[logic@snork_1_jump] active = mob_walker@stay suitable = {=check_npc_name(lx8_snork_1_jump)} true prior = 100 monster_job = true [hit] on_info = mob_home@attack [mob_walker@stay] path_walk = snork_1_jump_1_walk path_look = snork_1_jump_1_look combat_ignore_cond = true ;out_restr = lx8_sr_snork_out_restr on_actor_in_zone = lx8_sr_down_ladder | mob_walker@run [mob_walker@run] path_walk = snork_1_jump_2_walk path_look = snork_1_jump_2_look combat_ignore_cond = true ;out_restr = lx8_sr_snork_out_restr on_signal = jump | mob_jump@01 [mob_jump@01] path_jump = snork_1_jump ph_jump_factor = 1 offset = 0,1,0 on_signal = jumped | mob_home@attack out_restr = lx8_sr_snork_out_restr combat_ignore_cond = true [mob_home@attack] path_home = snork_home home_min_radius = 20 home_max_radius = 40 aggressive = true out_restr = lx8_sr_snork_out_restr combat_ignore_cond = {=check_enemy_name(lx8_controller)} true