//BlockadeRunner_B state InActive { Conditions { if Message "PhaseB" > 0 goto Activate } Actions { } } state Activate { Conditions { } Actions { Activate ;Activate starts the creature. Will be started at position calculated in AllocatedPickup } } state Base { Conditions { if Message "PhaseB" == 1 goto SnapToPhase1 if Message "PhaseB" == 2 goto SnapToPhase2 if Message "PhaseB" == 3 goto SnapToPhase3 if AlwaysTrue == 1 goto SnapToPhase3 } Actions { } } ====================Phase 1=================== state SnapToPhase1 { Conditions { } Actions { GetLocatorFromGroup "name=Phase1" SnapToLocator SetState "StaticFight" } } state StartPhase1 { Conditions { } Actions { GetLocatorFromGroup "name=Phase1" SetState "StaticFight" } } ====================Phase 2=================== state SnapToPhase2 { Conditions { } Actions { GetLocatorFromGroup "name=Phase2" SnapToLocator SetState "StaticFight" } } state StartPhase2 { Conditions { } Actions { GetLocatorFromGroup "name=Phase2" SetState "StaticFight" } } ====================Phase 3=================== state SnapToPhase3 { Conditions { } Actions { GetLocatorFromGroup "name=Phase3" SnapToLocator SetState "StaticFight" } } state StartPhase3 { Conditions { } Actions { GetLocatorFromGroup "name=Phase3" SetState "StaticFight" } } state StaticFight { Conditions { if GotLocator == 1 and if LocatorRange > 0.25 goto StaticFight } Actions { GoToLocator EngageOpponent "static" "firerange 99" } }