//ADVENTURER
//-------------------------------------------
//Level       Abillity
//1			Weapon Profiency, Arcane Magic, Arch Magery, Teleport Mastery
//2			n/a
//3			n/a
//4			Alchemy
//5			n/a
//6			n/a
//7         Speed
//8			n/a
//9         n/a
//10	    Stealth
//11	    n/a
//12	    n/a
//13	    Listen
//14	    n/a
//15	    n/a
//16	    Class Mastery
//-----------------------------------------------------------------------------
//Reset
IfSpawned
  tmpargument = 0
  SetState
  SetContent

//-----------------------------------------------------------------------------
// Alchemy skill
tmpx = selflevel
tmpy = 2
IfXIsMoreThanY          //Need level 4
  SetTargetToTargetLeftHand	//Check left hand first
    tmpargument = [POTI]
    IfTargetHasID
      IdentifyTarget		//Identify potions
      SetTargetToSelf
    tmpargument = [FLAS]
    IfTargetHasID
      IdentifyTarget		//And flasks
  SetTargetToTargetRightHand	//Repeat with other hand
    tmpargument = [POTI]
    IfTargetHasID
      IdentifyTarget		//Identify potions
    tmpargument = [FLAS]
    IfTargetHasID
      IdentifyTarget		//And flasks

//-----------------------------------------------------------------------------
//Go stealth mode when standing still
//State 0 = Ready
//State 1 = Cooldown
//State 2 = Going stealth stealth
//State 3 = In stealth mode

tmpx = selflevel
tmpy = 6           //Need to be level 8 at least
IfXIsMoreThanY
  //If tmpdistance > 0 then reset cloak timer
  tmpdistance = 0

  //Stuff that makes us visible
  SetTargetToSelf
  IfBumped
    tmpdistance = 300     //6 seconds
  IfAttacked
    tmpdistance = 300     //6 seconds
  IfTargetIsAttacking
    tmpdistance = 150     //3 seconds
  IfTargetIsDefending
    tmpdistance = 100     //2 seconds

  //Is the player standing still?
  SetTargetToSelf
  tmpx = targetspeedx + targetspeedy + targetspeedz
  tmpy = 0
  IfXIsEqualToY
    SetTargetToNearbyEnemy  //Can't hide in plain sight
      tmpx = selflevel*50 + targetdistance        //Level increases
    Else
      tmpx = 551
    tmpy = 550
    IfXIsMoreThanY
      IfInvisible
        DoNothing           //No need to hide if already invisisble
      Else
        IfStateIs0
          tmpargument = 2
          SetState
          tmpargument = 50
          SetTime
  Else                    //Character is moving, reset timer
    tmpdistance = 75     //1,5 seconds

  //Handle and reset cooldown counter for stealth
  IfTimeOut
    IfStateIs1
      tmpargument = 0
      SetState
    IfStateIs2
      tmpargument = 0
      SetAlpha
      tmpargument = 10
      PlaySound
      tmpargument = 3
      SetState

    //Check sneak abillity to see if we are detected
    IfStateIs3
      tmpargument = 75            //Check every 1,5 seconds
      SetTime
      SetTargetToNearestEnemy
        tmpturn = selflevel*50
        tmpx = targetdistance
        tmpy = 1000 - tmpturn
        IfXIsLessThanY
          tmpturn = targetdistance > 7          //Distance increases chance
          tmpx = targetwis > 8
          tmpx = tmpx - tmpturn
          tmpx = rand % 40 + tmpx
          tmpy = selfdex > 8
          tmpy = rand % 40 + tmpy
          IfXIsMoreThanY                        //We were detected!
            tmpdistance = 300               //6 seconds

  //Disable stealth and reset timer if tmpdistance is bigger than 0
  tmpturn = 0
  IfDistanceIsMoreThanTurn
    tmpargument = tmpdistance
    SetTime
    IfStateIs3
      tmpargument = 255
      SetAlpha
      tmpargument = 11
      PlaySound
    tmpargument = 1
    SetState

//-----------------------------------------------------------------------------
//Listen skill
tmpx = selflevel
tmpy = 11            //At least level 13
IfXIsMoreThanY
  EnableListenSkill

//-----------------------------------------------------------------------------
//Speed abillity
tmpx = selflevel
tmpy = 5            //Need Level 7
IfXIsMoreThanY
  Run
  tmpargument = 1+selflevel*2+100       //2 percent per level
  SetSpeedPercent

//------------------------------------------------------------------------------
//Invoke Class Mastery if enough xp gained
tmpargument = 0
IfContentIs
  SetTargetToSelf
  tmpx = selflevel
  tmpy = 14              //Need level 16
  IfXIsMoreThanY
    SetOwnerToTarget
    EnchantTarget 	//Give the special bonus
    tmpargument = 1
    SetContent      //Dont repeat

//-----------------------------------------------------------------------------
// ZZ> Gong sound
IfCleanedUp
  tmpargument = 6
  PlayFullSound

IfTooMuchBaggage
  tmpargument = 8
  PlaySound
  tmpargument = 6
  SendMessageNear

//Scream and shout
IfUsed
  tmpargument = 7
  PlaySound

IfKilled				// This reduces the height of the char
  tmpargument = 2			  // Death sound
  PlaySound				  //

  //Message
  tmpargument = 3
  IfArmorIs
    tmpargument = MESSAGECOSTUME
  Else
    tmpargument = MESSAGEDEATH		  // Last words...
  IfTargetIsOnSameTeam			  // Fragged!
    tmpargument = MESSAGEFRAG		    //
    IfTargetIsSelf			    // No, just a damage tile
      tmpargument = MESSAGEACCIDENT           //
  SendMessage				  //

  //Drop goods
  tmpargument = 1+selflevel*selflevel*100		//The money loss formula
  DropMoney				  //
  DropKeys

  //Body
  tmpargument = 45			  //
  SetBumpHeight				  //

  //Redo the Class Mastery skill when respawned
  UndoEnchant
  tmpargument = 0
  SetContent

IfLeaderKilled				// Take control
  BecomeLeader				  //
IfAttacked				// Yell at friends
  SetTargetToWhoeverAttacked		  //
  IfTargetIsOnSameTeam			  //
    tmpargument = MESSAGEOUCH		    //
    SendMessageNear			    //
    tmpargument = 5			    // Stop That sound
    PlaySound				    //
  Else					  //
    tmpargument = rand & 1 + 3		    // Damage sounds
    PlaySound				    //
End
