// basicnpc.txt
// A very simple, naive text. Creature attacks anything it hates nearby.
// Once it has won, it returns to its home.
// 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 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this 
//     is killed, set to 1. (Example: If cell 1 is 3 and cell 2 is 5, when
//     creature is killed, sets SDF(3,5) to 1.)
//   Cell 3 - Dialogue node to start with if talked to. if left at 0, this
//     character doesn't talk.

begincreaturescript;

variables;

short i,j,target;
int firstseen;

body;

beginstate INIT_STATE;
	if (get_memory_cell(0) == 2)
		set_mobility(ME,0);
		
	alter_stat(ME,4,3); //Melee Weapons
	alter_stat(ME,2,2); //Int
	
	change_spell_level(ME,0,0,-1);
	change_spell_level(ME,0,1,-2);
	change_spell_level(ME,0,2,-2);
	change_spell_level(ME,0,6,-2);
	change_spell_level(ME,0,8,-2);
	change_spell_level(ME,0,10,-2);
	
	set_strategy(ME,1);
	
	firstseen = 0;
	
break;

beginstate DEAD_STATE;
	// Set the appropriate stuff done flag for this character being dead
	j = (get_flag(250,1));
	
	if(get_flag(250,0) == 1) { //IF Good
		set_char_status(j,2,5,1,1);
		change_char_health(1000,5);
	}
break;

beginstate START_STATE; 
	// if i've just seen ya...
	if(get_flag(250,0) == 1) {
		if(firstseen < 4) {
			if(firstseen == 0) {
				print_str_color("A mage ahead spots you and turns to face you...",2);
				firstseen = firstseen + 1;
				end_combat_turn();
			}
			if(firstseen == 3) {
				print_str_color("A mage blesses himself...",2);
				set_char_status(ME,2,5,1,1);
				firstseen = firstseen + 1;
				put_sparkles_on_char(ME,3,8);
				run_animation_sound(-4);
				end_combat_turn();
			}
		}
	}	
	
	// if I have a target for some reason, go attack it
	if (target_ok()) {
		if ((can_see_char(1000) == 1) && (dist_to_char(get_target()) <= 7)) {
			set_state(3);
		} else {
			set_target(ME,-1);
		}
	}
	// Look for a target, attack it if visible
	if (select_target(ME,7,0)) {
		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 (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;