// aenpc.txt
// Like basicnpc, but can also project a damaging AE. 
// Memory Cells:
//   Cell 0 - If 0, default behavior. If 1, it doesnt fidget.
//   Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this is killed, set to 1.
//   Cell 3 - Type of AE
//		0 - fire, does 1-6 * level
//		1 - cold, does 1-8 * level
//		2 - energy, does 1-10 * level
//		3 - slow
//		4 - debuff
//		5 - daze
//		6 - charm
//		7 - fear
//		8 - acid
//      9 - lightning aura
//		10 - poison
// 		11 - cleave (1-8 dam per level)
//   Cell 4 - Range of AE, Left at default of 4 if 0
//   Cell 5 - Number of state when talked to. Plays default text if 0.
//   Cell 6 - % chance of using AE, defaults to 50% if left at 0

begincreaturescript;

variables;

short i,target;
short last_abil;
short ae_chance = 50;
short ae_range = 4;
short toggle = 0;

body;

beginstate INIT_STATE;
	set_name(ME,"Learned Dominic");
	set_level(ME,25);
	set_boss_level(ME,2);
	
	last_abil = get_current_tick();
	if (get_memory_cell(4) != 0)
		ae_range = get_memory_cell(4);
	if (get_memory_cell(6) != 0)
		ae_chance = get_memory_cell(6);
	break;

beginstate DEAD_STATE;
	begin_talk_mode(15);
	
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 (my_dist_from_start() >= 6) {
		if (get_ran(1,1,100) < 40) 
			return_to_start(ME,1);
		}
		else if (get_memory_cell(0) == 0)
			fidget(ME,25);

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

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

	if ((is_combat()) && 
	  (tick_difference(last_abil,get_current_tick()) > 0)) {
		run_char_animation(2,1,35);	

	  	if (toggle == 0) { // energy
		  	place_particle_num(ME,1,4,8);
			print_named_str(ME,"casts a spell. A cloud of searing energy flies out.");
			pc_heard_sound_delay(179,250);						
	  		create_missile_spiral(155,40,ae_range,2);
	  		damage_nearby(get_ran(get_level(ME) + get_attack_bonus(ME),1,10),ae_range,1,0);
	  		toggle = 1;
	  		}

	  	else if (toggle == 1) { // debuff
		  	place_particle_num(ME,3,6,8);
			spray_missiles(43,8,ae_range);
			print_named_str(ME,"casts a spell. The air fills with static.");
			pc_heard_sound_delay(201,250);						
			particle_nearby(ae_range,8,2,4,2);
			status_nearby(-10,ae_range,1,0);
			status_nearby(-10,ae_range,8,0);
			status_nearby(-10,ae_range,9,0);
			status_nearby(-10,ae_range,11,0);
			status_nearby(-10,ae_range,12,0);
			status_nearby(-10,ae_range,13,0);
			status_nearby(-10,ae_range,14,0);
			status_nearby(-10,ae_range,15,0);
			status_nearby(-10,ae_range,16,0);
			status_nearby(-10,ae_range,18,0);
			status_nearby(-10,ae_range,19,0);
	  		toggle = 0;
	  		}

		last_abil = get_current_tick();
		end();
		}
		
	do_attack();
break;

beginstate TALKING_STATE;
	 begin_talk_mode(30);
break;