IF
    AttackedBy([GOODCUTOFF],DEFAULT)
    Allegiance(Myself,NEUTRAL)
THEN
    RESPONSE #100
        Shout(99)
        Enemy()
END

IF
    HitBy([GOODCUTOFF],CRUSHING)
THEN
    RESPONSE #100
        Shout(99)
        Continue()
END

IF
    Heard([ANYONE],99)
    Allegiance(Myself,NEUTRAL)
    !Class(Myself,INNOCENT)
THEN
    RESPONSE #100
        Shout(57)
        Enemy()
        MoveToObject(LastHeardBy(Myself))
END

IF
    Heard([ANYONE],99)
    Allegiance(Myself,NEUTRAL)
THEN
    RESPONSE #100
        Enemy()
END

IF
    Heard([ANYONE],57)
    Allegiance(Myself,NEUTRAL)
THEN
    RESPONSE #100
        Enemy()
END

IF
    Heard([ANYONE],99)
    !Class(Myself,INNOCENT)
    !See(NearestEnemyOf(Myself))
THEN
    RESPONSE #100
        MoveToObject(LastHeardBy(Myself))
        Continue()
END

IF
    Heard([ANYONE],57)
    !Class(Myself,INNOCENT)
    !See(NearestEnemyOf(Myself))
THEN
    RESPONSE #100
        MoveToObject(LastHeardBy(Myself))
        Continue()
END

IF
    !Range([GOODCUTOFF],10)
THEN
    RESPONSE #100
        RandomWalk()
        Continue()
END


