// forcetalk.txt
// Liek alknpc, but this character will aprroach and speak with character first time.
// Memory Cells:
//   Cell 0 - If 0, default behavior. If 1, it doesnt fidget.
//   Cell 1 - Number of state when talked to. Plays default text if 0.
//   Cell 2,3 -  Stuff done flag. if it is 0, this character hunts party down
//   Cell 4 - Speaking range. Range pc is within to hunt down. Default to 12.
begincreaturescript;

variables;

short i,target;
short has_greeted = 0;
short speak_range = 12;
short sent_alert = 0;

body;

beginstate INIT_STATE;
	set_name(ME,"Servile Hunter");
	set_level(ME,25);
	set_boss_level(ME,1);
	set_new_abil(ME,20);
	
	if (my_number() == 14) {
		set_name(ME,"Learned Takhar");
		set_boss_level(ME,2);
		}
		
	if (get_memory_cell(4) > 0)
		speak_range = get_memory_cell(4);
	break;

beginstate DEAD_STATE;
break;

beginstate START_STATE;
	// 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) {
		set_foe_target(ME,who_shot_me());
		do_attack();
		set_state(3);
		}
	if (gf(56,5) > 1) {
		if (gf(56,3) == 1)
			maintain_dist_to_char(ME,pc_num(),3);
			else {
				if (my_dist_from_start() >= 6) {
					if (get_ran(1,1,100) < 40) 
						return_to_start(ME,1);
					}
					else fidget(ME,10);
				}
		}
		
	if ((get_attitude(ME) >= 10) && (dist_to_pc() <= 80)) {
		set_foe_target(ME,pc_num());
		set_state(3);
		}
	if (gf(56,5) < 2) {
		if (get_nearest_party_char(6) >= 0) {
			if (gf(56,5) == 0) {
				sf(56,5,2);
				talk_no_exit(10);
				}
				else {
					sf(56,5,2);
					talk_no_exit(24);
					}
			}
			approach_char(ME,pc_num(),1);
		}



break;

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


	if ((what_group_in(ME) >= 0) && (sent_alert == 0) && (get_attitude(ME) >= 10)) {
		set_attitude(1000 + what_group_in(ME),10);
		alert_char(1000 + what_group_in(ME));
		set_act_at_dist(1000 + what_group_in(ME),1);
		sent_alert = 1;
		sf(56,6,1);
		}

	do_attack();
break;


beginstate TALKING_STATE;
		print_str("Talking: The servile snarls at you. No more conversation");
		print_str("  is to be had.");
break;