// 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 3,4,5 - The three creations it can summon. GIVE THE IN-GAME NUMBER
//   Cell 6 - Talking node

begincreaturescript;

variables;

short i,target;
short last_spawn;
short r1;
short last_abil;
short used_abil;
short num_shaped = 0;
short summoned = 0;

body;

beginstate INIT_STATE;
	set_name(ME,"Guardian Makar");
	set_level(ME,20);
	set_boss_level(ME,2);
	
	last_spawn = get_current_tick();
	last_abil = get_current_tick();
	
	set_resistance(ME,7,90);

	if (gf(36,1) > 0)
		erase_char(ME);
	break;

beginstate DEAD_STATE;
	sf(36,1,1);
	set_spec_item(15,1);
	begin_talk_mode(48);
break;

beginstate START_STATE; 
	if (gf(36,9) == 0)
		end();
	
	if (((get_nearest_party_char(7) >= 0) || (get_attitude(38) >= 10)) && (gf(36,13) == 0)) {
		sf(36,13,1);
		set_attitude(38,10);
		begin_talk_mode(30);
		}
	if ((get_attitude(ME) < 10) && ((get_health(38) < (get_max_health(38) * 2) / 3) || (char_ok(38) == FALSE))) {
		set_attitude(ME,10);
		if (char_ok(38))
			begin_talk_mode(44);
		}
		
	// if I have a target for some reason, go attack it
	if (target_ok()) {
			set_state(3);
		}
	
	if (get_foe_target(ME,8,0)) {
		do_attack();
		set_state(3);
		}
	if (who_shot_me() >= 0) {
		if (gf(36,13) == 0) {
			sf(36,13,1);
			set_attitude(38,10);
			begin_talk_mode(30);
			}


		set_foe_target(ME,who_shot_me());
		do_attack();
		set_state(3);
		}

	if ((get_attitude(ME) >= 10) && (dist_to_pc() <= 40)) {
		set_foe_target(ME,pc_num());
		set_state(3);
		}
		
	approach_nav_point(ME,1,1);

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

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

	if ((summoned == 0) && (get_attitude(ME) >= 10) && 
	  (get_nearest_party_char(8) >= 0) && 
	  (get_health(ME) < get_max_health(ME) / 2)) {
		summoned = 1;
		summon_creature(32);
		summon_creature(33);
		summon_creature(34);
		summon_creature(35);
		summon_creature(36);
		summon_creature(37);
		add_range_to_group(40,45,4);
		set_level(1004,16);
		place_particle_num(1004,10,7,10);
		
		run_char_animation(2,1,50);	
		pc_heard_sound_delay(136,100);						
		
		begin_talk_mode(45);
		
		end();
			

		}

	used_abil = 0;
	if ( (tick_difference(last_abil,get_current_tick()) > 0) && (is_combat()) && (get_nearest_party_char(8) >= 0)) {
		if ((get_char_status(ME,1) <= 0) && (get_ran(1,0,100) < 40)) {
			run_char_animation(2,1,35);	
			print_named_str(ME,"starts to move faster!");
			pc_heard_sound_delay(101,250);						
		  	place_particle_num(ME,3,0,8);
			set_char_status(ME,1,5);
			last_abil = get_current_tick();
			used_abil = 1;
			}
			else if ((get_char_status(ME,8) <= 0) && (get_ran(1,0,100) < 20)) {
				run_char_animation(2,1,35);	
				print_named_str(ME,"creates a magical shield.");
				pc_heard_sound_delay(101,250);						
		 	 	place_particle_num(ME,1,0,8);
				set_char_status(ME,8,6);
				last_abil = get_current_tick();
				used_abil = 1;
				}

		}
	if (used_abil)
		end();
		
	do_attack();
break;

beginstate TALKING_STATE;
		print_str("Talking: Makar doesn't respond. He's concentrating.");

break;