[logic@snork_2_jump]
active = mob_walker@jump
suitable = {=check_npc_name(lx8_snork_2_jump)} true
prior = 100
monster_job = true

[hit]
on_info = mob_home@attack

[mob_walker@jump]
path_walk = snork_2_jump_1_walk 
path_look = snork_2_jump_1_look
combat_ignore_cond =  true
on_info = {=actor_in_zone(lx8_sr_down_ladder)} mob_jump@01
on_info2 = {=actor_in_zone(lx8_sr_close_combat)} mob_home@combat
out_restr = lx8_sr_close_combat

[mob_jump@01]
path_jump = snork_2_jump
ph_jump_factor = 1
offset = 0,2,0
on_signal = jumped | mob_home@attack
;out_restr = lx8_sr_close_combat

[mob_home@attack]
path_home = snork_home
home_min_radius = 20
home_max_radius = 40
braindead = false
aggressive = true
out_restr = lx8_sr_snork_out_restr
combat_ignore_cond = {=check_enemy_name(lx8_controller)} true

[mob_home@combat]
path_home = snork_combat_home
home_min_radius = 20
home_max_radius = 40
braindead = false
aggressive = true
out_restr = lx8_sr_close_combat
on_info = {!actor_in_zone(lx8_sr_close_combat)} mob_walker@jump %+restore_health%
combat_ignore_cond = {=check_enemy_name(lx8_controller)} true