// 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 last_abil2;
short mess1 = 0;
short mess2 = 0;
short mess3 = 0;

body;

beginstate INIT_STATE;
	set_name(ME,"The Spire's Heart");
	set_level(ME,28);
	change_max_health(ME,50);
	set_boss_level(ME,2);
	set_coloradj(ME,0);
	set_scaling(ME,100);
	
	set_walk_speed(ME,0);
	
	set_courage(ME,100);
	set_resistance(ME,0,98);
	set_resistance(ME,1,98);
	set_resistance(ME,2,98);
	set_resistance(ME,3,98);
	set_resistance(ME,4,100);
	set_resistance(ME,5,50);
	set_resistance(ME,6,98);
	
	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;
	sf(308,0,1);
	activate_hidden_group(1);
	run_game_hardcode(10);
	award_party_xp(MED_QUEST_XP,26);
	ok_dlog(35,4);
	if (party_dist_to_spot(28,28) <= 8) {
		set_spec_item(30,1);
		sf(69,24,1);
		ok_dlog(40,1);
		}
		else ok_dlog(39,1);
		
	//sf(,,);
	//begin_talk_mode();
break;

beginstate START_STATE; 
	set_resistance(ME,5,50);
	if (gf(69,2) == 0)
		end();
		
	if (gf(69,10) > 0) {
		set_resistance(ME,0,0);
		set_resistance(ME,1,0);
		set_resistance(ME,2,0);
		set_resistance(ME,3,0);
		set_resistance(ME,5,0);
		set_resistance(ME,6,0);
		}
	if ((gf(69,10) == 0) && (get_health(ME) < (get_max_health(ME) * 4) / 5)) {
		sf(69,10,2);
		ok_dlog(62,1);
		}
	if ((gf(69,10) == 1) && (get_nearest_party_char(8) >= 0)) {
		sf(69,10,2);
		ok_dlog(54,1);
		}
	if ((gf(69,9) == 0) && (gf(69,10) == 0) && (get_health(ME) < get_max_health(ME) - 20)) {
		sf(69,9,1);
		ok_dlog(56,2);
		}
		
		
	// 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
	set_resistance(ME,5,50);
	if (gf(69,10) > 0) {
		set_resistance(ME,0,0);
		set_resistance(ME,1,0);
		set_resistance(ME,2,0);
		set_resistance(ME,3,0);
		set_resistance(ME,5,0);
		set_resistance(ME,6,0);
		}
	if ((gf(69,10) == 0) && (get_health(ME) < (get_max_health(ME) * 9) / 10)) {
		sf(69,10,2);
		ok_dlog(62,1);
		}
	if ((gf(69,10) == 1) && (get_nearest_party_char(8) >= 0)) {
		sf(69,10,2);
		ok_dlog(54,1);
		}
	if ((gf(69,9) == 0) && (gf(69,10) == 0) && (get_health(ME) < get_max_health(ME) - 20)) {
		sf(69,9,1);
		ok_dlog(56,2);
		}

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

	i = 1;
	if (difficulty() > 1)
		i = 0;
	if ((gf(69,9) > 0) && (difficulty() > 0))
		i = 0;
		
	if (tick_difference(last_abil,get_current_tick()) > i) {
		last_abil = get_current_tick();
		
		i = get_ran(1,0,3);
		if (char_ok(6927 + i) == FALSE) {
			run_text_on_char(ME,"Generate golem.",0);
			spawn_creature(6927 + i);
			set_summon_level(6927 + i,1);	
			place_particle_num(6927 + i,1051,1,8);
			
			set_attack_bonus(6927 + i,25 * difficulty());
			
			run_char_animation(3,1,35);	
			pc_heard_sound_delay(171,100);	
			}
		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(get_memory_cell(3));
break;