//twopts.txt - Like basic monst, but this character spends all its time oscillating 
// between two nav points.
// Memory Cells:
//   Cell 0 - Dialogue node
//   Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this is killed, set to 1.
//	 Cell 3 - The nav point the character marches to.
//   Cell 4 - If 1, this creature goes straight to the nav point immediately
//     and never returns

begincreaturescript;

variables;

short i,target;
short path_a_or_b = 0;
short last_walk;

body;

beginstate INIT_STATE;
	set_name(ME,"Emogene");
	set_level(ME,13);
	set_boss_level(ME,2);
	set_new_abil(ME,10);
	
	if (gf(18,9) > 1)
		sf(18,9,1);
		
	last_walk = get_current_tick();
	break;

beginstate DEAD_STATE;
	
break;

beginstate START_STATE; 
	// if I have a target for some reason, go attack it
	if (target_ok()) {
		if (dist_to_char(get_target()) <= 16)
			set_state(3);
			else set_foe_target(ME,-1);
		}
	
	if (get_foe_target(ME,8,0)) {
		do_attack();
		set_state(3);
		}
	if (who_shot_me() >= 0) {
		set_foe_target(ME,who_shot_me());
		do_attack();
		set_state(3);
		}
	if (get_attitude(ME) < 10) {
		if (gf(18,9) == 0) {
			if (get_nearest_party_char(7) >= 0) {
				sf(18,9,1);
				begin_talk_mode(10);
				}
			}
		if (gf(18,9) == 1) {
			approach_nav_point(ME,0,2);
			if (dist_to_nav_point(ME,0) <= 1) {
				sf(18,9,2);
				}
			}
		if (gf(18,9) == 2) {
			if (get_nearest_party_char(6) >= 0) {
				sf(18,9,3);
				talk_no_exit(12);
				}
			}
		}


	if (am_i_doing_action() == FALSE)
		end_combat_turn();
break;

beginstate 3; // attacking
	if (target_ok() == FALSE)
		set_state(START_STATE);
	do_attack();
break;

beginstate TALKING_STATE;
	if (gf(18,9) < 2) {
		print_str("Talking: The bandit quickly moves away. She is trying to reach");
		print_str("  her encampment.");
		}
		else if (gf(18,9) > 2)
			begin_talk_mode(12);
			else begin_talk_mode(10);
	break;