function NewState(state) if state==0 then --replace with the name of your new state, and specify variable for it in extras.lua return OnIDLE_ST() --replace this with your new state function. else return -1 --signifying an invalid state end end function OnInit() return end function OnAImiddle() --called after info gathering, but before emergency processing return end function OnAIstart() --called at the start of AI() return end function OnAIEnd() --called at the end of AI() after everything else. return end function OnIdleTasks() --called when AI is in IDLE_ST. return 0 --return 1 to skip the rest of OnIdleSt() end function OnAttackStart() -- Called in attack state, after checking whether to leave attack, and after checking for return 0 end function OnChaseStart() -- Called in chase state, after checking whether to leave chase, but before taking any actions to do chasing. return 0 end function OnAutoBuffs(buffmode) --called at the end of calling autobuff routine. Buffmode is the buff mode (ie, 1=idle etc). Return nil if your code did something and the current AI() function should return as well, otherwise YOU MUST RETURN 1!!! return 1 end function DoSkillHandleMode(skill,level,target,mode,targx,targy) return 0 end function OnFailUnknownMode(mode) return end