[logic@agr_u_bloodsucker_2] :-- test
active = mob_home@2
suitable = {=target_squad_name(agr_u_bloodsucker_2_squad)} true
suitable = {=target_squad_name(simulation_zombie_blind)} true  
suitable = {=target_squad_name(simulation_snork_2_3)} true 
monster_job = true
prior = 200
on_death = death

[mob_home@1]
path_home = home
home_min_radius = 2
home_max_radius = 5
on_info = %=play_sound(red_bloodsucker_growl)% mob_home@2
out_restr = agr_u_bloodsucker_rest

[mob_home@2]
path_home = home
home_min_radius = 2
home_max_radius = 5
out_restr = agr_u_bloodsucker_rest


;[logic@agr_u_bloodsucker_2]
;active = mob_walker@invis
;suitable = {=target_squad_name(agr_u_bloodsucker_2_squad)} true
;monster_job = true
;prior = 200
;on_death = death

;[mob_walker@invis]
;path_walk = walk
;path_look = look
;state = invis
;braindead = false
;actor_friendly = false
;npc_friendly = true 
;on_info = {=dist_to_actor_le(5)} %=play_sound(red_bloodsucker_growl)% mob_walker@vis
;out_restr = agru_bloodsucker_out_restr

;[mob_walker@vis]
;path_walk = walk
;path_look = look
;state = vis
;npc_friendly = true 
;on_info = {=dist_to_actor_ge(5)} mob_walker@invis
;out_restr = agru_bloodsucker_out_restr
