// 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;

body;

beginstate INIT_STATE;
	set_name(ME,"Elhioc's Soul Jar");
	set_level(ME,13 + difficulty());
	set_courage(ME,0);
	set_aggression(ME,0);
	change_max_health(ME,100 * difficulty());
	if (get_memory_cell(0) == 2)
		set_walk_speed(ME,0);
	break;

beginstate DEAD_STATE;
	if (get_memory_cell(4) == 0) {
		spawn_creature(2968);
		set_summon_level(2968,1);	
		place_particle_num(2968,1051,1,8);
		
		print_str_color("A Soul Jar reforms somewhere else.",2);
		
		set_terrain(1,7,10,0);
		}
		else {
					
					set_resistance(2948,0,0);
					set_resistance(2948,1,0);
					set_resistance(2948,2,0);
					set_resistance(2948,3,0);
					set_resistance(2948,4,0);
					set_resistance(2948,5,0);
					set_resistance(2948,6,0);
						run_text_on_char(2948,"Arrrrgh!",0);
				
			print_str_color("The Soul Jar is destroyed. Elhioc's shield breaks!",2);
			}
		
	// Set the appropriate stuff done flag for this character being dead
	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 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);
		}
		
	// Otherwise, just peacefully move around. Go back to start, if I'm too far
	// from where I started.
	if ((my_dist_from_start() >= 6) || ((my_dist_from_start() > 0) && (get_memory_cell(0) > 0))) {
		if (get_ran(1,1,100) < 40) 
			return_to_start(ME,1);
		}
		else if (get_memory_cell(0) == 0) {
			tried_return = 0;
			fidget(ME,25);
			}

	// 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;