//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 horn = 0;

body;

beginstate INIT_STATE;
	set_name(ME,"Snarling Beta");
	set_boss_level(ME,1);
	break;

beginstate DEAD_STATE;

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 ((gf(31,7) > 0) && (get_attitude(ME) >= 10) && (dist_to_pc() <= 40)) {
		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 ((horn == 0) && (get_nearest_party_char(7) >= 0)) {
		horn = 1;
		sf(31,8,1);
		set_act_at_dist(1004,1);
		set_act_at_dist(1005,1);
		begin_talk_mode(20);
		}
		
	do_attack();
break;

beginstate TALKING_STATE;
	begin_talk_mode(10);
break;