using Server.MirDatabase; using Server.MirEnvir; using S = ServerPackets; namespace Server.MirObjects.Monsters { public class DemonGuard : ZumaMonster { public uint RevivalCount; public int LifeCount; public long RevivalTime, DieTime; public override uint Experience { get { return Info.Experience * (100 - (25 * RevivalCount)) / 100; } } protected internal DemonGuard(MonsterInfo info) : base(info) { RevivalCount = 0; LifeCount = Envir.Random.Next(3); } protected override void Attack() { if (!Target.IsAttackTarget(this)) { Target = null; return; } ShockTime = 0; ActionTime = Envir.Time + 300; AttackTime = Envir.Time + AttackSpeed; Direction = Functions.DirectionFromPoint(CurrentLocation, Target.CurrentLocation); if (Envir.Random.Next(3) > 0) { Broadcast(new S.ObjectAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation }); int damage = GetAttackPower(Stats[Stat.MinDC], Stats[Stat.MaxDC]); if (damage == 0) return; DelayedAction action = new DelayedAction(DelayedType.Damage, Envir.Time + 300, Target, damage, DefenceType.ACAgility); ActionList.Add(action); } else { Broadcast(new S.ObjectAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation, Type = 1 }); int damage = GetAttackPower(Stats[Stat.MinMC], Stats[Stat.MaxMC]); if (damage == 0) return; DelayedAction action = new DelayedAction(DelayedType.Damage, Envir.Time + 300, Target, damage, DefenceType.ACAgility); ActionList.Add(action); } } public override void Die() { DieTime = Envir.Time; RevivalTime = (4 + Envir.Random.Next(20)) * 1000; base.Die(); } protected override void ProcessAI() { if (Dead && Envir.Time > DieTime + RevivalTime && RevivalCount < LifeCount) { RevivalCount++; int newhp = (int)(Stats[Stat.HP] * (100 - (25 * RevivalCount)) / 100); Revive(newhp, false); } base.ProcessAI(); } } }