Package ai.seedofinfinity

Source Code of ai.seedofinfinity.WardofDeath

/*
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package ai.seedofinfinity;

import lineage2.commons.util.Rnd;
import lineage2.gameserver.ai.DefaultAI;
import lineage2.gameserver.model.Creature;
import lineage2.gameserver.model.instances.NpcInstance;
import lineage2.gameserver.tables.SkillTable;

/**
* @author Mobius
* @version $Revision: 1.0 $
*/
public class WardofDeath extends DefaultAI
{
  /**
   * Field mobs.
   */
  private static final int[] mobs =
  {
    22516,
    22520,
    22522,
    22524
  };
 
  /**
   * Constructor for WardofDeath.
   * @param actor NpcInstance
   */
  public WardofDeath(NpcInstance actor)
  {
    super(actor);
    actor.startImmobilized();
  }
 
  /**
   * Method checkAggression.
   * @param target Creature
   * @return boolean
   */
  @Override
  protected boolean checkAggression(Creature target)
  {
    final NpcInstance actor = getActor();
    if (target.isInRange(actor, actor.getAggroRange()) && target.isPlayable() && !target.isDead() && !target.isInvisible())
    {
      if (actor.getNpcId() == 18667)
      {
        actor.doCast(SkillTable.getInstance().getInfo(Rnd.get(5423, 5424), 9), actor, false);
        actor.doDie(null);
      }
      else if (actor.getNpcId() == 18668)
      {
        for (int i = 0; i < Rnd.get(1, 4); i++)
        {
          actor.getReflection().addSpawnWithoutRespawn(mobs[Rnd.get(mobs.length)], actor.getLoc(), 100);
        }
        actor.doDie(null);
      }
    }
    return true;
  }
}
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