42 lines
No EOL
1.1 KiB
TeX
42 lines
No EOL
1.1 KiB
TeX
[logic@snork_2_jump]
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active = mob_walker@jump
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suitable = {=check_npc_name(lx8_snork_2_jump)} true
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prior = 100
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monster_job = true
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[hit]
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on_info = mob_home@attack
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[mob_walker@jump]
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path_walk = snork_2_jump_1_walk
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path_look = snork_2_jump_1_look
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combat_ignore_cond = true
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on_info = {=actor_in_zone(lx8_sr_down_ladder)} mob_jump@01
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on_info2 = {=actor_in_zone(lx8_sr_close_combat)} mob_home@combat
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out_restr = lx8_sr_close_combat
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[mob_jump@01]
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path_jump = snork_2_jump
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ph_jump_factor = 1
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offset = 0,2,0
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on_signal = jumped | mob_home@attack
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;out_restr = lx8_sr_close_combat
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[mob_home@attack]
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path_home = snork_home
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home_min_radius = 20
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home_max_radius = 40
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braindead = false
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aggressive = true
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out_restr = lx8_sr_snork_out_restr
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combat_ignore_cond = {=check_enemy_name(lx8_controller)} true
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[mob_home@combat]
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path_home = snork_combat_home
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home_min_radius = 20
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home_max_radius = 40
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braindead = false
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aggressive = true
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out_restr = lx8_sr_close_combat
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on_info = {!actor_in_zone(lx8_sr_close_combat)} mob_walker@jump %+restore_health%
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combat_ignore_cond = {=check_enemy_name(lx8_controller)} true |