b106_ahtung% on_info = {+zat_b106_ahtung} mob_home@fight on_info2 = {=dist_to_actor_le(7)} mob_home@fight %+zat_b106_ahtung% on_info3 = {+zat_b106_one_shot} %=kill_npc +zat_b106_one_hit% on_info4 = {+zat_b108_actor_damaged_chimera -zat_b106_one_shot} mob_home@fight_2 npc_friendly = true combat_ignore_cond = true ;{=check_enemy_name(sim_default) =fighting_dist_ge(30)} true show_spot = false danger = danger [mob_home@fight] path_home = zat_b106_chimera_home aggressive = true out_restr = zat_b106_chimera_restr home_min_radius = 3 home_max_radius = 80 npc_friendly = false on_info = {+zat_b106_one_shot} %=kill_npc +zat_b106_one_hit% on_info2 = {+zat_b108_actor_damaged_chimera -zat_b106_one_shot} mob_home@fight_2 on_game_timer = 3 | mob_home@fight_2 combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true [mob_home@fight_2] path_home = zat_b106_chimera_home aggressive = true out_restr = zat_b106_chimera_restr home_min_radius = 3 home_max_radius = 80 npc_friendly = false combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(30)} true [danger] ignore_distance = 0 [death] on_info = %+zat_b106_chimera_dead% [hit] on_info = {=hit_by_actor =hitted_on_bone(head_boss:boss_jaw:brow:ear_r:eye_l:eye_r:) -zat_b106_one_shot} %+zat_b106_one_shot +zat_b108_actor_damaged_chimera +zat_b106_ahtung%, {=hit_by_actor !hitted_on_bone(head_boss:boss_jaw:brow:ear_r:eye_l:eye_r:) -zat_b108_actor_damaged_chimera} %+zat_b108_actor_damaged_chimera%