begincreaturescript;

variables;

short i,target;
short max,nowhp,needed;
short last_abil_time,dtarget,ok;

body;

beginstate INIT_STATE;
	if (get_memory_cell(0) == 2)
		set_mobility(ME,0);
	break;

beginstate DEAD_STATE;

message_dialog("Trahison steps back, damaged.  _Very well then, we shall meet again soon, if you get that far._","Trahison grasps a red, glass sphere and tosses it on the ground.");
put_boom_on_char(ME,2,0);
erase_char(ME);
run_animation_sound(10);
set_flag(29,0,1);
	award_party_xp(500,40);
	award_party_xp(500,40);
	award_party_xp(500,40);

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_target(ME,-1);
		}
	
	// Look for a target, attack it if visible
	if (select_target(ME,8,0)) {
		do_attack();
		set_state(3);
		}
		
	// Have I been hit? Strike back!
	if (who_hit_me() >= 0) {
		set_target(ME,who_hit_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) {
			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 I'm at 50% HP or less, I get the hell out of here.
	
	max = get_max_health(ME);
	nowhp = get_health(ME);
	needed = (max / 4);
	if(nowhp <= (3 * needed)){
		message_dialog("Trahison steps back, damaged.  _Very well then.  We shall meet again soon, if you get that far._","Trahison grasps a red, glass sphere and tosses it on the ground.");
		put_boom_on_char(ME,2,0);
		erase_char(ME);
		run_animation_sound(10);
		set_flag(29,0,1);
		award_party_xp(500,40);
		award_party_xp(500,40);
		award_party_xp(500,40);
	}

	// Time to be bad.
if(enemies_nearby(10) >= 1 && get_flag(29,0) < 1){
	if(tick_difference(last_abil_time,get_current_tick()) >= 1){
		ok = 0;
		while(ok == 0){
			dtarget = get_ran(1,0,120);
			if(char_ok(dtarget) == TRUE){
	if(can_see_loc(char_loc_x(dtarget),char_loc_y(dtarget)) == TRUE && get_attitude(dtarget) != get_attitude(ME)){
put_straight_zap(my_loc_x(),my_loc_y(),char_loc_x(dtarget),char_loc_y(dtarget),5);
set_character_pose(ME,1);
force_instant_terrain_redraw();
run_animation_sound(43);
pause(5);
set_char_status(dtarget,4,-250,1,0);
damage_char(dtarget,50,4);
ok = 1;
set_character_pose(ME,2);
force_instant_terrain_redraw();
	}
			}
		}
last_abil_time = get_current_tick();
	}
}



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

beginstate TALKING_STATE;
	if (get_memory_cell(3) == 0) {
		print_str("Talking: It doesn't respond.");
		end();
		}
	begin_talk_mode(get_memory_cell(3));
break;