// 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 3,4,5 - The three creations it can summon. GIVE THE IN-GAME NUMBER
//   Cell 6 - Talking node

begincreaturescript;

variables;

short i,target;
short last_spawn;
short r1;
short last_abil;
short used_abil;
short num_shaped = 0;
short power_phase = 0;

body;

beginstate INIT_STATE;
	set_name(ME,"Agent's Assistant");
	set_level(ME,25);
	set_boss_level(ME,1);
	set_aggression(ME,9);
	
	last_spawn = get_current_tick();
	last_abil = get_current_tick();
	
	set_resistance(ME,7,90);
	break;

beginstate DEAD_STATE;
break;

beginstate START_STATE; 
	// if I have a target for some reason, go attack it
	if (target_ok()) {
			set_state(3);
		}

	
	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);
		}
	
	// hostile stuff
	if (get_attitude(ME) >= 10) {
		if (gf(77,10) == 1) {
			if (dist_to_nav_point(ME,1) <= 2) {
				if (tick_difference(last_abil,get_current_tick()) > 2) {
					last_abil = get_current_tick();
					inc_flag(77,17,1);
					if (gf(77,17) % 15 == 0) 
						print_str_color("The lights flicker slightly. Someone is turning the power back on.",3);
					}
				}
				else approach_nav_point(ME,1,1);
			}
			else if (my_dist_from_start() >= 6) {
				if (get_ran(1,1,100) < 40) 
					return_to_start(ME,1);
				}

		}
		
	// friendly stuff
	if (get_attitude(ME) < 10) {
		}


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

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

	// flip dera reaches to mad
	if ((gf(77,8) == 0) && (get_attitude(ME) >= 10) && (get_nearest_party_char(7) >= 0)) {
		sf(77,8,1);
		if (gf(64,1) == 0)
			begin_talk_mode(140);
		}

	used_abil = 0;
	if ( (tick_difference(last_abil,get_current_tick()) > 0) && (is_combat()) && (get_nearest_party_char(8) >= 0)) {
		if ((get_char_status(ME,1) <= 0) && (get_ran(1,0,100) < 40)) {
			run_char_animation(2,1,35);	
			print_named_str(ME,"starts to move faster!");
			pc_heard_sound_delay(101,250);						
		  	place_particle_num(ME,3,0,8);
			set_char_status(ME,1,5);
			last_abil = get_current_tick();
			used_abil = 1;
			}
			else if ((get_char_status(ME,8) <= 0) && (get_ran(1,0,100) < 20)) {
				run_char_animation(2,1,35);	
				print_named_str(ME,"creates a magical shield.");
				pc_heard_sound_delay(101,250);						
		 	 	place_particle_num(ME,1,0,8);
				set_char_status(ME,8,6);
				last_abil = get_current_tick();
				used_abil = 1;
				}

		}
	if (used_abil)
		end();
		
	do_attack();
break;

beginstate TALKING_STATE;
	if (gf(100,17) > 0)
		begin_talk_mode(139);
		else if (gf(77,15) == 1) {
		begin_talk_mode(138);
		}
		else begin_talk_mode(18);
break;