[logic@bloodsucker_1] active = mob_walker@wait1 on_death = death@1 on_hit = hit@1 prior = 200 suitable = {=check_npc_name(zat_b38_bloodsucker_1)} monster_job = true [death@1] on_info = %+zat_b38_bloodscuker_1_death -zat_b38_fight_started% [hit@1] on_info = %+zat_b38_fight_started% on_info2 = {=hit_by_actor} %+zat_b38_attacker_wake_1% [mob_walker@wait1] path_walk = bloodsucker_1_wait_walk path_look = bloodsucker_1_wait_look combat_ignore_cond = true on_info2 = {=dist_to_actor_le(5)} mob_home@actor1 %+zat_b38_fight_started% on_info3 = {+zat_b38_attacker_wake_1} mob_home@actor1 on_info4 = {+zat_b38_stalker_cop_see_bloodsucker_done} mob_home@angry1 on_info5 = {=jup_b47_npc_online(zat_b38_bloodsucker_1) -zat_b38_bl1_on_job} %=teleport_npc(zat_b38_bloodsucker_1_wait_walk) +zat_b38_bl1_on_job% on_actor_in_zone = zat_b38 | mob_home@angry2 %=teleport_npc(zat_b38_bloodsucker_2_wait_look) =hit_npc_from_actor% out_restr = zat_b38_vnz_out_restr [mob_home@actor1] path_home = bloodsucker_1_wait_walk home_min_radius = 30 home_max_radius = 40 on_info = {-zat_b38_fight_started} %+zat_b38_fight_started% aggressive = true combat_ignore_cond = {=check_enemy_name(zat_b38_stalker_cop) =actor_in_zone(zat_b38_vnz_out_restr)} true out_restr = zat_b38_vnz_out_restr [mob_home@angry1] path_home = bloodsucker_1_home aggressive = true combat_ignore_cond = {=check_enemy_name(zat_b38_stalker_cop) =actor_in_zone(zat_b38_vnz_out_restr)} true out_restr = zat_b38_vnz_out_restr on_info = {-zat_b38_fight_started} %+zat_b38_fight_started% ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [logic@bloodsucker_2] active = mob_walker@wait2 on_death = death@2 on_hit = hit@2 prior = 200 suitable = {=check_npc_name(zat_b38_bloodsucker_2)} monster_job = true [death@2] on_info = %+zat_b38_bloodscuker_2_death -zat_b38_fight_started% [hit@2] on_info = %+zat_b38_fight_started% on_info2 = {=hit_by_actor} %+zat_b38_attacker_wake_2% [mob_walker@wait2] path_walk = bloodsucker_2_wait_walk path_look = bloodsucker_2_wait_look combat_ignore_cond = true on_info2 = {=dist_to_actor_le(3)} mob_home@actor2 %+zat_b38_fight_started% on_info3 = {+zat_b38_attacker_wake_2} mob_home@actor1 on_info4 = {+zat_b38_stalker_cop_see_bloodsucker_2} mob_home@angry2 on_actor_in_zone = zat_b38 | %+zat_b38_stalker_cop_see_bloodsucker_2 =hit_npc_from_actor% out_restr = zat_b38_vnz_out_restr [mob_home@actor2] path_home = bloodsucker_2_wait_walk aggressive = true on_info = {-zat_b38_fight_started} %+zat_b38_fight_started% combat_ignore_cond = {=check_enemy_name(zat_b38_stalker_cop) =actor_in_zone(zat_b38_vnz_out_restr)} true home_min_radius = 30 home_max_radius = 40 out_restr = zat_b38_vnz_out_restr [mob_home@angry2] path_home = bloodsucker_2_home aggressive = true combat_ignore_cond = {=check_enemy_name(zat_b38_stalker_cop) =actor_in_zone(zat_b38_vnz_out_restr)} true out_restr = zat_b38_vnz_out_restr on_info = {-zat_b38_fight_started} %+zat_b38_fight_started%