[logic@bloodsucker]
active = mob_walker@sound
on_death = mob_death
suitable = {=check_npc_name(mil_bloodsucker)} true

[mob_walker@sound]
path_walk = mil_bloodsucker_tower_1_walk
path_look = mil_bloodsucker_tower_1_look
state = invis
on_info = {=dist_to_actor_le(10)} mob_walker@vis %=play_sound(red_bloodsucker_growl)%
npc_friendly = true

[mob_death]
on_info = %+mil_bs_dead% 

[mob_walker@vis]
path_walk = mil_bloodsucker_tower_1_walk
path_look = mil_bloodsucker_tower_1_look
state = vis
npc_friendly = true
on_info = {=dist_to_actor_ge(10)} mob_walker@invis

[mob_walker@invis]
path_walk = mil_bloodsucker_tower_1_walk
path_look = mil_bloodsucker_tower_1_look
state = invis
npc_friendly = true
on_info = {=dist_to_actor_le(10)} mob_walker@vis