//groupnpc.txt - Like basicnpc.txt. Basically, it fidgets around and attacks anything 
//it sees it hates. Also, if it becomes hostile, it sends an alert message to everyone 
//in its group, if it is in a group.
// 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 sent_alert = 0;

body;

beginstate INIT_STATE;
	set_level(ME,20);
	set_name(ME,"Lum");
	
	if (gf(73,17) > 0) {
		if (gf(73,2) == 0)
			sf(73,2,2);
		erase_char(ME);
		}
	if (gf(73,2) > 0)
		erase_char(ME);
	break;

beginstate DEAD_STATE;

	sf(73,2,2);
break;

beginstate START_STATE; 
	if (gf(73,17) > 0) {
		if (dist_to_nav_point(ME,0) <= 2) {
			erase_char(ME);
			sf(73,2,1);
			}
			else approach_nav_point(ME,0,1);
		end();
		}

	// 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 (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(73,17) > 0)
		print_str("Talking: Lum is too busy to talk now.");
		else begin_talk_mode(170);
break;