// 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 is_alert = 0;

body;

beginstate INIT_STATE;
	set_name(ME,"Guhkbar");
	set_level(ME,20);
	change_max_health(ME,200);
	set_boss_level(ME,2);
	set_coloradj(ME,0);
	set_scaling(ME,100);

	add_ability(ME, 10, 135, 0);
	add_ability(ME, 11, 226, 0);
	add_ability(ME, 12, 225, 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();
	
	if (gf(89,11) > 0)
		erase_char(ME);
	break;

beginstate DEAD_STATE;
	sf(89,11,1);
	//begin_talk_mode();
break;

beginstate START_STATE; 
	if (is_alert == 0) {
		if (((get_nearest_party_char(4) >= 0) || (who_shot_me() >= 0)) && (in_boat() == FALSE)) {
			is_alert = 1;
			set_attitude(ME,10);
			print_str_color("Guhkbar the giant wakes up!",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,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) && (gf(89,12) > 0)) {
		last_abil = get_current_tick();
		print_str_color("Guhkbar is afflicted by the dryad's curse!",2);
		set_char_status(ME,7,3);
		if (difficulty() < 2)
			set_char_status(ME,5,3);
		end();

		}

	//	run_char_animation(3,1,35);	
	//	pc_heard_sound_delay(171,100);	
	
	//	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 ((dist_to_nav_point(ME,0) >= 9) && (dist_to_nav_point(ME,1) >= 10)) {
		is_alert = 1;
			set_attitude(ME,4);
		set_foe_target(ME,-1);
		relocate_char(ME,32,29,TRUE);
		heal_char(ME,500);
		print_str_color("Guhkbar can't fit into the side tunnels.",2);
		print_str_color("  He stumbles drunkenly back to his lair.",2);
		set_state(START_STATE);
		}

	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;