// Get mean if characters wanna be bad
IfAttacked
  SetTargetToWhoeverAttacked
    IfTargetIsAPlayer
      CallForHelp
      JoinEvilTeam
  SetTargetToOldTarget
IfCalledForHelp
  SetTargetToWhoeverCalledForHelp	  //
    IfTargetIsAlive			    // Go heal 'em
      tmpargument = 2			      //
      SetState				      // State 2 ( Helper )
    Else				    // Too late
      SetTargetToOldTarget		      //
  JoinEvilTeam

IfKilled				// This reduces the height of the char
  tmpargument = 1
  PlaySound

  tmpargument = 0			  // Last words...
  SetState				  //
  DropMoney				  //
  tmpargument = 45			  //
  SetBumpHeight				  //

IfTimeOut				// This is done every so often

  //Manage talking about restoration
  tmpargument = 1
  IfContentIs
    tmpargument = 2
    SetContent
  tmpargument = 3
  IfContentIs
    tmpargument = 0
    SetContent

  //First priority is to heal!
  SetTargetToNearestFriend
    IfTargetIsHurt
      IfTargetIsAPlayer       //We are mean... players have to pay!
        DoNothing
      Else
        tmpargument = 2
        SetState

  IfStateIs2				  // State 2 ( Helper )
    IfTargetIsHurt			    // Heal wounded
      tmpx = targetx
      tmpy = targety
      ClearWaypoints			  //
      AddWaypoint				  //
      tmpx = targetdistance		      //
      tmpy = 300			      //
      IfXIsLessThanY			      // In Range?
        tmpx = 260			        //
        tmpy = selfmana			        //
        IfXIsLessThanY				// Enough to cast?
          IfFacingTarget
            tmpargument = LATCHLEFT	          // Left Attack == 1
            PressLatchButton		          //
        Else					// Do something else
          tmpargument = 0		          //
          SetState			          //
    Else				    // Switch to follow
      tmpargument = 0			      //
      SetState				      //
    tmpx = targetx			    //
    tmpy = targety			    //
  Else					  // Find someone to bash
    SetTargetToNearbyEnemy		    //
      tmpargument = 1			      //
      SetState				      //
  IfStateIs0				  // State 0 ( Follow )
    tmpx = selfspawnx			    //
    tmpy = selfspawny			    //
    tmpturn = 49152	    // Stand to side
    tmpdistance = 1			    //
    Compass				    //
  IfStateIs1				  // State 1 ( Combat )
    tmpx = targetdistance		    // Close enough to attack?
    tmpy = 200				    //
    IfXIsLessThanY			    //
      tmpargument = LATCHRIGHT		      // Right Attack == 2
      PressLatchButton			      //
    tmpy = 700
    IfXIsMoreThanY
      tmpargument = 0
      SetState
    tmpx = leaderdistance
    IfXIsMoreThanY
      tmpargument = 0
      SetState
    tmpx = targetx			    // Move towards enemy
    tmpy = targety			    //
    tmpturn = targetturnto		    //
    tmpdistance = 200			    //
    Compass				    //
  ClearWaypoints			  //
  AddWaypoint				  //
  tmpargument = rand & 15 + 15		  // Try again later
  SetTime				  //

IfAttacked				// Counter attack if not healing
  tmpargument = 0			  //
  IfStateIs				  //
    SetTargetToWhoeverAttacked		    //
      IfTargetIsAlive			      //
        IfTargetIsOnHatedTeam		        // Go get 'em
          tmpargument = 1		          //
          SetState			          //
          tmpargument = rand & 1 + 2
          PlaySound
        IfTargetIsOnSameTeam		        // Yell at 'em
          tmpargument = MESSAGEOUCH	          //
          SendMessageNear		          //
          SetTargetToOldTarget		          //
          tmpargument = 4
          PlaySound
      Else				      // Attacker dead already
        SetTargetToOldTarget		        //

IfBumped				// Bumped
  SetTargetToWhoeverBumped		  //
  IfTargetIsOnOtherTeam
    SetTargetToOldTarget
  Else
    IfTargetIsHurt			  //
      tmpargument = 2			      // State 2 ( Helper )
      SetState				      //
    Else
      //Check for people who want Restoration
      IfTargetIsAPlayer
        tmpargument = 0
        IfContentIs         //First bump = "want restoration?"
          tmpargument = 5
          SendMessageNear
          tmpargument = 1
          SetContent
          tmpargument = 50
          SetTime
          tmpargument = 4
          PlaySound             //hey now!
        tmpargument = 2
        IfContentIs         //Second bump = Restore!
          tmpx = targetmoney
          tmpy = 9
          IfXIsMoreThanY
            tmpargument = 6
            SendMessageNear
            tmpargument = 3
            SetContent
            tmpargument = 50
            SetTime
            tmpargument = 3
            tmpx = targetx
            tmpy = targety
            tmpdistance = targetz
            SpawnExactParticle
            UnkurseTargetInventory
            tmpargument = [REST]
            DispelTargetEnchantID
            tmpargument = 0 - 10
            GiveMoneyToTarget

          //Not enough money!
          Else
            tmpargument = 3
            SetContent
            tmpargument = 50
            SetTime
            tmpx = 10 - targetmoney  //Money needed
            tmpargument = 7
            SendMessageNear
            tmpargument = 4
            PlaySound             //hey now!
      Else					  // Revert
        SetTargetToOldTarget		    //
  tmpx = rand&511+selfx-256		  //
  tmpy = rand&511+selfy-256		  //
  ClearWaypoints			  //
  AddWaypoint				  //
  tmpargument = 40			  // Try again soon
  SetTime				  //
IfTargetKilled				// Mode switch
  tmpargument = 0			  // Return to follow mode
  SetState				  //

// Heal sound and effect
IfUsed
  tmpargument = 0
  PlayFullSound
  tmpargument = 50
  SetReloadTime
  IfTargetIsOnSameTeam
    tmpx = targetx
    tmpy = targety
    tmpdistance = targetz
    tmpargument = 0
    SpawnExactParticle

    tmpargument = rand & 511 + 512  //2-4 HP
    HealTarget

End					// Finished with this character
