// .txt

beginzonescript;

variables;

short im_hostile = 0;
short max_crime = 4;
short last_abil;
short counter = 0;

body;

beginstate INIT_STATE;
	last_abil = get_current_tick();

	set_name(8978,"Ancient Basilisk");
	set_level(8978,25);
	set_boss_level(8978,1);
	set_aggression(8978,30);
	set_coloradj(8978,18);
	set_new_abil(8978,14);

	set_name(8979,"Goodman Giscard");
		set_name(8980,"Heloise");
	set_name(8981,"Farmhouse Bodyguard");
	set_name(8982,"Farmhouse Bodyguard");
	set_name(8983,"Avernite Soldier");
	set_name(8984,"Avernite Soldier");
	set_name(8985,"Avernite Soldier");
	set_name(8986,"Avernite Soldier");
	set_name(8987,"Avernite Soldier");


	add_range_to_group(8964,8968,43);

	set_crime_tolerance(max_crime);

	break;

beginstate EXIT_STATE;

break;

beginstate START_STATE;
		
	if ((get_crime_level() >= max_crime) && (im_hostile == 0)) {
		make_zone_hostile();
		im_hostile = 1;
		}

	// if (gf(,) == 0) {
	if (get_ran(1,0,100) < 10)
		give_char_text_bubble(8979,"Welcome, warrior.");
	if (get_ran(1,0,100) < 10)
		give_char_text_bubble(8979,"We need more scouts.");
	if (get_ran(1,0,100) < 10)
		give_char_text_bubble(8979,"A posting for Silvar.");
	if (get_ran(1,0,100) < 10)
		give_char_text_bubble(8979,"Need to hunt traitors.");
	if (get_ran(1,0,100) < 10)
		give_char_text_bubble(8979,"So much to do.");

	//	}

	//if (((is_combat()) && (tick_difference(last_abil,get_current_tick()) > 0)) || ((is_group()) && (tick_difference(last_abil,get_current_tick()) > 5))) {
	//	last_abil = get_current_tick();
	//	}
break;

beginstate 10;
break;

beginstate 11;
break;

beginstate 12;
break;

beginstate 13;
break;

beginstate 20;
	if (is_combat() == FALSE)
		print_str_color("You climb the stairs.",2);
	change_level(889,333,0);
	// direction - 0,1 - north 2,3 - west 4,5 - south 6,7 - east
break;

//	print_str("");
//	set_terrain_string_range(".",1);
//	set_terrain_string_range("The sign says - .",1);
