//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();
	
	if (gf(101,4) > 0)
		erase_char(ME);
	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 ((path_a_or_b < 2) && (gf(42,10) > 0) && (gf(42,11) == 0)) {
		if (tick_difference(last_walk,get_current_tick()) > 4) {
			if (path_a_or_b == 0) {
				if (get_nearest_party_char(4) >= 0) {
					path_a_or_b = 2;
					begin_talk_mode(280);
					}
					else if (dist_to_nav_point(ME,6) <= 1) {
						path_a_or_b = 1;
						begin_talk_mode(23);
						}
						else approach_nav_point(ME,6,1);
				}
				else if (path_a_or_b == 1) {

					if (dist_to_nav_point(ME,7) <= 1) {
						path_a_or_b = 2;
						
						sf(101,4,1);
						
						begin_talk_mode(277);
						}
						else approach_nav_point(ME,7,1);
					}
			}	
		}
		else {
			last_walk = get_current_tick();
			if (my_dist_from_start() >= 1) {
				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;
	 begin_talk_mode(276);
	break;