//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(52,7) == 1)
	//set_boss_level(ME,1);
	if (gf(52,7) == 2)
		set_attitude(ME,3);
	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 ((gf(52,7) == 1) && (dist_to_nav_point(ME,get_memory_cell(3)) <= 4) && (get_nearest_party_char(8) < 0)) {
		if (get_memory_cell(3) == 5) {
			sf(51,26,1);
			}
		if (get_memory_cell(3) == 4) {
			sf(51,25,1);
			}
		if (get_memory_cell(3) == 3) {
			sf(51,24,1);
			}
		}
	
	// 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 (dist_to_nav_point(ME,get_memory_cell(3)) > 3)
		approach_nav_point(ME,get_memory_cell(3),2);
		else fidget(ME,15);
		


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

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

	if ((gf(52,7) == 1) && (dist_to_nav_point(ME,get_memory_cell(3)) <= 4) && (get_nearest_party_char(8) < 0)) {
		if (get_memory_cell(3) == 5) {
			sf(51,26,1);
			}
		if (get_memory_cell(3) == 4) {
			sf(51,25,1);
			}
		if (get_memory_cell(3) == 3) {
			sf(51,24,1);
			}
		}

	do_attack();
break;

beginstate TALKING_STATE;
	begin_talk_mode(66);
	break;