//twopts.txt - Like basic monst, but this character spends all its time 
// oscillating between its start point and a given nav point.
// Memory Cells:
//   Cell 0 - Dialogue node when spoken to
//   Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this is killed, set to 1.
//	 Cell 3 - The nav point the character marches out to.
//   Cell 4 - If nonzero, the character runs to its nav point immediately.
//     If 0, only goes occasionally.

begincreaturescript;

variables;

short i,target;
short path_a_or_b = 0;
short last_walk;

body;

beginstate INIT_STATE;
	last_walk = get_current_tick();
	set_name(ME,"Lord Trinket");
	
	change_max_health(ME,200);
	set_char_unkillable(ME,1);
	
	if (gf(146,8) > 0)
		erase_char(ME);
	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);
break;

beginstate START_STATE; 

		
	// Have I been hit? Strike back!
	if ((who_shot_me() >= 0) || (get_nearest_party_char(5) >= 0) || (gf(146,8) > 0)) {
		print_named_str(ME,"flees down the tunnel.");
		path_a_or_b = 1;
		}

	if (path_a_or_b > 0) {
		if (dist_to_loc(ME,410,708) <= 2) {
			if (get_nearest_party_char(8) >= 0)
				print_named_str(ME,"slips through the bars of the portcullis and runs off.");
			erase_char(ME);
			}
		move_to_loc(ME,410,708);

		}


	// 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(0) == 0) {
		print_str("Talking: You make a bit of small talk, but don't learn");
		print_str("  anything interesting.");
		}
		else begin_talk_mode(get_memory_cell(0));
break;