//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;
	last_walk = get_current_tick();
	break;

beginstate DEAD_STATE;
	sf(33,1,1);
	if (gf(12,11) == 1)
		begin_talk_mode(7);
break;

beginstate START_STATE; 
	// if I have a target for some reason, go attack it

	
	if (get_attitude(ME) >= 10) {
		if (dist_to_nav_point(ME,3) <= 2) {
			sf(30,5,1);
			print_named_str(ME,"escapes east into the swamp.");
			erase_char(ME);
			end();
			}
		approach_nav_point(ME,3,2);
		}
		
	fidget(ME,10);
	
	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;
	begin_talk_mode(10);
	break;