//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;
short last_walk;

body;

beginstate INIT_STATE;
	set_name(ME,"Rogue Swarmling");
	set_level(ME,24);
	set_attack_bonus(ME,6);
	
	if (get_ran(1,0,1) == 0)	
		set_new_abil(ME,11);
		else set_new_abil(ME,15);
		
	last_walk = get_current_tick();
	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(65,5) > 0) {
		if (gf(65,6) == 0) 
			path_a_or_b = 4;
			else path_a_or_b = 5;
		if (dist_to_nav_point(ME,path_a_or_b) <= 3)
			fidget(ME,10);
			else approach_nav_point(ME,path_a_or_b,2);
			
		}
		else if (my_dist_from_start() >= 6) 
			return_to_start(ME,1);
			else fidget(ME,10);

		
	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 (get_memory_cell(0) == 0) {
		print_str("Talking: You make a bit of small talk with this person, but don't learn");
		print_str("  anything interesting.");
		}
		else begin_talk_mode(get_memory_cell(0));
	break;