// summonnpc.txt
// Like basicnpc, but creature can potentially summon a creature every turn or
// more to help it
// 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.
//   Cell 4,5,6,7 - Character ids of creatures it can summon
//   Cell 8 - number of turns between summons, defaults to 2
//   Cell 9 - If 0, summoned creature is normal. Otherwise, the amount that it
//      is buffed

begincreaturescript;

variables;

short i,target;
short tried_return = 0;
short last_abil;
short char_got;
short abil1 = 0;
short abil2 = 0;
short abil3 = 0;

body;

beginstate INIT_STATE;
	set_name(ME,"Lord Trinket");
	set_boss_level(ME,2);
	change_max_health(ME,20);
	set_level(ME,3);

	set_courage(ME,100);
	set_resistance(ME,7,90);
	
	if (get_memory_cell(0) == 2)
		set_walk_speed(ME,0);

	last_abil = get_current_tick();
	break;

beginstate DEAD_STATE;
	sf(160,0,1);
	award_party_xp(100,4);
	if (get_quest_status(40) == 2) {
		print_str_color("You make sure to claim Lord Trinket's ear.",2);
		set_spec_item(get_memory_cell(5),1);
		}
	begin_talk_mode(13);
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_foe_target(ME,-1);
		}
	
	// Look for a target, attack it if visible
	if (get_foe_target(ME,12,0)) {
		if (dist_to_party() > 8)
			approach_char(ME,30000,7);
			else {
				do_attack();
				set_state(3);
				}
		}
		
	// Have I been hit? Strike back!
	if (who_shot_me() >= 0) {
		set_foe_target(ME,who_shot_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) {
			tried_return = 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);

	if ((my_dist_from_start() >= 25) && (tried_return == 0)) {
		tried_return = 1;
		set_foe_target(ME,-1);
		return_to_start(ME,2);
		set_state(4);
		}

	char_got = 0;
	
	if ((tick_difference(last_abil,get_current_tick()) > 0) && (abil1 == 0) && (get_health(ME) < (get_max_health(ME) * 3) / 4)) {
		last_abil = get_current_tick();
		abil1 = 1;
		
		summon_creature(17375);
		place_particle_num(17375,1,1,8);
		summon_creature(17376);
		place_particle_num(17376,1,1,8);
		summon_creature(17377);
		place_particle_num(17377,1,1,8);
		summon_creature(17378);
		place_particle_num(17378,1,1,8);

		set_level(17375,1);
		set_level(17376,1);
		set_level(17377,1);
		set_level(17378,1);
		
		pc_heard_sound_delay(136,100);						
		run_char_animation(2,1,35);	
		
		deduct_ap(9);
		begin_talk_mode(10);
		}
	
	if ((tick_difference(last_abil,get_current_tick()) > 0) && (abil2 == 0) && (get_health(ME) < (get_max_health(ME) * 2) / 4)) {
		last_abil = get_current_tick();
		abil2 = 1;
		
		status_nearby(3,8,0,3);
		status_nearby(3,8,8,3);

		pc_heard_sound_delay(100,100);						
		run_char_animation(2,1,35);	
		
		deduct_ap(9);
		begin_talk_mode(11);
		}
	
	if ((tick_difference(last_abil,get_current_tick()) > 0) && (abil3 == 0) && (get_health(ME) < (get_max_health(ME) * 1) / 4)) {
		last_abil = get_current_tick();
		abil3 = 1;
		
		summon_creature(17379);
		place_particle_num(17379,1,1,8);
		summon_creature(17380);
		place_particle_num(17380,1,1,8);
		summon_creature(17381);
		place_particle_num(17381,1,1,8);
		summon_creature(17382);
		place_particle_num(17382,1,1,8);

		set_level(17379,1);
		set_level(17380,1);
		set_level(17381,1);
		set_level(17382,1);

		pc_heard_sound_delay(136,100);						
		run_char_animation(2,1,35);	
		
		deduct_ap(9);
		begin_talk_mode(10);
		}

	do_attack();
break;

beginstate 4; // returning to start
	if (my_dist_from_start() < 10)
		set_state(START_STATE);

	// Have I been hit? Strike back!
	if (who_shot_me() >= 0) {
		set_foe_target(ME,who_shot_me());
		do_attack();
		set_state(3);
		}
			
	return_to_start(ME,2);
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;