// 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,target;
short max,nowhp,needed,needed2,remark,deadman;
short last_abil_time,dtarget,ok,vulncheck;

body;

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

beginstate DEAD_STATE;

	reset_dialog();
	add_dialog_str(0,"Chief Licgan is defeated.  He slumps onto the ground, no longer possessing the will to fight.",0);
	add_dialog_str(1,"_I...  I had everything planned!_ *cough* _This isn't the end, is it...?_",0);
	add_dialog_str(2,"_You..._ *cough* _You and I are different, but somehow the same._ *cough* _I pray you realize this someday..._",0);
	if(party_size() > 1){
		add_dialog_str(3,"_May the spirits be with you, brave Speres._",0);
	}
	else{
		add_dialog_str(3,"May the spirits be with you, brave Spere._",0);
	}
	add_dialog_str(4,"Chief Licgan expires, dead at last.  The tribe will never be the same.",0);
	deadman = run_dialog(1);
	set_flag(2,1,100);

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

	max = get_max_health(ME);
	nowhp = get_health(ME);
	needed = (2 * max / 3);
	needed2 = (max / 3);
	if(nowhp <= needed2 && remark < 2){
		message_dialog("Chief Licgan is on his last breaths.  He has clearly sustained many near-fatal wounds.  He is heaving desperately, but still seems able to fight.","_I...  I won't die!  Not after all of my efforts!_  He seems to be getting madder and more desperate as you are defeating him.");
		remark = 2;
	}
	if(nowhp <= needed && remark == 0){
		message_dialog("Chief Licgan is clearly suffering.  He is panting, and covered with blood.","_You...  You shall die!_  He seems to be getting somewhat desperate.  Is your power surprising and perhaps even surpassing him?");
		remark = 1;
	}

if(enemies_nearby(10) >= 1 && get_flag(29,0) < 1){
	if(tick_difference(last_abil_time,get_current_tick()) >= 1){
		ok = 0;

		vulncheck = 0;
		while(vulncheck <= 3 && ok == 0){
			if(char_ok(vulncheck) == TRUE){
	if(get_health(vulncheck) <= 45){
put_straight_zap(my_loc_x(),my_loc_y(),char_loc_x(vulncheck),char_loc_y(vulncheck),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(vulncheck,50,4);
ok = 1;
set_character_pose(ME,2);
force_instant_terrain_redraw();
	}
			}
			vulncheck = vulncheck + 1;
		}

		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;