[logic@snork] active = mob_walker@wait suitable = {=check_npc_name(lx8_snork)} prior = 50 monster_job = true [mob_walker@wait] path_walk = snork_jump_01_walk path_look = snork_jump_01_look combat_ignore_cond = true on_info = {=actor_in_zone(lx8_sr_up_ladder)} mob_walker@run on_info2 = {=actor_in_zone(lx8_sr_close_combat)} mob_home@combat ;out_restr = lx8_sr_close_combat [mob_walker@run] path_walk = snork_jump_02_walk path_look = snork_jump_02_look combat_ignore_cond = true on_signal = kill | %=kill_npc% ;out_restr = lx8_sr_close_combat [mob_home@combat] path_home = snork_combat_home home_min_radius = 30 home_max_radius = 40 braindead = false aggressive = true out_restr = lx8_sr_close_combat combat_ignore_cond = {=check_enemy_name(lx8_controller)} true