//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 is a patrolling creation, O.W. stationary 

begincreaturescript;

variables;

short i,target;
short path_a_or_b = 0;
short last_walk;

body;

beginstate INIT_STATE;
		if (get_level(ME) < 26)
			set_level(ME,26);
	if (get_memory_cell(0) != 279)
		set_name(ME,"Stormhold Soldier");
	
	set_aggression(ME,9);
	
	last_walk = get_current_tick();
	break;

beginstate DEAD_STATE;
	if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
		inc_flag(get_memory_cell(1),get_memory_cell(2),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 ((get_attitude(ME) >= 10) && (dist_to_pc() <= 40) && (gf(41,22) > 0)) {
		set_foe_target(ME,pc_num());
		set_state(3);
		}

	if ((my_number() == 34) && (gf(100,3) != 2) && (get_nearest_party_char(4) >= 0) && (get_attitude(ME) < 10)) {	
		make_zone_hostile();
		begin_talk_mode(272);
		}
		
	if (get_memory_cell(4) > 0) {
		if (gf(42,24) > 0) {
			if (dist_to_nav_point(ME,get_memory_cell(3)) > 2)
				approach_nav_point(ME,get_memory_cell(3),2);
			}
			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);

	if ((get_memory_cell(4) == 0) && (gf(42,11) == 0) && (get_nearest_party_char(7) >= 0) && (my_number() != 34)) {
		sf(42,11,1);
		begin_talk_mode(16);
		}
	do_attack();
break;

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