[logic@pri_b303_burer_01]
suitable = {=is_monster_burer} true
prior = 200
monster_job = true
active = mob_walker@save

[mob_walker@save]
path_walk = save_home
path_look = attack_home
out_restr = pri_surge_hide_b303
combat_ignore_cond = {!actor_in_zone(pri_b303_burer_out_rest)} true
on_info = {=actor_in_zone(pri_b303_actor_come)} mob_walker@wait, {=actor_in_zone(pri_b303_burer_out_rest)} mob_walker@wait
on_info2 = {-pri_b303_door_must_be_opened =npc_in_zone(pri_surge_hide_b303)} %+pri_b303_door_must_be_opened%, {+pri_b303_door_must_be_opened !npc_in_zone(pri_surge_hide_b303)} %-pri_b303_door_must_be_opened%

[mob_walker@wait]
path_walk = burer_walk
path_look = burer_look
combat_ignore_cond = true
out_restr = pri_b303_burer_out_rest
on_sound = actor|WPN_shoot|25|0.0| mob_home@attack
on_sound2 = actor|WPN_hit|20|0.0| mob_home@attack
on_sound3 = actor|MST_step|25|0.1| mob_home@attack
on_actor_dist_le_nvis = 5 | mob_home@attack
on_actor_dist_le = 8 | mob_home@attack 
on_info = {!actor_in_zone(pri_b303_burer_out_rest) !actor_in_zone(pri_b303_actor_come)} mob_walker@save
on_info2 = {+pri_b303_actor_attack_burer} mob_home@attack
on_info3 = {-pri_b303_door_must_be_opened =npc_in_zone(pri_surge_hide_b303)} %+pri_b303_door_must_be_opened%, {+pri_b303_door_must_be_opened !npc_in_zone(pri_surge_hide_b303)} %-pri_b303_door_must_be_opened%

[mob_home@attack]
path_home = attack_home
home_min_radius = 5
home_max_radius = 15
aggressive = true
out_restr = pri_b303_burer_out_rest
on_info = {!actor_in_zone(pri_b303_burer_out_rest) !actor_in_zone(pri_b303_actor_come)} mob_walker@save
on_info2 = {-pri_b303_actor_attack_burer} %+pri_b303_actor_attack_burer%
on_info3 = {-pri_b303_door_must_be_opened =npc_in_zone(pri_surge_hide_b303)} %+pri_b303_door_must_be_opened%, {+pri_b303_door_must_be_opened !npc_in_zone(pri_surge_hide_b303)} %-pri_b303_door_must_be_opened%
