//hunter.txt - Same as talknpc except that, if it is ever hostile, will immediately 
//hunt down the pc and attack.
// Memory Cells:
//   Cell 0 - If 0, default behavior. If 1, it doesnt fidget.
//   Cell 1 - Number of state when talked to. Plays default text if 0.
//   Cell 2,3 -  Stuff done flag. If both 0, nothing. Otherwise when this is killed, set to 1.

begincreaturescript;

variables;

short i,target;
short last_heal;

body;

beginstate INIT_STATE;
	set_name(ME,"Hunter Beta");
	set_aggression(ME,7);
	change_max_health(ME,200);
	set_boss_level(ME,1);
	set_courage(ME,100);
	
	last_heal = get_current_tick();
	
	break;

beginstate DEAD_STATE;
	if ((get_memory_cell(3) != 0) || (get_memory_cell(2) != 0))
		inc_flag(get_memory_cell(2),get_memory_cell(3),1);
break;

beginstate START_STATE; 
	if ((dist_to_nav_point(ME,1) < 6) && (get_health(ME) < get_max_health(ME) - 50) && (gf(26,10) == 0) && (tick_difference(last_heal,get_current_tick()) > 0)) {
		last_heal = get_current_tick();
		heal_char(ME,50 + get_ran(1,0,50));
		if (get_nearest_party_char(8) >= 0) 
			print_named_str(ME,"is healed by the magic circle.");
		}
		
	// 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(26,10) == 0) && (dist_to_nav_point(ME,1) > 6) && (get_health(ME) < get_max_health(ME) / 2)) {
		set_foe_target(ME,-1);
		set_state(4);
		}
	if ((get_attitude(ME) >= 10) && (gf(26,7) > 0) && (get_health(ME) > get_max_health(ME) - 50)) {
		set_foe_target(ME,pc_num());
		set_state(3);
		}

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

break;

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

	if ((dist_to_nav_point(ME,1) < 6) && (get_health(ME) < get_max_health(ME) - 50) && (gf(26,10) == 0) && (tick_difference(last_heal,get_current_tick()) > 0)) {
		last_heal = get_current_tick();
		heal_char(ME,50 + get_ran(1,0,50));
		if (get_nearest_party_char(8) >= 0) 
			print_named_str(ME,"is healed by the magic circle.");
		}

		
	if ((gf(26,10) == 0) && (dist_to_nav_point(ME,1) > 6) && (get_health(ME) < get_max_health(ME) / 2)) {
		print_str_color("The battle beta runs away!",2);
		set_foe_target(ME,-1);
		set_state(4);
		}
		
	do_attack();
break;

beginstate 4; // fleeeeeeee
	if (gf(26,10) > 0)
		set_state(START_STATE);
	
	if (dist_to_nav_point(ME,1) < 2) {
		set_state(START_STATE);
		}
	approach_nav_point(ME,1,2);
break;

beginstate TALKING_STATE;
	if (get_memory_cell(1) == 0) {
		print_str("Talking: You make a bit of small talk with this person, but don't learn");
		print_str("  anything interesting.");
		}
		else begin_talk_mode(get_memory_cell(1));
break;