//twopts.txt - Like basic monst, but this character spends all its time oscillating 
// between two nav points.
// Memory Cells:
//   Cell 0 - Dialogue node
//   Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this is killed, set to 1.
//	 Cell 3 - The nav point the character marches to.
//   Cell 4 - If 1, this creature goes straight to the nav point immediately
//     and never returns

begincreaturescript;

variables;

short i,target;
short path_a_or_b = 0;
short last_walk;

body;

beginstate INIT_STATE;
	last_walk = get_current_tick();
	
	set_level(ME,10);
	
	if (my_number() == 27) {
		set_name(ME,"Borun");
		if (gf(63,7) > 0)
			erase_char(ME);
		}
		else set_name(ME,"Cowering Servile");
	break;

beginstate DEAD_STATE;

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 (my_number() == 27) {
		if (gf(63,7) > 0) {
			if (dist_to_nav_point(ME,1) <= 1) {
				print_named_str(ME,"escapes to the Storm Plains.");
				award_party_xp(100,20);
				erase_char(ME);
				}
			approach_nav_point(ME,1,1);
			}
		}



	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(63,7) > 0) {
		print_named_str(ME,"is too busy fleeing to talk.");
		end();
		}
	if ((char_ok(16)) || (num_chars_in_group(2) > 0)) {
		print_str("Talking: This servile is cowering in fear. There are");
		print_str("  rogues about.");
		}
		else begin_talk_mode(get_memory_cell(3));
	break;