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

[mob_home@_1]
path_home = tushkano_home
home_min_radius = 3
home_max_radius = 5
aggressive = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_info = {+use_red_leschi_key} mob_home@_2

[mob_home@_2]
path_home = tushkano_home
home_min_radius = 5
home_max_radius = 20
aggressive = true
combat_ignore_cond = {=is_enemy_monster} true, false

[logic@mob_home_2]:logic@mob_home_1

[logic@mob_home_3]:logic@mob_home_1

[logic@mob_home_4]:logic@mob_home_1

[logic@mob_home_5]:logic@mob_home_1

[logic@mob_home_6]:logic@mob_home_1
;
;
;
[mob_hit]
on_info  = {=hit_by_actor()} %+lim_a9_bloodscuker_sleepers_stand_up%

;----------------------------------------------------------------------------
[logic@blood_1]
active = mob_walker@pre_sleep_1
suitable = {=target_squad_name(lim_a9_bloodsuckers_sleepers)} true
monster_job = true
prior = 200
on_hit = mob_hit

[mob_walker@pre_sleep_1]
path_walk = blood_1_walk
path_look = blood_1_look
combat_ignore_cond = true
on_info = {=dist_to_actor_le(30)} mob_walker@sleep_1 %=set_bloodsucker_state( 2 ) =teleport_npc(lim_a9_blood_1_walk) =set_visual_memory_enabled( 0 )%

[mob_walker@sleep_1]
path_walk = blood_1_walk
path_look = blood_1_look
combat_ignore_cond = true
on_info = {+lim_a9_bloodscuker_sleepers_stand_up} mob_home@fight_1 %=set_bloodsucker_state( default ) =release_force_sleep_animation =set_visual_memory_enabled( 1 )%
on_info2 = %=set_force_sleep_animation( 0 )%

[mob_home@fight_1]
path_home = blood_1_walk
aggressive = true
home_min_radius = 3
home_max_radius = 80
on_info = {=dist_npc_to_smart_ge(lim_a9:50)} mob_walker@pre_sleep_1 %-lim_a9_bloodscuker_sleepers_stand_up%
;----------------------------------------------------------------------------

[logic@blood_2]
active = mob_walker@pre_sleep_2
suitable = {=target_squad_name(lim_a9_bloodsuckers_sleepers)} true
monster_job = true
prior = 200
on_hit = mob_hit

[mob_walker@pre_sleep_2]
path_walk = blood_2_walk
path_look = blood_2_look
combat_ignore_cond = true
on_info = {=dist_to_actor_le(30)} mob_walker@sleep_2 %=set_bloodsucker_state( 2 ) =teleport_npc(lim_a9_blood_2_walk) =set_visual_memory_enabled( 0 )%

[mob_walker@sleep_2]
path_walk = blood_2_walk
path_look = blood_2_look
combat_ignore_cond = true
on_info = {+lim_a9_bloodscuker_sleepers_stand_up} mob_home@fight_2 %=set_bloodsucker_state( default ) =release_force_sleep_animation =set_visual_memory_enabled( 1 )%
on_info2 = %=set_force_sleep_animation( 0 )%

[mob_home@fight_2]
path_home = blood_2_walk
aggressive = true
home_min_radius = 3
home_max_radius = 80
on_info = {=dist_npc_to_smart_ge(lim_a9:50)} mob_walker@pre_sleep_2 %-lim_a9_bloodscuker_sleepers_stand_up%
;----------------------------------------------------------------------------

[logic@blood_3]
active = mob_walker@pre_sleep_3
suitable = {=target_squad_name(lim_a9_bloodsuckers_sleepers)} true
monster_job = true
prior = 200
on_hit = mob_hit

[mob_walker@pre_sleep_3]
path_walk = blood_3_walk
path_look = blood_3_look
combat_ignore_cond = true
on_info = {=dist_to_actor_le(30)} mob_walker@sleep_3 %=set_bloodsucker_state( 2 ) =teleport_npc(lim_a9_blood_3_walk) =set_visual_memory_enabled( 0 )%

[mob_walker@sleep_3]
path_walk = blood_3_walk
path_look = blood_3_look
combat_ignore_cond = true
on_info = {+lim_a9_bloodscuker_sleepers_stand_up} mob_home@fight_3 %=set_bloodsucker_state( default ) =release_force_sleep_animation =set_visual_memory_enabled( 1 )%
on_info2 = %=set_force_sleep_animation( 0 )%

[mob_home@fight_3]
path_home = blood_3_walk
aggressive = true
home_min_radius = 3
home_max_radius = 80
on_info = {=dist_npc_to_smart_ge(lim_a9:50)} mob_walker@pre_sleep_3 %-lim_a9_bloodscuker_sleepers_stand_up%
;----------------------------------------------------------------------------

[logic@blood_4]
active = mob_walker@pre_sleep_4
suitable = {=target_squad_name(lim_a9_bloodsuckers_sleepers)} true
monster_job = true
prior = 200
on_hit = mob_hit

[mob_walker@pre_sleep_4]
path_walk = blood_4_walk
path_look = blood_4_look
combat_ignore_cond = true
on_info = {=dist_to_actor_le(30)} mob_walker@sleep_4 %=set_bloodsucker_state( 2 ) =teleport_npc(lim_a9_blood_4_walk) =set_visual_memory_enabled( 0 )%

[mob_walker@sleep_4]
path_walk = blood_4_walk
path_look = blood_4_look
combat_ignore_cond = true
on_info = {+lim_a9_bloodscuker_sleepers_stand_up} mob_home@fight_4 %=set_bloodsucker_state( default ) =release_force_sleep_animation =set_visual_memory_enabled( 1 )%
on_info2 = %=set_force_sleep_animation( 0 )%

[mob_home@fight_4]
path_home = blood_4_walk
aggressive = true
home_min_radius = 3
home_max_radius = 80
on_info = {=dist_npc_to_smart_ge(lim_a9:50)} mob_walker@pre_sleep_4 %-lim_a9_bloodscuker_sleepers_stand_up%

