// abilnpc.txt
// A very simple, naive text, like basicnpc. Creature attacks anything it hates nearby.
// Once it has won, it returns to its home. This creature can also potentially bless itself, 
// curse others, or both
// 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 - guy type
//     0 - never helps in event
//     1 - might help in event
//     2 - always helps in event
//   Cell 5 - Number of state when talked to. Plays default text if 0.

begincreaturescript;

variables;

short i,target;
short used_abil;
short last_abil;
short path_a_or_b = 0;

body;

beginstate INIT_STATE;
	if (my_number() != 40)
		set_name(ME,"Spire Guard");
	if (my_number() == 54)
		set_name(ME,"Spire Researcher");
	if (my_number() == 57)
		set_name(ME,"Spire Researcher");
	if (my_number() == 56)
		set_name(ME,"Spire Researcher");
	if (my_number() == 52)
		set_name(ME,"Spire Researcher");
	if (my_number() == 53)
		set_name(ME,"Spire Researcher");
	if (my_number() == 55)
		set_name(ME,"Spire Researcher");
		
	set_level(ME,28);
	set_new_abil(ME,20);
	set_attack_bonus(ME,6);
	
	
	set_aggression(ME,10);
	last_abil = get_current_tick();
	break;

beginstate DEAD_STATE;

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 ((get_attitude(ME) < 10) && (gf(77,15) == 1)) {
		if ((get_memory_cell(3) == 2) || ((get_memory_cell(3) == 1) && (gf(77,20) > 0))) {
			// event happening, go help?
			if (path_a_or_b == 0) {
				if (dist_to_nav_point(ME,2) <= 2)
					path_a_or_b = 1;
				approach_nav_point(ME,2,1);
				}
				else {
					if (dist_to_nav_point(ME,2) >= 6) 
						approach_nav_point(ME,2,1);
						else fidget(ME,25);
					}
			}
		}
		else {

			if (my_dist_from_start() >= 6) {
				if (get_ran(1,1,100) < 40) 
					return_to_start(ME,1);
				}
				else if (get_memory_cell(0) == 1)
					fidget(ME,25);
			}
			
	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()) > 1) && (is_combat())) {
		if ((get_char_status(ME,1) <= 0) && (get_ran(1,0,100) < 40)) {
			run_char_animation(2,1,35);	
			print_named_str(ME,"uses a pod.");
			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,"uses a pod.");
				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;
				}
			else if ((get_char_status(ME,0) <= 0) && (get_ran(1,0,100) < 20)) {
				run_char_animation(2,1,35);	
				print_named_str(ME,"uses a pod.");
				pc_heard_sound_delay(101,250);						
		 	 	place_particle_num(ME,1,0,8);
				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()) > 1)) {
			print_named_str(ME,"points a wand at a foe.");
			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);
			
				shoot_projectile(ME,get_target(),34);
				set_char_status(get_target(),1,-8);
			  	place_particle_num(get_target(),2,6,8);
				used_abil = 1;

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

beginstate TALKING_STATE;
	if ((my_number() == 40) && (gf(77,20) == 0)) 
		begin_talk_mode(110);
		
	if ((get_attitude(ME) < 10) && (gf(77,15) == 1)) {
		print_str("Talking: The guard is too distracted to talk right now.");
		end();
		}
	if (get_memory_cell(5) == 0) {
		print_str("Talking: You make a bit of small talk, but you don't learn");
		print_str("  anything interesting.");
		}
		else begin_talk_mode(get_memory_cell(5));
break;