// 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 = 6;
short life_count = 0;

body;

beginstate INIT_STATE;
	set_name(ME,"Insubstantial Shade");
	set_level(ME,20);
	
	last_abil = get_current_tick();

	break;

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

beginstate START_STATE; 
	if (life_count < 3) {
		if (tick_difference(last_abil,get_current_tick()) > 0) {
			life_count = life_count + 1;

			last_abil = get_current_tick();
			if (get_nearest_party_char(10) >= 0) {
				if (life_count == 3) {
					print_str_color("A shade has become fully formed.",3);
					set_name(ME,"Icestorm Construct");
					if (gf(26,8) == 0) {
						sf(26,8,1);
						begin_talk_mode(34);
						}
					}
					else {
						print_str_color("A shade is growing more substantial.",3);
						}
				}
			}
		end_combat_turn();
		end();
		}
	// 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);	

		  	place_particle_num(ME,1,4,8);
			print_named_str(ME,"radiates a cloud of icy particles.");
			pc_heard_sound_delay(165,250);						
	  		create_missile_spiral(151,40,ae_range,2);
	  		damage_nearby(100 + get_ran(1,0,100),ae_range,6,0);

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

beginstate TALKING_STATE;
	if (get_memory_cell(5) == 0) {
		print_str("Talking: You make a bit of small talk, but you don't learn");
		print_str("  anything interesting.");
		}
		else begin_talk_mode(get_memory_cell(5));
break;