; Stormbringer3 Script ; Script for Team 4: Stormbringer Attackers startstate Initial state Initial { AIFunction Defensive Aggressive Aggressors TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyState FoundEnemy GroupsWatchingEnemy Aggressors GroupsHelpingRepelEnemy Aggressors WaypointPath Aggressors PowerUp noloop } state Build { AIFunction Defensive Aggressive Aggressors Build Aggressors SB Maintain WeakForce 9 9 1 TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyState FoundEnemy GroupsWatchingEnemy Aggressors GroupsHelpingRepelEnemy Aggressors WaypointPath Aggressors PowerUp noloop } state FoundEnemy { AIFunction RepelAttack TriggerProcessor GoNamedState NextState Build } state BuildUpgrades { AIFunction Defensive Build Aggressors SB Exact Upgrades 6 6 1 TriggerProcessor GoNamedState } state BuildToughGuys { AIFunction Defensive Aggressive Aggressors Build Aggressors SB Exact StrongForce 10 10 1 TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyState FoundEnemyBuildTough GroupsWatchingEnemy Aggressors GroupsHelpingRepelEnemy Aggressors WaypointPath Aggressors PowerUp noloop } state FoundEnemyBuildTough { AIFunction RepelAttack TriggerProcessor GoNamedState NextState BuildToughGuys } state WestAttackPlayer { AIFunction Defensive Aggressive Aggressors TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyState FoundEnemyWest GroupsWatchingEnemy Aggressors GroupsHelpingRepelEnemy Aggressors Moongate Aggressors southwestwhite WaypointPath Aggressors ToPlayerFromWest noloop } state FoundEnemyWest { AIFunction RepelAttack TriggerProcessor GoNamedState NextState PatrolPBase } state EastAttackPlayer { AIFunction Defensive Aggressive Aggressors TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyState FoundEnemyEast GroupsWatchingEnemy Aggressors GroupsHelpingRepelEnemy Aggressors Moongate Aggressors southeastblue WaypointPath Aggressors ToPlayerFromEast noloop } state FoundEnemyEast { AIFunction RepelAttack TriggerProcessor GoNamedState NextState PatrolPBase } state PatrolPBase { AIFunction Defensive Aggressive Aggressors TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyState FoundEnemyPlayerBase GroupsWatchingEnemy Aggressors GroupsHelpingRepelEnemy Aggressors WaypointPath Aggressors PatrolPlayersBase loop } state FoundEnemyPlayerBase { AIFunction RepelAttack TriggerProcessor GoNamedState NextState PatrolPBase } state AttackWhiteMG { AIFunction Defensive Aggressive Aggressors TriggerProcessor GoNamedState FoundEnemyFunction RepelAttack FoundEnemyState FoundAttackWhiteMG GroupsWatchingEnemy Aggressors GroupsHelpingRepelEnemy Aggressors Moongate Aggressors centerblue WaypointPath Aggressors ToWhiteMaster noloop } state FoundAttackWhiteMG { AIFunction RepelAttack TriggerProcessor GoNamedState NextState EastAttackPlayer } BuildList WeakForce { Acolyte Acolyte Pyromage Pyromage Pyromage Conjurer Conjurer Icemage windmage } BuildList Upgrades { Damage Damage Health Health Shield Shield } BuildList StrongForce { Acolyte Acolyte Pyromage Pyromage Pyromage Conjurer Conjurer Icemage Icemage Windmage } Path PowerUp { -6.130 20.000 228.500 } Path ToPlayerFromWest { -29.446 20.046 -240.245 } Path ToPlayerFromEast { -29.446 20.046 -240.245 } Path ToWhiteMaster { 98.710 32.629 113.475 } Path PatrolPlayersBase { -2.609715 20.196400 -235.465942 -29.884712 20.145761 -240.815979 -58.445866 19.917883 -234.922791 -2.609715 20.196400 -235.465942 }