// minibossnpc.txt
// Like basicnpc, but character automatically talks to party when they get 
// within 6 spaces or combat starts. The dialogue is meant to only
// be said once, and not again. This script is meant to be for
// foes of the party.
// 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 3 - Dialogue node the character talks from.


begincreaturescript;

variables;

short i,target;
short tried_return = 0;
short talk_done = 0;
short last_abil;
short mess1 = 0;
short mess2 = 0;
short mess3 = 0;

body;

beginstate INIT_STATE;
	set_name(ME,"Overseer Domaroth");
	//set_level(ME,);
	change_max_health(ME,50);
	set_boss_level(ME,2);
	set_coloradj(ME,0);
	set_scaling(ME,100);
	
	sf(31,28,0);
	
	set_courage(ME,100);
	set_resistance(ME,7,90);
	if (get_memory_cell(0) == 2)
		set_walk_speed(ME,0);
	last_abil = get_current_tick();
	break;

beginstate DEAD_STATE;
	erase_char(3169);
	erase_char(3170);
	erase_char(3171);
	erase_char(3172);
	ok_dlog(39,2);
	
	//sf(,,);
	//begin_talk_mode();
break;

beginstate START_STATE; 
	if (talk_done == 0) {
		if (((get_nearest_party_char(5) >= 0) || (who_shot_me() >= 0)) && (in_boat() == FALSE)) {
			talk_done = 1;
			talk_no_exit(30);
			}
			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,8,0)) {

		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 hostile, hunt party down
	if (get_attitude(ME) >= 10) {
		set_foe_target(ME,random_group_member(0));
		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 ((tick_difference(last_abil,get_current_tick()) > 0) && (get_health(ME) < get_max_health(ME) - 100)) {
		last_abil = get_current_tick();
		
		i = get_ran(1,0,3);
		if (char_ok(3169 + i))
			i = get_ran(1,0,3);
		if (char_ok(3169 + i) == FALSE) {
			run_char_animation(3,1,35);	
			pc_heard_sound_delay(171,100);	
			
			run_text_on_char(ME,"Call the fallen!",0);
			spawn_creature(3169 + i);
			set_summon_level(3169 + i,1);	
			place_particle_num(3169 + i,1051,1,8);
			print_str_color("The Overseer calls the fallen!",2);
			
			if (gf(31,29) > 1) {
				print_str_color("  The fallen receives an extra blessing.",2);
				run_text_on_char(3169 + i,"Blessed!",0);
				set_attack_bonus(3169 + i,10 * gf(31,29) + 15 * difficulty());
				if (difficulty() > 1) 
					set_new_abil(3169 + i,37);
				}
			
			if (mess1 == 0) {
				mess1 = 1;
				ok_dlog(42,2);
				}
			}
		
		
		end();

		}

	//	run_char_animation(3,1,35);	
	//	pc_heard_sound_delay(171,100);	

	//	summon_creature(which_char);
	//	set_summon_level(which_char,1);	
	//	place_particle_num(,1051,1,8);

	//run_text_on_char(short which_char_or_group,char *text,short color)
	//add_ability(, 15, which_ability, 0);
	
	//if ((mess1 == 0) && (get_health(ME) < (get_max_health(ME) * 5) / 10)) {
	//	mess1 = 1;
	//	}
		
	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) {
		print_named_str(ME,"doesn't respond.");
		end();
		}
	talk_done = 1;
	talk_no_exit(30);
break;