// 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 - Number of state when talked to. Plays default text if 0.

begincreaturescript;

variables;

short i,target;
short control = 0;
short did_check = 0;

body;

beginstate INIT_STATE;
		set_aggression(ME,10);
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 ((did_check == 0) && (get_nearest_party_char(6) >= 0)) {
		did_check = 1;
		if (get_stat(20) < 8) 
			print_named_str(ME,"fails to come under your control.");
			else {
				print_named_str(ME,"comes under your control.");
				set_attitude(ME,3);
				}
		if (gf(69,4) == 0) {
			sf(69,4,1);
			begin_talk_mode(6);
			}
		}
	
	// 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,7,0)) {
		do_attack();
		set_state(3);
		}
	if (who_shot_me() >= 0) {
		set_foe_target(ME,who_shot_me());
		do_attack();
		set_state(3);
		}
		
	if ((control > 0) && (get_attitude(ME) < 10)) {
		if (dist_to_pc() > 12) {
			print_str("A creation runs to catch up with you.");
			telep_char_to_char(ME,pc_num(),FALSE);
			}
			else maintain_dist_to_char(ME,pc_num(),2);
		}
		
	if (my_dist_from_start() >= 6) {
		if (get_ran(1,1,100) < 40) 
			return_to_start(ME,1);
		}
		else fidget(ME,25);

	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;
		print_str("Talking: This beast can't talk.");
break;