// 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,"Zkal");
	//set_level(ME,);
	change_max_health(ME,100);
	set_boss_level(ME,2);
	set_coloradj(ME,0);
	set_scaling(ME,100);
	
	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;
	sf(71,9,1);
	ok_dlog(20,2);
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()) > 1) {
		last_abil = get_current_tick();
		
		i = -1;
		if (char_ok(7102) == FALSE)
			i = 7102;
		else if (char_ok(7104) == FALSE)
			i = 7104;
		else if (char_ok(7105) == FALSE)
			i = 7105;
		else if (char_ok(7109) == FALSE)
			i = 7109;
		if (i > 0) {
			run_char_animation(3,1,35);	
			pc_heard_sound_delay(171,100);	

			spawn_creature(i);
			set_summon_level(i,1);	
			place_particle_num(i,1051,1,8);
			}
		
		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) * 3) / 10) && (difficulty() > 0)) {
		mess1 = 1;
		
		print_str_color("Zkal is becoming desperate. He begins to radiate power.",2);
		run_text_on_char(ME,"Radiate power.",1);
		if (difficulty() > 1)
			set_new_abil(ME,20);
		add_ability(ME, 10, 106, 0);
		set_forced_abil(ME,10);
		}
		
	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;

	talk_done = 1;
	talk_no_exit(30);
break;