[logic]
active = mob_home@sound
;on_combat = mob_combat
on_death = mob_death

[mob_death]
on_info = %+red_bloodsucker_off -red_bloodsucker_spawn%

[mob_home@sound]
path_home = red_bloodsucker_swarm_4_1
home_min_radius = 50
home_max_radius = 50
aggressive_home = true
;actor_friendly = true
;npc_friendly = true
state = invis
on_info = mob_home %=play_sound(red_bloodsucker_growl)%
 
[mob_home]
path_home = red_bloodsucker_swarm_4_1
home_min_radius = 50
home_max_radius = 50
aggressive_home = true
;actor_friendly = true
;npc_friendly = true
state = invis
on_game_timer = 600 | {=dist_to_actor_ge(50)} mob_walker@2
on_info = {=dist_to_actor_le(5)} mob_home@2

[mob_home@2]
path_home = red_bloodsucker_swarm_4_1
home_min_radius = 50
home_max_radius = 50
aggressive_home = true
;actor_friendly = true
;npc_friendly = true
state = vis
;on_game_timer = 150 | mob_walker
on_game_timer = 1200 | {=health_le(0.1)} mob_walker
on_info = {=dist_to_actor_ge(50)} mob_walker

[mob_walker]
path_walk = red_bloodsucker_swarm_4_2
actor_friendly = true
npc_friendly = true
braindead = true
state = vis
on_info = {=dist_to_actor_ge(5)} mob_walker@2
on_signal = action | %-red_bloodsucker_spawn =destroy_object%

[mob_walker@2]
path_walk = red_bloodsucker_swarm_4_3
actor_friendly = true
npc_friendly = true
braindead = true
state = invis
on_info = {=dist_to_actor_ge(15)} %-red_bloodsucker_spawn =destroy_object%
on_signal = action | %-red_bloodsucker_spawn =destroy_object%
