// basicnpc.txt
// A very simple, naive text. Creature attacks anything it hates nearby.
// Once it has won, it returns to its home.
// 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 - Number of state when talked to. Plays default text if 0.

begincreaturescript;

variables;

short i,target;
short do_move;

body;

beginstate INIT_STATE;
	if (get_memory_cell(3) == 10) 
		set_boss_level(ME,1);
		else change_max_health(ME,200);
	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 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 (num_chars_in_group(3) > 0) {
		do_move = 0;
		if (dist_to_pc() <= 20)
			do_move = 1;
		if ((char_ok(46)) && (dist_to_nav_point(46,0) <= 9))
			do_move = 1;
		if (do_move) {
			if ((char_ok(46)) && (dist_to_char(46) <= 9)) {
				set_foe_target(ME,46);
				set_state(3);
				}
				else if (dist_to_nav_point(ME,0) > 3)
					approach_nav_point(ME,0,2);
					else fidget(ME,10);
			}
		}
		else if (my_dist_from_start() >= 2) {
			if (get_ran(1,1,100) < 75) 
				return_to_start(ME,1);
			}

	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 (num_chars_in_group(3) > 0)
		begin_talk_mode(27);
		else if ((get_memory_cell(3) == 10) && (gf(24,9) > 0)) {
			begin_talk_mode(11);
			}
			else begin_talk_mode(get_memory_cell(3));
break;