// View plain text
// ambush.txt
// This creature will never move, and on aquiring a target, 
// waits a fixed number of turns before atacking. 
// Memory Cells:
//   Cell 0 - How many turns to wait before attacking
//   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 - whether to not cast summoning spells
//   Cell 5 - if left at 0, the creature is immobile, otherwise the creature can move. 
begincreaturescript;

variables;

short i,target;

body;

beginstate INIT_STATE;
	if (get_memory_cell(5) == 0)
		set_mobility(ME,0);
	if(get_memory_cell(0) == 0)
		set_memory_cell(0,3);
	if(get_memory_cell(4) == 1){
		change_spell_level(ME,0,2,-1 * get_spell_level(ME,0,2));
		change_spell_level(ME,0,8,-1 * get_spell_level(ME,0,8));
		change_spell_level(ME,0,14,-1 * get_spell_level(ME,0,14));
		change_spell_level(ME,0,17,-1 * get_spell_level(ME,0,17));
		change_spell_level(ME,1,6,-1 * get_spell_level(ME,1,6));
		change_spell_level(ME,1,19,-1 * get_spell_level(ME,1,19));
	}
	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; 
	// Look for a target, attack it if visible
	if (select_target(ME,8,0)) {
		target = get_target();
		i = get_memory_cell(0);
		set_state(4);
	}
		
	// Have I been hit? Strike back!
	if (who_hit_me() >= 0) {
		set_target(ME,who_hit_me());
		do_attack_tactic(2);
		set_state(3);
	}
		
	// 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_tactic(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;

beginstate 4; //countdown to attack
	if (who_hit_me() >= 0) {
		set_target(ME,who_hit_me());
		set_state_continue(3);
	}
	if(target_ok() && target == get_target()){
		i = i - 1;
		if(i == 0)
			set_state_continue(3);
		end_combat_turn();
	}
	else
		set_state(START_STATE);
break