Fixed an issue that was leading to unreliable respawn mechanics on multi-behavior NPCs
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@@ -13,6 +13,7 @@ class ImplingSpawnerBehavior : NPCBehavior (*ImplingSpawner.getIds()) {
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val isPuro = isPuroSpawner(self)
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val delay = if (isPuro) 120 else 180
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setAttribute(self, "transformTime", getWorldTicks() + secondsToTicks(delay))
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self.setRespawnTicks(3)
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self.isRespawn = isPuro
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self.walkRadius = if (isPuro) 20 else 100
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self.isWalks = true
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