[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