[logic@mob_home_1]
suitable = {=is_monster_bloodsuker} true
active = mob_home@_1
monster_job = true
prior = 200

[mob_home@_1]
path_home = blood_home_1
home_min_radius = 7
home_max_radius = 10
aggressive = false
on_info = {+particle_end_and_go} mob_home@_2 %+lim_c1_next_blood_logic%
on_info2 = {+lim_c1_next_blood_logic} mob_home@_2

[mob_home@_2]
path_home = blood_home_2
home_min_radius = 40
home_max_radius = 50
aggressive = true
on_game_timer = 16 | {+particle_end_and_go} %-particle_end_and_go%

[logic@mob_home_2]:logic@mob_home_1

[logic@mob_home_3]:logic@mob_home_1
;------------------------------------------------------------------------

[animpoint@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_keep_when_attacked = false
meet = meet@standart

[meet@standart]
close_anim 		= nil
close_victim 	= nil
close_snd_hello = nil
close_snd_bye 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
use = {=actor_enemy} false, true
allow_break = false
trade_enable = false
meet_on_talking = false

[death@walker]
on_info = {=killed_by_actor()} %=all_factions_enemy_to_actor(bandit) +actor_attack_friend_squad%

[hit@walker]
on_info  = {=hit_by_actor()} %=all_factions_enemy_to_actor(bandit) +actor_attack_friend_squad%
on_info2 = {!hit_by_actor()} %=restore_health%

[logic@leshiy]
suitable = {=check_npc_name(lim_c1_leshiy_monolit)} true
active = animpoint@leshiy
prior = 200
on_death = death@walker
on_hit = hit@walker

[animpoint@leshiy]:animpoint@standart
cover_name = lim_c1_animp_leshiy
avail_animations = animpoint_sit_normal

;----------------------------------------------------------

[logic@friend]
suitable = {=check_npc_name(leshiy_monolith_friend)} true
active = walker@friend
prior = 200
on_death = death@walker
on_hit = hit@walker

[walker@friend]:animpoint@standart
path_walk = friend_1_walk
path_look = friend_1_look
;----------------------------------------------------------
;
;
;
[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {+red_maria_ghosts_past_var_dialog_end} false, {=fighting_dist_ge(10)} true, false
combat_ignore_keep_when_attacked = false
invulnerable = {+red_maria_ghosts_past_var_dialog_end} false, {=actor_active_knife(wpn_knife_super)} false, true
hit_anomaly = {+red_maria_ghosts_past_var_dialog_end} true, false

[logic@zombied_1]
suitable = {=target_squad_name(lim_c1_zombied_squad)} true, {=target_squad_name(lim_c1_agent_squad)} true
active = walker@zombied_1
prior = 200

[walker@zombied_1]:walker@standart
path_walk = zombied_1_walk
path_look = zombied_1_look
;------------------------------------------------

[logic@zombied_2]
suitable = {=target_squad_name(lim_c1_zombied_squad)} true, {=target_squad_name(lim_c1_agent_squad)} true
active = walker@zombied_2
prior = 200

[walker@zombied_2]:walker@standart
path_walk = zombied_2_walk
path_look = zombied_2_look
;------------------------------------------------

[logic@zombied_3]
suitable = {=target_squad_name(lim_c1_zombied_squad)} true, {=target_squad_name(lim_c1_agent_squad)} true
active = walker@zombied_3
prior = 200

[walker@zombied_3]:walker@standart
path_walk = zombied_3_walk
path_look = zombied_3_look
;------------------------------------------------

[logic@zombied_4]
suitable = {=target_squad_name(lim_c1_zombied_squad)} true, {=target_squad_name(lim_c1_agent_squad)} true
active = walker@zombied_4
prior = 200

[walker@zombied_4]:walker@standart
path_walk = zombied_4_walk
path_look = zombied_4_look
