[logic@jupiter_monk] suitable = {=check_npc_name(jupiter_monk)} true prior = 500 active = beh@jupiter_monk_job [beh@base_1] combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true [beh@jupiter_monk_job]:beh@base_1 run_anim = rush on_info = {+jupiter_mercenary_assault_go} beh@jupiter_monk_assault behaviour_state = beh_move target = waypoint path_end = loop pt1 = 100000,idle | pos:-46.106330871582,3.4867804050446,199.37236022949 look:-45.110081613064,3.4867804050446,199.39352643304 [beh@jupiter_monk_assault] combat_ignore_cond = {!dist_to_beh(80)} true run_anim = rush behaviour_state = beh_move target = waypoint path_end = loop pt1 = 100000,idle | pos:148.66848754883,1.1857712268829,217.58020019531 look:147.73004955053,1.1857712268829,217.23507833481 [logic@jupiter_stalker_assault_1] suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true active = beh@jupiter_stalker_assault_job_1 prior = 500 [logic@jupiter_stalker_assault_2] suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true active = beh@jupiter_stalker_assault_job_2 prior = 500 [logic@jupiter_stalker_assault_3] suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true active = beh@jupiter_stalker_assault_job_3 prior = 500 [logic@jupiter_stalker_assault_4] suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true active = beh@jupiter_stalker_assault_job_4 prior = 500 [beh@jupiter_stalker_assault_job_1]:beh@base_1 run_anim = rush behaviour_state = beh_move target = waypoint on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_1 path_end = loop pt1 = 100000,idle | pos:-46.474960327148,3.4870412349701,196.08959960938 look:-45.48581725359,3.4870412349701,196.1988914609 [beh@jupiter_stalker_assault_job_2]:beh@base_1 run_anim = rush behaviour_state = beh_move target = waypoint on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_2 path_end = loop pt1 = 100000,idle | pos:-48.031265258789,3.4879033565521,195.95745849609 look:-47.040500760078,3.4879033565521,196.04049598426 [beh@jupiter_stalker_assault_job_3]:beh@base_1 run_anim = rush behaviour_state = beh_move target = waypoint on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_3 path_end = loop pt1 = 100000,idle | pos:-48.205368041992,3.4880321025848,198.15892028809 look:-47.214603543282,3.4880321025848,198.24195777625 [beh@jupiter_stalker_assault_job_4]:beh@base_1 run_anim = rush behaviour_state = beh_move target = waypoint on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_4 path_end = loop pt1 = 100000,idle | pos:-48.375778198242,3.4881393909454,200.25389099121 look:-47.385013699532,3.4881393909454,200.33692847937 [beh@jupiter_stalker_assault_go_1] combat_ignore_cond = {!dist_to_beh(80)} true run_anim = rush behaviour_state = beh_move target = waypoint path_end = loop pt1 = 100000,guard | pos:143.21426391602,1.1840810775757,212.08804321289 look:142.24247145653,1.1840810775757,212.32130029798 [beh@jupiter_stalker_assault_go_2] combat_ignore_cond = {!dist_to_beh(80)} true run_anim = rush behaviour_state = beh_move target = waypoint path_end = loop pt1 = 100000,guard | pos:135.09172058105,1.3675675392151,221.7939453125 look:134.12838965654,1.3675675392151,221.53200998902 [beh@jupiter_stalker_assault_go_3] combat_ignore_cond = {!dist_to_beh(80)} true run_anim = rush behaviour_state = beh_move target = waypoint path_end = loop pt1 = 100000,guard | pos:138.81401062012,1.3904740810394,213.62519836426 look:137.90040069818,1.3904740810394,213.21862828732 [beh@jupiter_stalker_assault_go_4] combat_ignore_cond = {!dist_to_beh(80)} true run_anim = rush behaviour_state = beh_move target = waypoint path_end = loop pt1 = 100000,guard | pos:142.30421447754,1.1840717792511,220.81008911133 look:141.41638469696,1.1840717792511,220.35097572207 [logic@jupiter_mercenary_2_squad_1] suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true prior = 140 active = beh@jupiter_mercenary_2_squad [logic@jupiter_mercenary_2_squad_2] suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true prior = 140 active = beh@jupiter_mercenary_2_squad [logic@jupiter_mercenary_2_squad_3] suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true prior = 140 active = beh@jupiter_mercenary_2_squad [logic@jupiter_mercenary_2_squad_4] suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true prior = 140 active = beh@jupiter_mercenary_2_squad [logic@jupiter_mercenary_2_squad_5] suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true prior = 140 active = beh@jupiter_mercenary_2_squad [logic@jupiter_mercenary_2_squad_6] suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true prior = 140 active = beh@jupiter_mercenary_2_squad [beh@jupiter_mercenary_2_squad] run_anim = rush behaviour_state = beh_move target = waypoint path_end = loop pt1 = 100000,idle | pos:143.21426391602,1.1840810775757,212.08804321289 look:142.24247145653,1.1840810775757,212.32130029798