[logic@polter] active = mob_home suitable = {=check_npc_name(lx8_poltergeist)} true prior = 100 monster_job = true [mob_home] path_home = polter_home actor_friendly = false home_min_radius = 30 home_max_radius = 40 aggressive = true out_restr = lx8_sr_polter_out_restr on_timer = 20000 | {!actor_in_zone(lx8_sr_polter_danger_zone)} mob_home@hold %-lx8_polter_ignore% on_info = {-lx8_polter_ignore =actor_in_zone(lx8_sr_burer_out_restr) =is_alive(lx8_burer) =is_alive(lx8_burer_2) =is_alive(lx8_burer_3)} %+lx8_polter_ignore =polter_actor_ignore(true)% on_info2 {-lx8_polter_ignore =actor_in_zone(lx8_sr_toilet_burer_out_restr) =is_alive(lx8_toilet_burer)} %+lx8_polter_ignore =polter_actor_ignore(true)% on_info3 = {+lx8_polter_ignore !actor_in_zone(lx8_sr_burer_out_restr) !actor_in_zone(lx8_sr_toilet_burer_out_restr)} %-lx8_polter_ignore =polter_actor_ignore(false)% [mob_home@hold] path_home = polter_home actor_friendly = true ;false home_min_radius = 30 home_max_radius = 40 aggressive = false braindead = true out_restr = lx8_sr_polter_out_restr on_timer = 75000 | mob_home on_info = {=actor_in_zone(lx8_sr_polter_danger_zone)} mob_home on_info2 = {-lx8_polter_ignore} %+lx8_polter_ignore =polter_actor_ignore(true)%