// 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 3,4,5 - The three creations it can summon. GIVE THE IN-GAME NUMBER
//   Cell 6 - Talking node

begincreaturescript;

variables;

short i,target;
short last_spawn;
short r1;
short last_abil;
short used_abil;

body;

beginstate INIT_STATE;
	set_level(ME,30);
	set_boss_level(ME,1);
	
	last_spawn = get_current_tick();
	last_abil = get_current_tick();
	
	set_resistance(ME,7,90);
	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 ((party_dist_to_nav(1) <= 38) && (gf(61,11) > 0) && (get_nearest_party_char(10) < 0)) {
		if (char_ok(get_memory_cell(3)) == FALSE) {
			summon_creature(get_memory_cell(3) - 8);
			set_summon_level(get_memory_cell(3),1);
			if (get_level(get_memory_cell(3)) < 26)
				set_level(get_memory_cell(3),26);
			}
		}

	if (my_dist_from_start() >= 6) {
		if (get_ran(1,1,100) < 40) 
			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);

	if ((tick_difference(last_spawn,get_current_tick()) > 1) && (get_attitude(ME) >= 10) && 
	  (get_nearest_party_char(8) >= 0) && 
	  ((get_ran(1,0,100) < 75) || (friends_nearby(4) == 0))) {
		r1 = get_ran(1,0,2);
		if ((get_memory_cell(3 + r1) > 0) && (char_ok(get_memory_cell(3 + r1)) == FALSE)) {
			if (summon_creature(get_memory_cell(3 + r1) - 8)) {
				print_named_str(ME,"makes a new creation!");
				set_summon_level(get_memory_cell(3 + r1),1);
				place_particle_num(get_memory_cell(3 + r1),10,7,10);
				if (get_level(get_memory_cell(3 + r1)) < 26)
					set_level(get_memory_cell(3 + r1),26);
				
				run_char_animation(2,1,50);	
				pc_heard_sound_delay(136,100);						
				
				last_spawn = get_current_tick();
				end();
				}
			}
		}

	used_abil = 0;
	if ( (tick_difference(last_abil,get_current_tick()) > 0) && (is_combat()) && (get_nearest_party_char(8) >= 0)) {
		if ((get_char_status(ME,1) <= 0) && (get_ran(1,0,100) < 40)) {
			run_char_animation(2,1,35);	
			print_named_str(ME,"starts to move faster!");
			pc_heard_sound_delay(101,250);						
		  	place_particle_num(ME,3,0,8);
			set_char_status(ME,1,5);
			last_abil = get_current_tick();
			used_abil = 1;
			}
			else if ((get_char_status(ME,8) <= 0) && (get_ran(1,0,100) < 20)) {
				run_char_animation(2,1,35);	
				print_named_str(ME,"creates a magical shield.");
				pc_heard_sound_delay(101,250);						
		 	 	place_particle_num(ME,1,0,8);
				set_char_status(ME,8,6);
				last_abil = get_current_tick();
				used_abil = 1;
				}

		}
	if (used_abil)
		end();
		
	do_attack();
break;

beginstate TALKING_STATE;
	if (get_memory_cell(6) == 0) {
		print_str("Talking: You make a bit of small talk, but you don't learn");
		print_str("  anything interesting.");
		}
		else begin_talk_mode(get_memory_cell(6));
break;