//------------------------------------------------------------------------------
//Rogues can backstab!
IfBackstabbed
  SetTargetToWhoeverAttacked
  tmpargument = 1+targetlevel*256  //+1 damage per level
  SetTargetToSelf
  DamageTarget
  SetTargetToWhoeverAttacked
  tmpargument = 6
  SendMessageNear

//------------------------------------------------------------------------------
// ZZ> Handle normal state
IfStateIs0
  IfAtLastWaypoint
//    tmpturn = rand
//    tmpx = selfspawnx
//    tmpy = selfspawny
//    tmpdistance = 200
//    Compass
    tmpx = rand % 640 + 6976
    tmpy = rand % 640 + 2112
    ClearWaypoints
    AddWaypoint
  IfBumped
    SetTargetToWhoeverBumped
    IfTargetIsOnHatedTeam
      IfFacingTarget
        // Decide which leg to kick
        tmpargument = LATCHLEFT
        tmpx = targetturnto - selfturn
        tmpy = 0
        IfXIsMoreThanY
          tmpargument = LATCHRIGHT
        PressLatchButton
      Else
        tmpx = targetx
        tmpy = targety
        ClearWaypoints
        AddWaypoint
    Else
      tmpx = rand & 511 - 256 + selfx
      tmpy = rand & 511 - 256 + selfy
      tmpdistance = 100
      tmpturn = targetturnto + 32768
      Compass
      ClearWaypoints
      AddWaypoint
      SetTargetToOldTarget
  IfTimeOut
    SetTargetToWideEnemy
      IfFacingTarget
        tmpx = targetdistance
        tmpy = 100
        IfXIsLessThanY
          // Decide which leg to kick
          tmpargument = LATCHLEFT
          tmpx = targetturnto - selfturn
          tmpy = 0
          IfXIsMoreThanY
            tmpargument = LATCHRIGHT
          PressLatchButton
      Else
        tmpx = targetx
        tmpy = targety
        tmpturn = targetturnto
        tmpdistance = 200
        Compass
        ClearWaypoints
        AddWaypoint
    tmpargument = 20
    SetTime

//------------------------------------------------------------------------------
// ZZ> Handle death by sending a message and other stuff
IfKilled
  // Make sure it's stone...
  DisaffirmCharacter
  tmpargument = 1
  ChangeArmor

  tmpargument = 1
  PlaySound
  tmpargument = MESSAGEDEATH
  IfTargetIsOnSameTeam
    tmpargument = MESSAGEFRAG
    IfTargetIsSelf
      tmpargument = MESSAGEACCIDENT
  SendMessageNear

  // Drop goodies
  tmpargument = selfmoney
  DropMoney

  // Make smoke
  SpawnPoof

  // Open the boss passage
  tmpargument = passage
  OpenPassage

//------------------------------------------------------------------------------
// ZZ> For helper AIs
IfLeaderKilled
  BecomeLeader

//------------------------------------------------------------------------------
// ZZ> Handle being attacked by blocking or countering or running away
IfAttacked
  // Turn to stone
  IfStateIs0
    tmpx = selflife
    tmpy = 2560
    IfXIsLessThanY
      // Remove poison
      SetTargetToSelf
      tmpargument = 4
      HealTarget
      BlackTarget
      SetTargetToOldTarget
      
      //Tell the players what to do
      tmpargument = 7
      SendMessageNear

      tmpargument = 1
      SetState
      tmpargument = 1
      ChangeArmor
      tmpargument = ACTIONMK
      DoActionOverride
      KeepAction
      tmpargument = 5
      PlaySound
    // Make blud
    Else
      // Fire Bonus damage
      GetDamageType
      tmpx = tmpargument
      tmpy = DAMAGEFIRE
      IfXIsEqualToY
        // Permanent life loss from fire
        SetOldTarget
        SetTargetToSelf
        tmpargument = 0 - 1024
        GiveLifeToTarget
        SetTargetToOldTarget
        tmpargument = 5
        SendMessageNear

      tmpargument = 2
      PlaySound
      GetDamageType
      tmpx = tmpargument
      tmpy = DAMAGEHOLY
      IfXIsLessThanY
        tmpx = selfx
        tmpy = selfy
        tmpdistance = selfz
        tmpargument = 3
        SpawnExactParticle
  // Make dust
  Else
    tmpargument = 4
    PlaySound
    DisaffirmCharacter
    GetDamageType
    tmpx = tmpargument
    tmpy = DAMAGEHOLY
    IfXIsLessThanY
      tmpx = selfx
      tmpy = selfy
      tmpdistance = selfz
      tmpargument = 2
      SpawnExactParticle

//------------------------------------------------------------------------------
// ZZ> Handle stone state
IfStateIs1
  tmpx = selflife
  tmpy = 5120
  IfXIsMoreThanY
    tmpargument = 0
    ChangeArmor
    tmpargument = 0
    SetState
    tmpargument = ACTIONMJ
    DoActionOverride
    UnkeepAction

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