// basicnpc.txt
// A very simple, naive text. Creature attacks anything it hates nearby.
// Once it has won, it returns to its home. A conversation can be set for it,
// if it's friendly.
// Memory Cells:
//   Cell 0 - How creature moves.
//     0 - If 0, wander randomly. 
//     1 - Stands still until a target appears.
//     2 - Completely immobile, even if target appears.
//   Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this 
//     is killed, inc by 1. (Example: If cell 1 is 3 and cell 2 is 5, when
//     creature is killed, sets SDF(3,5) to 1.)
//   Cell 3 - Dialogue node to start with if talked to. if left at 0, this
//     character doesn't talk.

begincreaturescript;

variables;

short i,target;
short tried_return = 0;
short talk_done = 0;

body;

beginstate INIT_STATE;
	set_name(ME,"Power Crystal");
	set_level(ME,10);
	set_attack_bonus(ME,100);
	set_walk_speed(ME,0);
	break;

beginstate DEAD_STATE;
	sf(get_memory_cell(1),get_memory_cell(2),1);
	inc_flag(167,1,1);
	
	if (get_memory_cell(1) == 167) {
		activate_hidden_group(1);
		make_field(19,20,6);
		make_field(18,31,6);
		make_field(22,41,6);
		make_field(31,41,6);
		make_field(41,40,6);
		make_field(44,31,6);
		make_field(40,20,6);
		}
	if (get_memory_cell(1) == 168) {
		//activate_hidden_group(1);
		make_field(27,29,6);
		make_field(39,25,6);
		make_field(47,30,6);
		make_field(47,48,6);
		make_field(39,52,6);
		make_field(30,51,6);
		}
	if (get_memory_cell(1) == 169) {
		//activate_hidden_group(1);
		make_field(24,24,6);
		make_field(36,23,6);
		make_field(36,39,6);
		make_field(26,38,6);

		}
	if (get_memory_cell(1) == 170) {
		activate_hidden_group(1);
		make_field(40,23,6);
		make_field(32,20,6);
		make_field(22,21,6);
		make_field(20,42,6);
		make_field(32,44,6);
		make_field(41,41,6);

		}
		
	ok_dlog(20,3);
break;

beginstate START_STATE; 

	if (gf(167,2) > 0)
		talk_done = 1;
	if (talk_done == 0) {
		if (((get_nearest_party_char(8) >= 0) || (who_shot_me() >= 0)) && (in_boat() == FALSE)) {
			talk_done = 1;
			sf(167,2,1);
			ok_dlog(24,2);
			}
			else 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);
		}
	
	// Look for a target, attack it if visible
	if (get_foe_target(ME,12,0)) {
		if (dist_to_party() > 8)
			approach_char(ME,30000,7);
			else {
				do_attack();
				set_state(3);
				}
		}
		
	// Have I been hit? Strike back!
	if (who_shot_me() >= 0) {
		set_foe_target(ME,who_shot_me());
		do_attack();
		set_state(3);
		}

	// if we're in combat and the above didn't give me anything to do, just
	// stop now. Otherwise, game will keep running script, and that eats up CPU time.
	if (am_i_doing_action() == FALSE)
		end_combat_turn();
break;

beginstate 3; // attacking

	if (target_ok() == FALSE)
		set_state(START_STATE);

	if ((my_dist_from_start() >= 25) && (tried_return == 0)) {
		tried_return = 1;
		set_foe_target(ME,-1);
		return_to_start(ME,2);
		set_state(4);
		}

	do_attack();
break;

beginstate 4; // returning to start
	if (my_dist_from_start() < 10)
		set_state(START_STATE);

	// Have I been hit? Strike back!
	if (who_shot_me() >= 0) {
		set_foe_target(ME,who_shot_me());
		do_attack();
		set_state(3);
		}
	
	return_to_start(ME,2);
break;

beginstate TALKING_STATE;


	if (get_memory_cell(3) == 0) {
		if (which_town() == 52) {
			ok_dlog(38,1);
			end();
			}
		if (which_town() == 28) {
			ok_dlog(79,1);
			end();
			}
		if ((creature_type(ME) == 245) || (creature_type(ME) == 160)) { //lizard
			begin_talk_mode(8000);
			end();
			}
		if (creature_type(ME) == 247) { //cat
			begin_talk_mode(8001);
			end();
			}
		if (creature_type(ME) == 253) { //sheep
			begin_talk_mode(8002);
			end();
			}
		if (creature_type(ME) == 244) { //cow
			begin_talk_mode(8003);
			end();
			}
		if (creature_type(ME) == 252) { //dog
			begin_talk_mode(8004);
			end();
			}
		if ((creature_type(ME) >= 6) && (creature_type(ME) <= 16)) { //person
			begin_talk_mode(8007);
			end();
			}			
		print_str_color("Talking: You receive no response.",2);
		end();
		}
	begin_talk_mode(get_memory_cell(3));
break;