#GENERAL
*name       = "arges";
*faction       = "boss";
*enemy_faction = "good";

*rad        = 1.5;
*mass       = 30.0;
*elasticity = 0.3;
*drag       = 0.5;
*friction   = 4.0;
*hardness   = 0.4;
*roll       = 1.0;

*model = "npc_eyeclops_b_01";
*model_rot = 0;
*model_scale = 1.5;
*bleed_rate = 3.0;
*leak_decal_vec = {"decals/big_blood_01.tga"};
*dam_part_vec = {"blood_01"};

#ATTRIBUTE "ccrange";
#BASE      3.5;
#ATTRIBUTE "ccspeed";
#BASE      5.0;
#ATTRIBUTE "ccdamage";
#BASE      10.0;
#ATTRIBUTE "attract";
#BASE      20.0;
#ATTRIBUTE "leak";
#BASE      0.0;
#ATTRIBUTE "speed";
#BASE      30.0;
#ATTRIBUTE "power";
#BASE      0.0;
#ATTRIBUTE "health";
#BASE      1000.0;
#ATTRIBUTE "res";
#BASE      1.0;
#ATTRIBUTE "rot_speed";
#BASE      75.0;
#ATTRIBUTE "exp";
#BASE      0.0;
#ATTRIBUTE "wait";
#BASE      0.0;

#ON_DAMAGE

 //avar("arges_health", *health);

#ON_DEATH
 
 script_load("island/boss_place");
 avar("arges", 1);
 avar("island_free", 1);
 sound_play( add("monsters/squash_0", num_to_str(rand(1, 3.99)), ".wav"), this_x(), this_y(), 1 );
 screenFX_kill( "fade_flash", 1 );
 //particle_make( "fire_03", add(rand(-1,1), this_x()), add(rand(-1,1), this_y()), add(this_z(), 1));
 //particle_make( "fire_03", add(rand(-1,1), this_x()), add(rand(-1,1), this_y()), add(this_z(), 1));
 //particle_make( "fire_03", add(rand(-1,1), this_x()), add(rand(-1,1), this_y()), add(this_z(), 1));
 //particle_make( "fire_03", add(rand(-1,1), this_x()), add(rand(-1,1), this_y()), add(this_z(), 1));

#CONTROL "script";
##BEGIN

#SEQUENCE "items";
# wait( .15, 1 );
  move(1000, 1000, 0);
# this_item_make("banana_04");
  this_item_make("coin_02", 2); 
  this_item_make("coin_03", 1);
# seq_jump("wait");

#SEQUENCE "wait"; 
# indicator_char_make( "arges", 2, 0, "arges", 1, colorRGB(0,1,0), .75, 1, 25, "indicator/kill.tga"); 
# wait( .15, 1);
  move_to(char_get_x("player"), char_get_y("player"), 0);
  this_control_push( 
  "range faction",
    "*faction    = \"good\";
     *min_dist   = 1.15;
	 *max_dist   = 300.1;
	 *predict_dist = 6;
	 *predict_weight = 1;
	 *aggressive = 1;
	 *action     = 
	 \"
	   var func = nop;
	   func = if(eq(this_get_attribute(\\\"wait\\\"), 1), this_control_pop, nop);
	   func();
	   this_set_attribute(\\\"wait\\\", 1);
	   *wait = 4;
	 
	 \";
    "
  ,
  1.0
  );
# wait( .15, 1);
  move_to(char_get_x("player"), char_get_y("player"), 0);
# this_set_attribute("wait", 0);
# seq_jump("fight");

#SEQUENCE "fight";
# var r = rand(0, 10);
  this_control_push("script", if(less(r,4), 
  "bosses/arges_light", 
  "bosses/arges_laser"));
  wait( .15, 1);
  move_to(char_get_x("player"), char_get_y("player"), 0);
# seq_jump("wait");

##END
