56 lines
1.7 KiB
TeX
56 lines
1.7 KiB
TeX
[logic@pas_b400_snork_track_2_1]
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active = mob_walker@snork_track_2_1_wait
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_track_2)} true
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prior = 200
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monster_job = true
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[mob_walker@snork_track_2_1_wait]
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path_walk = 2_1_snork_walk
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path_look = 2_1_snork_look
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combat_ignore_cond = true
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npc_friendly = true
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out_restr = pas_b400_sr_track_2
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on_info = {+pas_b400_track_2_snorks_attack} mob_jump@snork_track_2_1_jump
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on_info2 = {=actor_in_zone(pas_b400_sr_track_1)} mob_jump@snork_track_2_1_jump
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[mob_jump@snork_track_2_1_jump]
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path_jump = 2_1_snork_look
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ph_jump_factor = 1.2
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offset = 0,0,0
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on_signal = jumped | mob_home@snork_track_2_home
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[mob_home@snork_track_2_home]
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path_home = 2_snork_home
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home_min_radius = 20
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home_max_radius = 30
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aggressive = true
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[logic@pas_b400_snork_track_2_2]
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active = mob_walker@snork_track_2_2_wait
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suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_track_2)} true
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prior = 200
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monster_job = true
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[mob_walker@snork_track_2_2_wait]
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path_walk = 2_2_snork_walk
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path_look = 2_2_snork_look
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combat_ignore_cond = true
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npc_friendly = true
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out_restr = pas_b400_sr_track_2
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on_info = {+pas_b400_track_2_snorks_attack} mob_walker@snork_track_2_2_wait_jump
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on_info2 = {=actor_in_zone(pas_b400_sr_track_1)} mob_walker@snork_track_2_2_wait_jump
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[mob_walker@snork_track_2_2_wait_jump]
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path_walk = 2_2_snork_walk
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path_look = 2_2_snork_look
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combat_ignore_cond = true
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npc_friendly = true
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out_restr = pas_b400_sr_track_2
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on_game_timer = 5 | mob_jump@snork_track_2_2_jump
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[mob_jump@snork_track_2_2_jump]
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path_jump = 2_2_snork_look
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ph_jump_factor = 1.4
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offset = 0,0,0
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on_signal = jumped | mob_home@snork_track_2_home
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