// 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;
	set_name(ME,"Private Kahl");
	set_level(ME,4);
	break;

beginstate DEAD_STATE;
	sf(5,1,1);
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 (gf(5,5) > 0) {
		if (dist_to_nav_point(ME,0) <= 2) {
			print_str_color("Private Kahl manages to escape. Hopefully, he can",2);
			print_str_color("  find his way back to Minallah from here.",2);
			sf(5,1,2);
			award_party_xp(50,2);
			erase_char(ME);
			end();
			}
		approach_nav_point(ME,0,1);
		}

	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;
	if (gf(5,5) > 0) {
		print_str("Talking: Private Kahl can't talk. He's too busy running.");
		}
		else begin_talk_mode(10);
break;