//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,"Nodye Pass Guard");
	set_level(ME,30);
	set_aggression(ME,9);
	set_act_at_dist(ME,1);
	
	if (gf(21,1) > 0) {
		set_summon_level(ME,1);
		set_boss_level(ME,2);
		}
		else set_boss_level(ME,1);
		
	last_walk = get_current_tick();
	break;

beginstate DEAD_STATE;
	if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
		inc_flag(get_memory_cell(1),get_memory_cell(2),1);
break;

beginstate START_STATE; 
	if ((get_attitude(ME) >= 10) && (gf(21,8) == 0)) {
		if (get_nearest_party_char(7) >= 0) {
			sf(21,8,1);
			alert_char(1000 + what_group_in(ME));
			begin_talk_mode(21);
			}
		}
	if ((get_attitude(ME) < 10) && (gf(21,8) == 0)) {
		if (get_nearest_party_char(6) >= 0) {
			if (gf(21,9) == 0) {
				sf(21,9,1);
				sf(21,11,1);
				begin_talk_mode(20);
				}
				else if (gf(21,11) > 4) {
					alert_char(1000 + what_group_in(ME));
					sf(21,1,1);
					sf(21,8,1);
					make_zone_hostile();
					begin_talk_mode(21);
					}
			}		
		}
		
	// 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 (gf(21,7) == 0) {
			if (dist_to_nav_point(ME,get_memory_cell(3)) > 4)
				approach_nav_point(ME,get_memory_cell(3),2);
				else stop_moving();	
				
		}
		else {
			return_to_start(ME,2);
			}

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

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

	if ((get_attitude(ME) >= 10) && (gf(21,8) == 0)) {
			sf(21,8,1);
			alert_char(1000 + what_group_in(ME));
			begin_talk_mode(21);
		}
	
	do_attack();
break;

beginstate TALKING_STATE;
				begin_talk_mode(20);
	break;