//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;
	set_name(ME,"Sergeant Roswald");
	set_level(ME,18);
	set_boss_level(ME,1);
	set_attack_bonus(ME,6);
	set_walk_speed(ME,24);
	
	if ((gf(40,3) > 0) && (gf(40,4) == 0)) {
		sf(40,5,1);
		erase_char(ME);
		}
		
	last_walk = get_current_tick();
	break;

beginstate DEAD_STATE;
	sf(40,5,1);
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(40,3) > 0) && (gf(40,4) == 0)) {
		if (path_a_or_b == 0) {
			if (dist_to_nav_point(ME,0) > 1)
				approach_nav_point(ME,0,1);
				else if (get_nearest_party_char(4) >= 0) {
					path_a_or_b = 1;

					activate_hidden_group(1);
					add_range_to_group(8,12,1);

					set_name(1001,"Burrowing Pest");
					set_level(1001,18);
					change_max_health(1001,50);
					set_new_abil(1001,11);

					begin_talk_mode(25);
					}
			}
			else if (path_a_or_b == 1) {
				if (dist_to_nav_point(ME,1) > 1)
					approach_nav_point(ME,1,1);
					else if (get_nearest_party_char(4) >= 0) {
						path_a_or_b = 2;

						activate_hidden_group(2);
						add_range_to_group(13,17,2);
	
						set_name(1002,"Burrowing Pest");
						set_level(1002,18);
						change_max_health(1002,50);
						set_new_abil(1002,15);
	
						begin_talk_mode(26);
						}
				}
			else if (path_a_or_b == 2) {
				if (dist_to_nav_point(ME,2) > 1)
					approach_nav_point(ME,2,1);
					else if (get_nearest_party_char(4) >= 0) {
						path_a_or_b = 3;

						activate_hidden_group(3);
						add_range_to_group(18,23,3);
	
						set_name(1003,"Burrowing Pest");
						set_level(1003,18);
						change_max_health(1003,50);
						set_new_abil(1003,20);
	
						begin_talk_mode(26);
						}
				}
			else if (path_a_or_b == 3) {
				if (dist_to_nav_point(ME,3) > 1)
					approach_nav_point(ME,3,1);
					else if (get_nearest_party_char(4) >= 0) {
						path_a_or_b = 4;

						activate_hidden_group(4);
						add_range_to_group(24,31,4);
	
						set_name(1004,"Burrowing Pest");
						set_level(1004,18);
						change_max_health(1004,50);
						set_new_abil(1004,10);
						
						set_name(32,"Scything Crawler");
						set_level(32,18);
						set_boss_level(32,1);
	
						begin_talk_mode(27);
						}
				}
			else if (path_a_or_b == 4) {
				if ((num_chars_in_group(4) == 0) && (gf(40,6) > 0)) {
					sf(40,3,0);
					sf(40,4,1);
					begin_talk_mode(28);
					}
				}
		}
		else if (my_dist_from_start() >= 6) {
			return_to_start(ME,1);
			}
		

	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;
	if (my_dist_from_start() >= 3) {
		print_str("Talking: Sergeant Roswald doesn't want to talk. He's too busy watching");
		print_str("  for bugs.");
		}
		else begin_talk_mode(10);
	break;