[logic@dog_noah] active = mob_walker@stay suitable = {=check_npc_name(zat_b18_dog_noah) -zat_b18_dog_noah_free} true prior = 75 monster_job = true on_hit = hit [mob_walker@stay] path_walk = dog_1_walk path_look = dog_1_look out_restr = zat_b18_out_restrictor_noah actor_friendly = true on_info = {+zat_b18_actor_enemy} mob_home@attack %=set_visual_memory_enabled(1)% on_info2 = {+zat_b18_noah_go_away} mob_walker@waiting_sleep on_info3 = {+zat_b18_noah_remembers} mob_walker@waiting_sleep on_info4 = {-zat_b18_dog_indi} %+zat_b18_dog_indi =set_visual_memory_enabled(0)% combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true, {=check_enemy_name(actor)} true aggressive = false [mob_walker@go_away] path_walk = dog_1_walk path_look = dog_attack_look on_timer = 3000 | mob_walker@waiting_sleep aggressive = false out_restr = zat_b18_out_restrictor_noah combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true, {=check_enemy_name(actor)} true actor_friendly = true on_info = {+zat_b18_actor_enemy} mob_home@attack %=set_visual_memory_enabled(1)% on_info2 = {+zat_b18_reset_memory} mob_walker@stay %-zat_b18_actor_enemy% [mob_walker@waiting_sleep] path_walk = dog_1_walk path_look = dog_1_look out_restr = zat_b18_out_restrictor_noah actor_friendly = true on_timer = 3500 | {~50} mob_walker@sleep, mob_walker@sit on_info = {+zat_b18_actor_enemy} mob_home@attack %=set_visual_memory_enabled(1)% combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true, {=check_enemy_name(actor)} true aggressive = false [mob_walker@sit] path_walk = dog_1_walk path_look = dog_sit_look on_timer = 30000 | mob_walker@waiting_sleep aggressive = false on_actor_dist_le_nvis = 2 | mob_walker@waiting_sleep out_restr = zat_b18_out_restrictor_noah combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true, {=check_enemy_name(actor)} true actor_friendly = true on_info = {+zat_b18_actor_enemy} mob_home@attack %=set_visual_memory_enabled(1)% ;on_info2 = {+zat_b18_reset_memory} mob_walker@stay [mob_walker@sleep] path_walk = dog_1_walk path_look = dog_sleep_look on_timer = 30000 | mob_walker@waiting_sleep aggressive = false on_actor_dist_le_nvis = 2 | mob_walker@waiting_sleep out_restr = zat_b18_out_restrictor_noah combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true, {=check_enemy_name(actor)} true actor_friendly = true on_info = {+zat_b18_actor_enemy} mob_home@attack %=set_visual_memory_enabled(1)% ;on_info2 = {+zat_b18_reset_memory} mob_walker@stay [mob_home@attack] path_home = dog_1_walk home_min_radius = 30 home_max_radius = 40 aggressive = true actor_friendly = false out_restr = zat_b18_out_restrictor_noah on_info = {+zat_b18_reset_memory} mob_walker@stay %-zat_b18_actor_enemy =set_visual_memory_enabled(0)% on_info2 = {+zat_b18_noah_dead !dist_to_actor_le(130) -zat_b18_dog_noah_free} %+zat_b18_dog_noah_free% combat_ignore_cond = {=check_enemy_name(zat_b18_noah)} true [hit] on_info = {=hit_by_actor -zat_b18_actor_enemy} %+zat_b18_actor_enemy% ;[physics] ;controller_can_be_moved_by_player = false