// aenpc.txt
// A monster with a special ability scripted in. The ability is an AE, used 
// every 2-3 turns or so.

// 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 - The ability.
//   Cell 5 - The range of the ae, defaults to 6

// The abilities:
// 0 - AE Slow
// 1 - AE Curse
// 2 - AE Fire (1-4 dam per level)
// 3 - AE Acid
// 4 - AE Terror
// 5 - AE Daze
// 6 - AE Debuff
// 7 - AE Cold (1-6 dam per level)
// 8 - AE Energy (1-8 dam per level)
// 9 - AE Charm
// 10 - AE Poison
// 11 - AE mana drain
// 12 - AE mana drain + damage
// 13 - stomps feet
// 14 - lightnign aura
// 15 - cleave (1-8 dam per level)
// 16 - AE Curse & Weaken
// 17 - AE Acid + damage

begincreaturescript;

variables;

short i,target;
short last_abil;
short last_abil2;
short used_abil = 0;
short ae_range = 8;
short phase = 0;
short mess = 0;
short set_att = 0;

body;

beginstate INIT_STATE;
	change_max_health(ME,1400);
	set_boss_level(ME,2);
	set_courage(ME,100);
	set_resistance(ME,7,100);
	
	if (get_memory_cell(0) == 2)
		set_walk_speed(ME,0);
	last_abil = get_current_tick();
	last_abil2 = get_current_tick();
	break;

beginstate DEAD_STATE;
	sf(170,15,1);
	force_char_status(30000,26,0);
	begin_talk_mode(19);
break;

beginstate START_STATE; 
	if (get_attitude(ME) >= 10) {
		// 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);
			}
		}
		
	if ((gf(59,5) == 1) && (get_nearest_party_char(8) >= 0)) {
		sf(59,5,2);
		talk_no_exit(110);
		}

	// 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 ((set_att == 0) && (get_attitude(ME) >= 10)) {
		set_att = 1;
		make_zone_hostile();
		}
	
	if (target_ok() == FALSE)
		set_state(START_STATE);
	used_abil = 0;

	if ((is_combat()) && (get_nearest_hate_char(ae_range) >= 0) && (tick_difference(last_abil,get_current_tick()) > 0)) {
		run_char_animation(2,1,35);	
		last_abil = get_current_tick();

			print_named_str(ME,"breathes a terrifying gout of fire.");
		  	place_particle_num(ME,2,4,8);
			damage_nearby(get_ran(1,2500,3000),ae_range,2,0);
			pc_heard_sound_delay(178,100);						
	  		create_missile_spiral(154,40,ae_range,2);
			status_nearby(-12,ae_range,1,4);
			status_nearby(3,ae_range,27,4);
			status_nearby(-2,ae_range,28,4);
			status_nearby(-2,ae_range,18,4);
		end();
		
		}

	if ((can_see_char(get_target())) && (is_combat()) && (tick_difference(last_abil2,get_current_tick()) > 4)) {
		run_char_animation(2,1,35);	

			print_str_color("Melanchion points at you and mutters a word of power. You",3);
			print_str_color("  feel terribly cold.",3);
			set_char_status(get_target(),26,4);
			//place_particle_num(get_target(),2,2,8);
			pc_heard_sound_delay(174,100);						
			shoot_projectile(ME,char_loc_x(get_target()),char_loc_y(get_target()),34);
	
		last_abil2 = get_current_tick();
		end();
		}

	if (char_ok(6398) == FALSE) {
		spawn_creature(6398);
		set_name(6398,"Draconic Summoning");
		place_particle_num(6398,1,1,8);
		set_level(6398,32);
		set_summon_level(6398,1);
		set_boss_level(6398,-1);
		set_attack_bonus(6398,20);
		
		set_resistance(6398,0,100);
		force_char_status(6398,24,10);
		}
	if (char_ok(6399) == FALSE) {
		spawn_creature(6399);
		set_name(6399,"Draconic Summoning");
		place_particle_num(6399,1,1,8);
		set_level(6399,32);
		set_summon_level(6399,1);
		set_boss_level(6399,-1);
		set_attack_bonus(6399,20);

		set_resistance(6399,1,100);
		force_char_status(6399,20,15);
		}
	if (char_ok(6400) == FALSE) {
		spawn_creature(6400);
		set_name(6400,"Draconic Summoning");
		place_particle_num(6400,1,1,8);
		set_level(6400,32);
		set_summon_level(6400,1);
		set_boss_level(6400,-1);
		set_attack_bonus(6400,20);

		set_resistance(6400,2,100);
		force_char_status(6400,18,10);
		}
	if (char_ok(6401) == FALSE) {
		spawn_creature(6401);
		set_name(6401,"Draconic Summoning");
		place_particle_num(6401,1,1,8);
		set_level(6401,32);
		set_summon_level(6401,1);
		set_boss_level(6401,-1);
		set_attack_bonus(6401,20);

		set_resistance(6401,6,100);
		force_char_status(6401,0,20);
		force_char_status(6401,8,20);
		}

	if (used_abil == 0)
		do_attack();
break;

beginstate TALKING_STATE;

	begin_talk_mode(50);
break;