//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_level(ME,10);
	change_max_health(ME,80);
	
	set_name(ME,"Traveling Refugee");
	
	set_courage(ME,0);
	break;

beginstate DEAD_STATE;
	print_str_color("A member of the caravan has fallen.",3);
	inc_flag(78,6,1);
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 (my_id() == 8342) {
	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);
		}

	if (gf(77,4) > 1) {
		// if big fight triggered, make sure heading back
		if ((path_a_or_b < 4) && (gf(77,4) >= 3))
			path_a_or_b = 4;
			
		if (path_a_or_b == 0) {
			if (dist_to_loc(ME,507,363) > 4)
				move_to_loc(ME,507,363);
				else {
					//if (dist_to_party() <= 5)
						path_a_or_b = 1;
					//	else stop_moving();
					}
			}
		if (path_a_or_b == 1) {
			if (dist_to_loc(ME,523,363) > 4)
				move_to_loc(ME,523,363);
				else {
					//if (dist_to_party() <= 5)
						path_a_or_b = 2;
					//	else stop_moving();
					}
			}
		if (path_a_or_b == 2) {
			if (dist_to_loc(ME,522,344) > 4)
				move_to_loc(ME,522,344);
				else {
					//if (dist_to_party() <= 5)
						path_a_or_b = 3;
					//	else stop_moving();
					}
			}
		if (path_a_or_b == 3) {
			if (dist_to_loc(ME,555,338) > 4)
				move_to_loc(ME,555,338);
				else {
					if (dist_to_party() <= 5) { // activate big fight
						path_a_or_b = 4;
						if (gf(77,4) < 3)
							sf(77,4,3);
						}
						else stop_moving();
					}
			}
		if (path_a_or_b == 4) {
			if (dist_to_loc(ME,522,344) > 4)
				move_to_loc(ME,522,344);
				else {
						path_a_or_b = 5;
					}
			}
		if (path_a_or_b == 5) {
			if (dist_to_loc(ME,523,363) > 4)
				move_to_loc(ME,523,363);
				else {
						path_a_or_b = 6;
					}
			}
		if (path_a_or_b == 6) {
			if (dist_to_loc(ME,507,363) > 4)
				move_to_loc(ME,507,363);
				else {
						path_a_or_b = 7;
					}
			}
		if (path_a_or_b == 7) {
			if (dist_to_loc(ME,487,365) > 4)
				move_to_loc(ME,487,365);
				else {
						path_a_or_b = 8;
					}
			}
		}
		

	// 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 you don't learn");
		print_str("  anything interesting.");
		}
		else begin_talk_mode(get_memory_cell(0));
break;