#include "common.h"
#include "effects.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/MediGuy.h"

extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);

#include "common/UnkBattleFunc1.inc.c"

#include "common/MediGuySpriteRotationFunc.inc.c"

s32 N(IdleAnimations)[] = {
    STATUS_NORMAL,    ANIM_MediGuy_Anim01,
    STATUS_STONE,     ANIM_MediGuy_Anim00,
    STATUS_SLEEP,     ANIM_MediGuy_Anim04,
    STATUS_POISON,    ANIM_MediGuy_Anim01,
    STATUS_STOP,      ANIM_MediGuy_Anim00,
    STATUS_STATIC,    ANIM_MediGuy_Anim01,
    STATUS_PARALYZE,  ANIM_MediGuy_Anim00,
    STATUS_DIZZY,     ANIM_MediGuy_Anim0A,
    STATUS_FEAR,      ANIM_MediGuy_Anim0A,
    STATUS_END,
};

s32 N(DefenseTable)[] = {
    ELEMENT_NORMAL, 0,
    ELEMENT_SHOCK, 0,
    ELEMENT_END,
};

s32 N(StatusTable)[] = {
    STATUS_NORMAL, 0,
    STATUS_DEFAULT, 0,
    STATUS_SLEEP, 70,
    STATUS_POISON, 50,
    STATUS_FROZEN, 0,
    STATUS_DIZZY, 90,
    STATUS_FEAR, 100,
    STATUS_STATIC, 50,
    STATUS_PARALYZE, 90,
    STATUS_SHRINK, 75,
    STATUS_STOP, 90,
    STATUS_DEFAULT_TURN_MOD, 0,
    STATUS_SLEEP_TURN_MOD, 0,
    STATUS_POISON_TURN_MOD, 0,
    STATUS_FROZEN_TURN_MOD, 0,
    STATUS_DIZZY_TURN_MOD, 1,
    STATUS_FEAR_TURN_MOD, 0,
    STATUS_STATIC_TURN_MOD, 0,
    STATUS_PARALYZE_TURN_MOD, 1,
    STATUS_SHRINK_TURN_MOD, 0,
    STATUS_STOP_TURN_MOD, 0,
    STATUS_END,
};

ActorPartBlueprint N(parts)[] = {
    {
        .flags = ACTOR_PART_FLAG_MULTI_TARGET,
        .index = 1,
        .posOffset = { 0, 0, 0 },
        .targetOffset = { -2, 38 },
        .opacity = 255,
        .idleAnimations = N(IdleAnimations),
        .defenseTable = N(DefenseTable),
        .eventFlags = ACTOR_EVENT_FLAG_0,
        .elementImmunityFlags = 0,
        .projectileTargetOffset = { -1, -5 },
    },
};

ActorBlueprint NAMESPACE = {
    .flags = ACTOR_FLAG_FLYING,
    .type = ACTOR_TYPE_MEDI_GUY,
    .level = 14,
    .maxHP = 7,
    .partCount = ARRAY_COUNT(N(parts)),
    .partsData = N(parts),
    .initScript = &N(init),
    .statusTable = N(StatusTable),
    .escapeChance = 60,
    .airLiftChance = 90,
    .hurricaneChance = 95,
    .spookChance = 70,
    .upAndAwayChance = 95,
    .spinSmashReq = 0,
    .powerBounceChance = 90,
    .coinReward = 2,
    .size = { 24, 40 },
    .hpBarOffset = { 0, 0 },
    .statusIconOffset = { -10, 20 },
    .statusMessageOffset = { 12, 31 },
};

EvtScript N(init) = {
    EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
    EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
    EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
    EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_SUB(LVar1, 5)
    EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_CALL(HPBarToHome, ACTOR_SELF)
    EVT_RETURN
    EVT_END
};

EvtScript N(idle) = {
    EVT_LABEL(0)
    EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
    EVT_IF_FLAG(LVar0, STATUS_FLAG_SLEEP)
        EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -2, 24)
        EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, -1, -5)
        EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 20)
    EVT_ELSE
        EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -2, 38)
        EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, -1, -5)
        EVT_CALL(N(UnkBattleFunc1), -10, 20, 12, 31)
    EVT_END_IF
    EVT_WAIT(1)
    EVT_GOTO(0)
    EVT_RETURN
    EVT_END
};

EvtScript N(returnHome) = {
    EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
    EVT_CALL(SetPartRotation, ACTOR_SELF, 1, 0, 0, 0)
    EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
    EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim03)
    EVT_CALL(SetGoalToHome, ACTOR_SELF)
    EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 1, EASING_LINEAR)
    EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim01)
    EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
    EVT_RETURN
    EVT_END
};

EvtScript N(handleEvent) = {
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
    EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
    EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
    EVT_SWITCH(LVar0)
        EVT_CASE_OR_EQ(EVENT_HIT_COMBO)
        EVT_CASE_OR_EQ(EVENT_HIT)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
            EVT_EXEC_WAIT(DoNormalHit)
        EVT_END_CASE_GROUP
        EVT_CASE_EQ(EVENT_BURN_HIT)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim08)
            EVT_SET_CONST(LVar2, ANIM_MediGuy_Anim09)
            EVT_EXEC_WAIT(DoBurnHit)
        EVT_CASE_EQ(EVENT_BURN_DEATH)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim08)
            EVT_SET_CONST(LVar2, ANIM_MediGuy_Anim09)
            EVT_EXEC_WAIT(DoBurnHit)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim09)
            EVT_EXEC_WAIT(DoDeath)
            EVT_RETURN
        EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
            EVT_EXEC_WAIT(DoSpinSmashHit)
        EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
            EVT_EXEC_WAIT(DoSpinSmashHit)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim07)
            EVT_EXEC_WAIT(DoDeath)
            EVT_RETURN
        EVT_CASE_EQ(EVENT_SHOCK_HIT)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
            EVT_EXEC_WAIT(DoShockHit)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
            EVT_EXEC_WAIT(DoJumpBack)
            EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
            EVT_EXEC_WAIT(N(returnHome))
        EVT_CASE_EQ(EVENT_SHOCK_DEATH)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
            EVT_EXEC_WAIT(DoShockHit)
            EVT_CALL(SetPartRotation, ACTOR_SELF, 1, 0, 0, 0)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim07)
            EVT_EXEC_WAIT(DoDeath)
            EVT_RETURN
        EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
        EVT_CASE_OR_EQ(EVENT_IMMUNE)
        EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim01)
            EVT_EXEC_WAIT(DoImmune)
        EVT_END_CASE_GROUP
        EVT_CASE_EQ(EVENT_DEATH)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
            EVT_EXEC_WAIT(DoNormalHit)
            EVT_WAIT(10)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim07)
            EVT_EXEC_WAIT(DoDeath)
            EVT_RETURN
        EVT_CASE_EQ(EVENT_BEGIN_FIRST_STRIKE)
            EVT_CALL(SetActorPos, ACTOR_SELF, 20, 0, 0)
            EVT_CALL(HPBarToCurrent, ACTOR_SELF)
        EVT_CASE_EQ(EVENT_END_FIRST_STRIKE)
            EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
            EVT_EXEC_WAIT(N(returnHome))
            EVT_CALL(HPBarToHome, ACTOR_SELF)
        EVT_CASE_EQ(EVENT_RECOVER_STATUS)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim01)
            EVT_EXEC_WAIT(DoRecover)
        EVT_CASE_EQ(EVENT_SCARE_AWAY)
            EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, FALSE)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim03)
            EVT_SET_CONST(LVar2, ANIM_MediGuy_Anim0B)
            EVT_EXEC_WAIT(DoScareAway)
            EVT_RETURN
        EVT_CASE_EQ(EVENT_BEGIN_AIR_LIFT)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
            EVT_EXEC_WAIT(DoAirLift)
        EVT_CASE_EQ(EVENT_BLOW_AWAY)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
            EVT_EXEC_WAIT(DoBlowAway)
            EVT_RETURN
        EVT_CASE_DEFAULT
    EVT_END_SWITCH
    EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
    EVT_RETURN
    EVT_END
};

EvtScript N(flyingAttack) = {
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
    EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
    EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
    EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_63)
    EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
    EVT_CALL(func_8024ECF8, -1, 1, 0)
    EVT_THREAD
        EVT_SETF(LVar0, EVT_FLOAT(0.0))
        EVT_LOOP(15)
            EVT_ADDF(LVar0, EVT_FLOAT(2.0))
            EVT_CALL(SetPartRotation, ACTOR_SELF, 1, 0, 0, LVar0)
            EVT_WAIT(1)
        EVT_END_LOOP
    EVT_END_THREAD
    EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim03)
    EVT_CALL(SetGoalToTarget, ACTOR_SELF)
    EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
    EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
    EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, EASING_COS_IN)
    EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10)
    EVT_SWITCH(LVarA)
        EVT_CASE_OR_EQ(HIT_RESULT_MISS)
        EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
            EVT_WAIT(10)
            EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2F8)
            EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
            EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
            EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim05)
            EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
            EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_0, SOUND_0)
            EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2F9)
            EVT_THREAD
                EVT_WAIT(5)
                EVT_SET(LVar0, 0)
                EVT_LOOP(60)
                    EVT_CALL(N(MediGuySpriteRotationFunc), LVar0, LVar1, 15, 60, EVT_FLOAT(30.0))
                    EVT_CALL(SetPartRotation, ACTOR_SELF, 1, 0, 0, LVar1)
                    EVT_ADD(LVar0, 1)
                    EVT_WAIT(1)
                EVT_END_LOOP
            EVT_END_THREAD
            EVT_CALL(SetGoalToTarget, ACTOR_SELF)
            EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_SUB(LVar0, 50)
            EVT_ADD(LVar2, 1)
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
            EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim05)
            EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_QUADRATIC_OUT)
            EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
                EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
            EVT_END_IF
            EVT_WAIT(30)
            EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
            EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
            EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
            EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(10.0))
            EVT_EXEC_WAIT(N(returnHome))
            EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
            EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
            EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
            EVT_RETURN
        EVT_END_CASE_GROUP
    EVT_END_SWITCH
    EVT_WAIT(10)
    EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2F8)
    EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
    EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
    EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim05)
    EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
    EVT_SET(LVarA, LVar0)
    EVT_SET(LVarB, LVar1)
    EVT_SET(LVarC, LVar2)
    EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_0, SOUND_0)
    EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2F9)
    EVT_CALL(SetGoalToTarget, ACTOR_SELF)
    EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_ADD(LVar2, 1)
    EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
    EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim05)
    EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_QUADRATIC_OUT)
    EVT_WAIT(2)
    EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
    EVT_SWITCH(LVar0)
        EVT_CASE_OR_EQ(HIT_RESULT_HIT)
        EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
            EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
            EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
            EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_ADD(LVar0, 30)
            EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(JumpWithBounce, ACTOR_SELF, 10, EVT_FLOAT(2.0))
            EVT_WAIT(20)
            EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
            EVT_EXEC_WAIT(N(returnHome))
        EVT_END_CASE_GROUP
    EVT_END_SWITCH
    EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
    EVT_RETURN
    EVT_END
};

EvtScript N(healOneAlly) = {
    EVT_SET(LVarA, LVar0)
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
    EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
    EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_63)
    EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
    EVT_CALL(GetOwnerID, LVar0)
    EVT_CALL(GetActorPos, LVar0, LVar1, LVar2, LVar3)
    EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2F8)
    EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_214)
    EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_0)
    EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim05)
    EVT_ADD(LVar2, 50)
    EVT_PLAY_EFFECT(EFFECT_SPARKLES, 1, LVar1, LVar2, LVar3, 10, 0)
    EVT_PLAY_EFFECT(EFFECT_RECOVER, 2, LVar1, LVar2, LVar3, 0, 0)
    EVT_WAIT(30)
    EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim01)
    EVT_WAIT(10)
    EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_63)
    EVT_CALL(BattleCamTargetActor, LVarA)
    EVT_CALL(GetEnemyMaxHP, LVarA, LVar4)
    EVT_MUL(LVar4, 60)
    EVT_DIV(LVar4, 100)
    EVT_THREAD
        EVT_WAIT(5)
        EVT_CALL(PlaySoundAtActor, LVarA, SOUND_206D)
        EVT_CALL(PlaySoundAtActor, LVarA, SOUND_214)
        EVT_WAIT(30)
        EVT_CALL(PlaySoundAtActor, LVarA, SOUND_25C)
    EVT_END_THREAD
    EVT_THREAD
        EVT_CALL(func_8026BF48, 1)
        EVT_CALL(HealActor, LVarA, LVar4, FALSE)
        EVT_CALL(func_8026BF48, 0)
    EVT_END_THREAD
    EVT_CALL(WaitForBuffDone)
    EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
    EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
    EVT_RETURN
    EVT_END
};

EvtScript N(findTargetsToHeal) = {
    EVT_CALL(EnemyCreateTargetList, 2)
    EVT_CALL(InitTargetIterator)
    EVT_LABEL(0)
    EVT_CALL(GetOwnerTarget, LVar0, LVar1)
    EVT_CALL(GetActorHP, LVar0, LVar2)
    EVT_CALL(GetEnemyMaxHP, LVar0, LVar3)
    EVT_IF_NE(LVar2, LVar3)
        EVT_CALL(GetOwnerTarget, LVar0, LVar1)
        EVT_RETURN
    EVT_END_IF
    EVT_CALL(ChooseNextTarget, ITER_NEXT, LVar0)
    EVT_IF_NE(LVar0, -1)
        EVT_GOTO(0)
    EVT_END_IF
    EVT_RETURN
    EVT_END
};

EvtScript N(takeTurn) = {
    EVT_EXEC_WAIT(N(findTargetsToHeal))
    EVT_IF_EQ(LVar0, -1)
        EVT_EXEC_WAIT(N(flyingAttack))
    EVT_ELSE
        EVT_CALL(RandInt, 1000, LVarA)
        EVT_IF_LT(LVarA, 600)
            EVT_EXEC_WAIT(N(healOneAlly))
        EVT_ELSE
            EVT_EXEC_WAIT(N(flyingAttack))
        EVT_END_IF
    EVT_END_IF
    EVT_RETURN
    EVT_END
};
