//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;
short used_abil;
short last_abil;

body;

beginstate INIT_STATE;
	last_walk = get_current_tick();
	last_abil = get_current_tick();
	
	set_name(ME,"Denna");
	set_level(ME,30);
	set_boss_level(ME,1);
	set_courage(ME,100);
	set_new_abil(ME,20);
	
	if (gf(11,14) < 2)
		erase_char(ME);
	if (gf(64,22) > 1)
		erase_char(ME);
	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 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(64,22) > 1) {

		if (dist_to_nav_point(ME,3) <= 2)
			erase_char(ME);
		approach_nav_point(ME,3,1);
		}

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

beginstate 3; // attacking
	if (target_ok() == FALSE)
		set_state(START_STATE);

	used_abil = 0;
	
	if ((tick_difference(last_abil,get_current_tick()) > 0) && (is_combat())) {
		if ((get_char_status(ME,1) <= 0) && (get_ran(1,0,100) < 90)) {
			run_char_animation(2,1,35);	
			print_named_str(ME,"quaffs a pod. She moves much faster!");
			pc_heard_sound_delay(101,250);						
		  	place_particle_num(ME,3,0,8);
			set_char_status(ME,1,5);
				set_char_status(ME,8,6);
				set_char_status(ME,0,6);
				set_char_status(ME,16,6);
			last_abil = get_current_tick();
			used_abil = 1;
			}

		}
		
	if ((used_abil == 0) && (is_combat())) {
		if ((get_ran(1,0,100) < 50) && (tick_difference(last_abil,get_current_tick()) > 0)) {
			print_named_str(ME,"uses a wand. It fires a beam of energy.");
			pc_heard_sound_delay(131,250);						
		  	place_particle_num(ME,1,1,8);
			run_char_animation(2,1,35);	
			damage_char(get_target(),get_ran(get_level(ME) + get_attack_bonus(ME),1,10),1);
			
			if (get_ran(1,0,100) < 50) {// slow
				shoot_projectile(ME,get_target(),34);
				set_char_status(get_target(),1,-8);
			  	place_particle_num(get_target(),2,6,8);
				used_abil = 1;
				}
				else { // curse
					shoot_projectile(ME,get_target(),38);
					set_char_status(get_target(),0,-8);
					set_char_status(get_target(),8,-8);
				  	place_particle_num(get_target(),3,6,8);
					used_abil = 1;
					}

			last_abil = get_current_tick();
			}
		}
	
	if (used_abil)
		end();
	do_attack();
break;

beginstate TALKING_STATE;
	if (gf(64,22) > 1) {
		print_str("Talking: Denna ignores you. She is suddenly in a big hurry");
		print_str("  to depart.");
		}
		else begin_talk_mode(get_memory_cell(0));
	break;