// basicnpc.txt
// A very simple, naive text. Creature attacks anything it hates nearby.
// Once it has won, it returns to its home.
// Memory Cells:
//   Cell 0 - If 0, default behavior. If 1, it doesnt fidget.
//   Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this is killed, set to 1.
//   Cell 3 - Number of state when talked to. Plays default text if 0.

begincreaturescript;

variables;

short i,target;

body;

beginstate INIT_STATE;
	if (creature_type(ME) != 19)
		set_name(ME,"Bonepeak Thug");
	set_level(ME,26);
	if ((my_number() == 36) || (my_number() == 37)) {
		set_boss_level(ME,1);
		set_name(ME,"Rebel Mage");
		}
	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 (get_attitude(ME) >= 10)
		sf(59,7,1);
	
	if ((get_attitude(ME) < 10) && (gf(59,6) > 3) && (gf(59,7) == 0) && (get_nearest_party_char(5) >= 0)) {
		print_named_str(ME,"sees you and shouts an alarm.");
		sf(59,7,1);
		}
		
	// 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 ((get_attitude(ME) >= 10) && (char_ok(18) == FALSE) && (dist_to_pc() <= 20)) {
		set_foe_target(ME,pc_num());
		set_state(3);
		}

	if (my_dist_from_start() >= 6) {
		if (get_ran(1,1,100) < 40) 
			return_to_start(ME,1);
		}
		else if (get_memory_cell(0) == 0)
			fidget(ME,25);

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

beginstate 3; // attacking
	if (get_attitude(ME) >= 10)
		sf(59,7,1);

	if (target_ok() == FALSE)
		set_state(START_STATE);
	do_attack();
break;

beginstate TALKING_STATE;
		print_str("Talking: The brigand ignores you.");

break;