[logic@polter]
active = mob_home
suitable = {=check_npc_name(lx8_poltergeist)} true
prior = 100
monster_job = true

[mob_home]
path_home = polter_home
actor_friendly = false
home_min_radius = 30
home_max_radius = 40
aggressive = true
out_restr = lx8_sr_polter_out_restr
on_timer = 20000 | {!actor_in_zone(lx8_sr_polter_danger_zone)} mob_home@hold %-lx8_polter_ignore%
on_info = {-lx8_polter_ignore =actor_in_zone(lx8_sr_burer_out_restr) =is_alive(lx8_burer) =is_alive(lx8_burer_2) =is_alive(lx8_burer_3)} %+lx8_polter_ignore =polter_actor_ignore(true)%
on_info2  {-lx8_polter_ignore =actor_in_zone(lx8_sr_toilet_burer_out_restr) =is_alive(lx8_toilet_burer)} %+lx8_polter_ignore =polter_actor_ignore(true)%
on_info3 = {+lx8_polter_ignore !actor_in_zone(lx8_sr_burer_out_restr) !actor_in_zone(lx8_sr_toilet_burer_out_restr)} %-lx8_polter_ignore =polter_actor_ignore(false)%
		
[mob_home@hold]
path_home = polter_home
actor_friendly = true ;false
home_min_radius = 30
home_max_radius = 40
aggressive = false
braindead = true
out_restr = lx8_sr_polter_out_restr
on_timer = 75000 | mob_home
on_info = {=actor_in_zone(lx8_sr_polter_danger_zone)} mob_home 
on_info2 = {-lx8_polter_ignore} %+lx8_polter_ignore =polter_actor_ignore(true)%
