[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