#--------------------------------------------- # Start state #--------------------------------------------- state Base { Conditions { if LevelValue "Cent" != 0 goto Activate } Actions { Disable } } #--------------------------------------------- # Activates the character #--------------------------------------------- state Activate { Conditions { if LevelValue "Cent" == 0 goto Base if LevelValue "Cent" == 2 goto PrimeIdle if LevelValue "Cent" == 3 goto LaunchAtTarget if LevelValue "Cent" == 4 goto Idle } Actions { Enable } } #--------------------------------------------- # Initial idle, after fetching first arrow #--------------------------------------------- state PrimeIdle { Conditions { if LevelValue "Cent" == 0 goto Base if LevelValue "Cent" == 3 goto LaunchAtTarget if LevelValue "Cent" == 4 goto Idle } Actions { NoRingSeg "true" PrimeBow } } #--------------------------------------------- # Launch arrow at target (giant, object, location...) #--------------------------------------------- state LaunchAtTarget { Conditions { if LevelValue "Cent" == 0 goto Base if LevelValue "Cent" == 4 goto Idle } Actions { PressActionButton SetLevelValue "type Cent" "value 4.0" } } #--------------------------------------------- # Standard idle, after initial firing #--------------------------------------------- state Idle { Conditions { if LevelValue "Cent" == 0 goto Base if LevelValue "Cent" == 3 goto LaunchAtTarget } Actions { } } #--------------------------------------------- # Waits before preparing for next state # (Unused) #--------------------------------------------- state __Wait { Conditions { if LevelValue "Cent" == 0 goto Base } Actions { Idle "mintime 100.0" "maxtime 100.0" } } state Killed { COnditions { } Actions { SetLevelValue "type Cent" "value 0" } }