[logic@night_hunter_chimera]
suitable = {=target_squad_name(jup_b212_jupiter_chimera)} true
active = mob_walker@selector
monster_job = true
on_death = mob_death

[mob_death]
on_info = %+jup_b212_jupiter_chimera_dead%

[mob_walker@selector]
path_walk = way_1_walk
on_info = {=actor_in_zone(jup_b212_jupiter_chimera_spawn_zone)} mob_walker@going
on_info2 = {!actor_in_zone(jup_b212_jupiter_chimera_spawn_zone)} mob_home@01

[mob_walker@going]
path_walk = way_1_walk
on_info = {=dist_to_actor_le(10)} mob_home@attack
on_signal = gohome | mob_home@01

[mob_home@attack]
path_home = chimera_home_1
home_min_radius = 50
home_max_radius = 100
on_game_timer = 600 |  mob_home@01
aggressive = true

[mob_home@01]
path_home = chimera_home_1
home_min_radius = 5
home_max_radius = 10
on_info = {=actor_in_zone(jup_b212_actor_cheat)} mob_home@cheat
on_game_timer = 600 |  mob_home@02
;on_hit = {=is_enemy_actor} % =make_actor_visible_to_squad(jup_b212_jupiter_chimera_lair)%

[mob_home@02]
path_home = chimera_home_2
home_min_radius = 5
home_max_radius = 10
aggressive = true
on_info = {=actor_in_zone(jup_b212_actor_cheat)} mob_home@cheat
on_game_timer = 600 |  mob_home@03

[mob_home@03]
path_home = chimera_home_3
home_min_radius = 5
home_max_radius = 10
aggressive = true
on_game_timer = 600 |  mob_home@01

[mob_home@cheat]
path_home = chimera_home_3
home_min_radius = 3
home_max_radius = 5
aggressive = true
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true 
combat_ignore_keep_when_attacked = true 
on_info = {!actor_in_zone(jup_b212_actor_cheat)} mob_home@01
