// Create the character
IfSpawned
  IfStateIs0
    // It's an imported spell in hand
    KeepAction
  Else			//Setup monster!
    MakeNameUnknown
    SetTargetToSelf
    
    //This is a monster
    NotAnItem		
    MakeCrushValid 		//Make monster crush valid
    AddStat
    
    //Spell effect
    SpawnPoof		
    
    //Use summoner stats to determine power
    SetTargetToOwner
    tmpargument = targetint > 2	//Every 4 points of int adds 1 extra point
    SetTargetToSelf		//Modify own stats, not the owner
    GiveLifeToTarget		    //Modify the hp
    GiveStrengthToTarget		//Modify the strength
    GiveDexterityToTarget		//Modify the dexterity
    
    //Slow reaction time when summoned
    tmpargument = 75
    SetTime			
    
    //Summon sound
    tmpargument = 0
    PlaySound

//Make monster crushable (Only monster is valid)
IfCrushed
  tmpx = selfx
  tmpy = selfy
  tmpdistance = selfz
  tmpargument = 3		//Crush blud
  SpawnExactParticle
  SpawnExactParticle
  SpawnExactParticle
  SpawnExactParticle
  GoPoof			//Destroy body
  tmpargument = 3		//Tell them
  SendMessageNear

// It's a spell in hand
IfChanged
  tmpargument = 0
  SetState
  KeepAction

//--------------------------------------------------------------------------------------------
// MONSTER AI
tmpargument = 0
IfStateIsNot		//State 0 is spellbook

  // Character screams
  IfAttacked
    tmpargument = 0
    PlaySound

  // Character death
  IfKilled
    tmpargument = 1
    PlaySound		
    
    // Tell everyone it died
    tmpargument = 0
    IfTargetIsOnSameTeam
      tmpargument = 1
      IfTargetIsSelf
        tmpargument = 2
    SendMessageNear
    
    //Unsummon body
    GoPoof

  //How to react if bumped
  IfBumped				// Attack whoever it bumped
    SetTargetToWhoeverBumped
    IfTargetIsOnHatedTeam			  // Make sure it's an enemy
      tmpargument = ACTIONUA		    // Bite 'em
      DoAction			    //
    Else					  //Try to move out of way
      tmpx = rand & 1023 + targetx - 512
      tmpy = rand & 1023 + targety - 512
      ClearWaypoints			    //
      AddWaypoint				    //
      SetTargetToOldTarget		    //

  //New round
  IfTimeOut				// This is done every so often
    SetTargetToWideEnemy			  // Look for enemies
      tmpargument = rand & 1 + 2
      PlaySound			//Growl

      tmpx = targetx
      tmpy = targety
      tmpdistance = 300
      tmpturn = selfturn
      Compass
      tmpturn = targetturnto
      tmpdistance = 300
      Compass
    Else					  // Follow master
      tmpx = rand & 1023 - 512 + ownerx
      tmpy = rand & 1023 - 512 + ownery
    ClearWaypoints
    AddWaypoint
    tmpturn = selfdex > 7     //High dex allows for faster reactions
    tmpargument = rand & 63 + 32 - tmpturn		  // Wait a while and try again
    SetTime


//--------------------------------------------------------------------------------------------
//SPELL AI
IfStateIs0

  // Remove the charge
  IfTakenOut
    tmpargument = 0
    SetContent
    SetTargetToWhoeverIsHolding
      IfTargetIsAPlayer
        tmpargument = 5
        IfNameIsKnown
          tmpargument = 6
        SendMessageNear

  // Allow it to be used
  IfUsed
    UndoEnchant
      tmpargument = 25
      SetReloadTime
    Else
      SetTargetToWhoeverIsHolding
      tmpargument = [WMAG]
      IfTargetHasSkillID
        tmpx = selfcontent			//Current spellpower
        tmpy = 1536				//6 spellpower is max
        IfXIsLessThanY				//Not already max power?
          tmpy = targetmanaflow			//High enough level to continue casting?
          IfXIsLessThanY
            tmpargument = 6				//Casting speed
            CostTargetMana
              tmpargument = selfcontent + tmpargument
              SetContent

        //Spell effect around caster
        SetTargetToWhoeverIsHolding
          tmpx = targetx
          tmpy = targety
          tmpdistance = targetz
          tmpargument = 4
          SpawnExactParticle

  Else				//Spell released
    tmpx = selfcontent
    tmpy = 511			//Needed casting
    IfXIsMoreThanY
      // Make the holder cast it
      SetTargetToWhoeverIsHolding
        tmpargument = ACTIONMC // MC because ZA/ZC spawns an attack... ZA03AL
        TargetDoAction

        //Identify as spellbook
        MakeNameKnown
        MakeUsageKnown

        //Where to summon it
        
        //Summon!
        SetOwnerToTarget
        tmpargument = selfcontent > 8
        SetState
        tmpdistance = targetz
        
        IfStateIs1
          tmpx = rand & 255 + targetx - 128	
          tmpy = rand & 255 + targety - 128
          tmpturn = rand
          SpawnCharacterXYZ		
          tmpx = rand & 255 + targetx - 128	
          tmpy = rand & 255 + targety - 128
          tmpturn = rand
          SpawnCharacterXYZ		
          tmpargument = 1	        //Monster mode
          SetChildState

        IfStateIs2
          tmpx = rand & 255 + targetx - 128	
          tmpy = rand & 255 + targety - 128
          tmpturn = rand
          SpawnCharacterXYZ		
          tmpx = rand & 255 + targetx - 128	
          tmpy = rand & 255 + targety - 128
          tmpturn = rand
          SpawnCharacterXYZ		
          tmpargument = 1	        //Monster mode
          SetChildState
          
        IfStateIs3
          tmpx = rand & 255 + targetx - 128	
          tmpy = rand & 255 + targety - 128
          tmpturn = rand
          SpawnCharacterXYZ		
          tmpx = rand & 255 + targetx - 128	
          tmpy = rand & 255 + targety - 128
          tmpturn = rand
          SpawnCharacterXYZ		
          tmpargument = 1	        //Monster mode
          SetChildState


          //Play sound effect
          tmpargument = 5
          PlaySound
          
          tmpargument = 50
          SetReloadTime		//Delay before next use
    Else
      tmpy = 0
      IfXIsMoreThanY
        // Didn't pump it enough
        tmpargument = 4
        SendMessageNear
    // Reset the charge counter
    tmpargument = 0
    SetContent
    
  // Return to spellbook, Do last!
  IfDropped
    tmpargument = 0
    SetContent
    BecomeSpellbook
    DisaffirmCharacter
    tmpargument = ACTIONJB
    DoAction
    KeepAction

//--------------------------------------------------------------------------------------------
End
//--------------------------------------------------------------------------------------------
