[logic@standart]
suitable = {=target_squad_name(labx7_a4_zombied_squad)}
prior = 200
;-------------------------------------------------------------

[walker@standart]
combat_ignore_cond = true
invulnerable = true
combat_ignore_keep_when_attacked = true
;-------------------------------------------------------------

[logic@zombied_1]:logic@standart
active = walker@zombied_1

[walker@zombied_1]:walker@standart
path_walk = zombied_1_walk
path_look = zombied_1_look
on_info  = {+actor_in_zone_labx7_sr_corpuse} walker@zombied_1_attack
on_info2 = {=actor_see_npc} walker@zombied_1_attack

[walker@zombied_1_attack]
path_walk = zombied_1_walk
path_look = zombied_1_look

;-------------------------------------------------------------
[logic@zombied_2]:logic@standart
active = walker@zombied_2

[walker@zombied_2]:walker@standart
path_walk = zombied_2_walk
path_look = zombied_1_look
on_info = {+actor_in_zone_labx7_sr_corpuse} walker@zombied_2_attack
on_info2 = {=actor_see_npc} walker@zombied_2_attack

[walker@zombied_2_attack]
path_walk = zombied_2_walk
path_look = zombied_1_look

;-------------------------------------------------------------
[logic@zombied_3]:logic@standart
active = walker@zombied_3

[walker@zombied_3]:walker@standart
path_walk = zombied_3_walk
path_look = zombied_1_look
on_info = {+actor_in_zone_labx7_sr_corpuse} walker@zombied_3_attack
on_info2 = {=actor_see_npc} walker@zombied_3_attack

[walker@zombied_3_attack]
path_walk = zombied_3_walk
path_look = zombied_1_look

;-------------------------------------------------------------
[logic@zombied_4]:logic@standart
active = walker@zombied_4

[walker@zombied_4]:walker@standart
path_walk = zombied_4_walk
path_look = zombied_1_look
on_info = {+actor_in_zone_labx7_sr_corpuse} walker@zombied_4_attack
on_info2 = {=actor_see_npc} walker@zombied_4_attack

[walker@zombied_4_attack]
path_walk = zombied_4_walk
path_look = zombied_1_look

;-------------------------------------------------------------
[logic@zombied_5]:logic@standart
active = walker@zombied_5

[walker@zombied_5]:walker@standart
path_walk = zombied_5_walk
path_look = zombied_1_look
on_info = {+actor_in_zone_labx7_sr_corpuse} walker@zombied_5_attack
on_info2 = {=actor_see_npc} walker@zombied_5_attack

[walker@zombied_5_attack]
path_walk = zombied_5_walk
path_look = zombied_1_look
;----------------------------------------------------------------

[logic@control_1]
active = mob_walker@control_1
suitable = {=target_squad_name(labx7_a4_control_squad)} true
prior = 200
monster_job = true

[mob_walker@control_1]:walker@standart
path_walk = control_walk
path_look = control_look
on_info = {+actor_in_zone_labx7_sr_contra_2} mob_companion@control_1


[mob_companion@control_1]
;----------------------------------------------------------------

[logic@polter]
active = mob_walker@polter
suitable = {=is_monster_polter} true
prior = 100
monster_job = true

[mob_walker@polter]
path_walk = polter_tele_home

;----------------------------------------------------------------
[logic@polter_1]:logic@polter
