[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