// sage.txt v1.0 (based off of basicnpc.txt)
// M. G. Slack - 2008
// (slack at attglobal dot net)
// Script initiates conversation right off.  Will kill all if killed.
//
// *** NOTE *** Uses/checks sdf(0, 0) to force conversation.
//
// Memory Cells (no changes to basicnpc):
//   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;

body;

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

beginstate DEAD_STATE;
	// Set the appropriate stuff done flag for this character being dead
	if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
		set_flag(get_memory_cell(1), get_memory_cell(2), 1);
	// he dies, everyone dies!!! (scenario can't be won)
	message_dialog("Right as you stike the killing blow, The Sage mutters a spell with his last breath.",
		"The world disappears in an apocalyptic upheaval, killing all in it's wake.");
	kill_char(1000, 2, 0);
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);
	}

	if (get_flag(0, 0) > 0) {	
		// 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);
		}
	}
	else {
		begin_talk_mode(get_memory_cell(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);
	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;
