// patrolnpc.txt
// Creature attacks anything it hates nearby, and spends the rest of its time patrolling a path.
// Once it has won, it returns to its home.
// Memory Cells:
//   Cell 0 - Number of path to follow.
//	 Cell 1 - If 0, just loops around path. If 1, walks to end of path, waits a little, and returns home.
//      If 2, goes to end of path and just stops.
//   Cell 2 - Node if talked to. 0 means no conversation
//   Cell 3,4 - Stuff done flag. If both 0, nothing. Otherwise when this is killed, set to 1.

begincreaturescript;

variables;

short i,target;
short new_mode = 0;
short which_path = 1;

body;

beginstate INIT_STATE;
	if (get_level(ME) < 25)
		set_level(ME,25);

	if (my_number() == 28) {
		set_name(ME,"Hunter Ahss'Kel");
		set_boss_level(ME,2);
		}
	
	if (my_number() == 29)
		which_path = 4;
	if (my_number() == 30)
		which_path = 4;
	if (my_number() == 32)
		which_path = 4;
	if (my_number() == 33)
		which_path = 4;
		
	set_aggression(ME,9);
	break;

beginstate DEAD_STATE;
	if ((get_memory_cell(3) != 0) || (get_memory_cell(4) != 0))
		inc_flag(get_memory_cell(3),get_memory_cell(4),1);
break;

beginstate START_STATE;
	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 ((new_mode == 0) && (dist_to_nav_point(ME,2) <= 4)) 
		new_mode = 1;
	if ((get_attitude(ME) >= 10) && (new_mode > 0)) {
		set_foe_target(ME,pc_num());
		set_state(3);
		}
		

			if ((get_ran(1,1,100) < 15) || (get_memory_cell(1) == 2)) {
				follow_path(ME,which_path,0);
				set_state(4);
				}

	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 4; // patrol
	if ((new_mode == 0) && (dist_to_nav_point(ME,2) <= 4)) 
		new_mode = 1;
	if (new_mode > 0)
		set_state(START_STATE);
	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 (follow_path(ME,which_path,0) == TRUE)
		set_state(START_STATE);
break;
beginstate TALKING_STATE;
	if (get_memory_cell(2) == 0) {
		print_str("Talking: It doesn't respond.");
		}
		else begin_talk_mode(get_memory_cell(2));	
break;