Inheritance: MagerySpell
Esempio n. 1
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 public InternalTarget(ArchCureSpell owner) : base(12, true, TargetFlags.None)
 {
     m_Owner = owner;
 }
Esempio n. 2
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 public InternalTarget( ArchCureSpell owner )
     : base(Core.ML ? 10 : 12, true, TargetFlags.None)
 {
     m_Owner = owner;
 }
Esempio n. 3
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 public InternalTarget(ArchCureSpell owner)
     : base(Core.ML ? 10 : 12, true, TargetFlags.None)
 {
     this.m_Owner = owner;
 }
Esempio n. 4
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 public InternalTarget(ArchCureSpell owner)
     : base(12, false, TargetFlags.Beneficial)
 {
     m_Owner = owner;
 }
Esempio n. 5
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 public InternalTarget(ArchCureSpell owner) : base(Core.ML ? 10 : 12, true, TargetFlags.Beneficial)
 {
     m_Owner = owner;
 }
 public InternalSphereTarget(ArchCureSpell owner)
     : base(Core.ML ? 10 : 12, true, TargetFlags.Beneficial)
 {
     m_Owner = owner;
     m_Owner.Caster.SendAsciiMessage("Select target...");
 }
Esempio n. 7
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 public InternalSphereTarget(ArchCureSpell owner)
     : base(Core.ML ? 10 : 12, true, TargetFlags.Beneficial)
 {
     m_Owner = owner;
     m_Owner.Caster.SendAsciiMessage("Selecione o alvo...");
 }
Esempio n. 8
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			public InternalTarget( ArchCureSpell owner ) : base( 12, false, TargetFlags.Beneficial )
			{
				m_Owner = owner;
			}
Esempio n. 9
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 public InternalTarget(ArchCureSpell owner)
     : base(owner.Caster.EraML ? 10 : 12, true, TargetFlags.None)
 {
     m_Owner = owner;
 }
Esempio n. 10
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		public override bool DoActionCombat()
		{
			Mobile c = m_Mobile.Combatant;
			m_Mobile.Warmode = true;

			if (c == null || c.Deleted || !c.Alive || c.IsDeadBondedPet || !m_Mobile.CanSee(c) || !m_Mobile.CanBeHarmful(c, false) || c.Map != m_Mobile.Map)
			{
				// Our combatant is deleted, dead, hidden, or we cannot hurt them
				// Try to find another combatant

				if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
				{
					if (m_Mobile.Debug)
						m_Mobile.DebugSay("Something happened to my combatant, so I am going to fight {0}", m_Mobile.FocusMob.Name);

					m_Mobile.Combatant = c = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
				else
				{
					m_Mobile.DebugSay("Something happened to my combatant, and nothing is around. I am on guard.");
					Action = ActionType.Guard;
					return true;
				}
			}

			if (!m_Mobile.InLOS(c))
			{
				if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
				{
					m_Mobile.Combatant = c = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
			}

			if (SmartAI && !m_Mobile.StunReady && m_Mobile.Skills[SkillName.Wrestling].Value >= 80.0 && m_Mobile.Skills[SkillName.Anatomy].Value >= 80.0)
				EventSink.InvokeStunRequest(new StunRequestEventArgs(m_Mobile));

			if (!m_Mobile.InRange(c, m_Mobile.RangePerception))
			{
				// They are somewhat far away, can we find something else?

				if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
				{
					m_Mobile.Combatant = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
				else if (!m_Mobile.InRange(c, m_Mobile.RangePerception * 3))
				{
					m_Mobile.Combatant = null;
				}

				c = m_Mobile.Combatant;

				if (c == null)
				{
					m_Mobile.DebugSay("My combatant has fled, so I am on guard");
					Action = ActionType.Guard;

					return true;
				}
			}

			if (!m_Mobile.Controlled && !m_Mobile.Summoned)
			{
				if (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100)
				{
					// We are low on health, should we flee?

					bool flee = false;

					if (m_Mobile.Hits < c.Hits)
					{
						// We are more hurt than them

						int diff = c.Hits - m_Mobile.Hits;

						flee = (Utility.Random(0, 100) > (10 + diff)); // (10 + diff)% chance to flee
					}
					else
					{
						flee = Utility.Random(0, 100) > 10; // 10% chance to flee
					}

					if (flee)
					{
						if (m_Mobile.Debug)
							m_Mobile.DebugSay("I am going to flee from {0}", c.Name);

						Action = ActionType.Flee;
						return true;
					}
				}
			}

			if (m_Mobile.Spell == null && DateTime.Now > m_NextCastTime && m_Mobile.InRange(c, 12))
			{
				// We are ready to cast a spell

				Spell spell = null;
				Mobile toDispel = FindDispelTarget(true);

				if (m_Mobile.Poisoned) // Top cast priority is cure
				{
					spell = new CureSpell(m_Mobile, null);
					try
					{
						if ((((m_Mobile.Skills[SkillName.Magery].Value / (m_Mobile.Poison.Level + 1)) - 20) * 7.5) > 50)
						{
							spell = new CureSpell(m_Mobile, null);
						}
						else
						{
							spell = new ArchCureSpell(m_Mobile, null);
						}
					}
					catch
					{
						spell = new CureSpell(m_Mobile, null);
					}
				}
				else if (toDispel != null) // Something dispellable is attacking us
				{
					spell = DoDispel(toDispel);
				}
				else if (m_Combo != -1) // We are doing a spell combo
				{
					spell = DoCombo(c);
				}
				else if ((c.Spell is HealSpell || c.Spell is GreaterHealSpell) && !c.Poisoned) // They have a heal spell out
				{
					spell = new PoisonSpell(m_Mobile, null);
				}
				else
				{
					spell = ChooseSpell(c);
				}

				// Now we have a spell picked
				// Move first before casting

				if (SmartAI && toDispel != null)
				{
					if (m_Mobile.InRange(toDispel, 10))
						RunFrom(toDispel);
					else if (!m_Mobile.InRange(toDispel, 12))
						RunTo(toDispel);
				}
				else
				{
					RunTo(c);
				}

				if (spell != null && spell.Cast())
				{
					TimeSpan delay;

					if (SmartAI || (spell is DispelSpell))
					{
						delay = TimeSpan.FromSeconds(m_Mobile.ActiveSpeed);
					}
					if (spell is HarmSpell)
					{
						delay = TimeSpan.FromSeconds(m_Mobile.ActiveSpeed);
					}

					else
					{
						double del = ScaleByMagery(4.3);
						double min = 6.0 - (del * 0.75);
						double max = 6.0 - (del * 1.25);

						delay = TimeSpan.FromSeconds(min + ((max - min) * Utility.RandomDouble()));
					}

					m_NextCastTime = DateTime.Now + delay;
				}
			}
			else if (m_Mobile.Spell == null || !m_Mobile.Spell.IsCasting)
			{
				RunTo(c);
			}

			return true;
		}
Esempio n. 11
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		public override bool DoActionWander()
		{
			if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
			{
				if (m_Mobile.Debug)
					m_Mobile.DebugSay("I am going to attack {0}", m_Mobile.FocusMob.Name);

				m_Mobile.Combatant = m_Mobile.FocusMob;
				Action = ActionType.Combat;
				m_NextCastTime = DateTime.Now;
			}
			else if (SmartAI && m_Mobile.Mana < m_Mobile.ManaMax)
			{
				m_Mobile.DebugSay("I am going to meditate");

				m_Mobile.UseSkill(SkillName.Meditation);
			}
			else
			{
				m_Mobile.DebugSay("I am wandering");

				m_Mobile.Warmode = false;

				base.DoActionWander();

				if (m_Mobile.Poisoned)
				{
					if (m_Mobile.Poison != null)
					{
						Spell curespell;

						if ((((m_Mobile.Skills[SkillName.Magery].Value / (m_Mobile.Poison.Level + 1)) - 20) * 7.5) > 50)
						{
							curespell = new CureSpell(m_Mobile, null);
						}
						else
						{
							curespell = new ArchCureSpell(m_Mobile, null);
						}

						curespell.Cast();
					}
					else
					{
						new CureSpell(m_Mobile, null).Cast();
					}
				}
				else if (!m_Mobile.Summoned && (SmartAI || (ScaleByMagery(HealChance) > Utility.RandomDouble())))
				{
					if (m_Mobile.Hits < (m_Mobile.HitsMax - 50))
					{
						if (!new GreaterHealSpell(m_Mobile, null).Cast())
							new HealSpell(m_Mobile, null).Cast();
					}
					else if (m_Mobile.Hits < (m_Mobile.HitsMax - 10))
					{
						new HealSpell(m_Mobile, null).Cast();
					}
				}
			}

			return true;
		}
Esempio n. 12
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		public override bool DoActionCombat()
		{
			m_Mobile.DebugSay("doing Base HumanMageAI combataction");
			Mobile c = m_Mobile.Combatant;
			m_Mobile.Warmode = true;


			if (c == null || c.Deleted || !c.Alive || c.IsDeadBondedPet || !m_Mobile.CanSee(c) || !m_Mobile.CanBeHarmful(c, false) || c.Map != m_Mobile.Map)
			{
				// Our combatant is deleted, dead, hidden, or we cannot hurt them
				// Try to find another combatant

				if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
				{
					if (m_Mobile.Debug)
						m_Mobile.DebugSay("Something happened to my combatant, so I am going to fight {0}", m_Mobile.FocusMob.Name);

					m_Mobile.Combatant = c = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
				else
				{
					m_Mobile.DebugSay("Something happened to my combatant, and nothing is around. I am on guard.");
					Action = ActionType.Guard;
					return true;
				}
			}

			if (!m_Mobile.InLOS(c))
			{
				if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
				{
					m_Mobile.Combatant = c = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
			}

			if (c is PlayerMobile && SmartAI && (c.Spell is MagicTrapSpell || c.Spell is MagicArrowSpell))
			{
				m_EnemyCountersPara = true;
			}

			if (c.Paralyzed || c.Frozen)
			{
				if (m_Mobile.InRange(c, 1))
					RunFrom(c);
			}

			if (m_Mobile.Paralyzed)
			{
				UseTrapPouch(m_Mobile);

			}
			TrapPouch(m_Mobile);

			if (SmartAI && !m_Mobile.StunReady && m_Mobile.Skills[SkillName.Wrestling].Value >= 80.0 && m_Mobile.Skills[SkillName.Anatomy].Value >= 80.0)
				EventSink.InvokeStunRequest(new StunRequestEventArgs(m_Mobile));

			if (!m_Mobile.InRange(c, m_Mobile.RangePerception))
			{
				// They are somewhat far away, can we find something else?

				if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
				{
					m_Mobile.Combatant = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
				else if (!m_Mobile.InRange(c, m_Mobile.RangePerception * 3))
				{
					m_Mobile.Combatant = null;
				}

				c = m_Mobile.Combatant;

				if (c == null)
				{
					m_Mobile.DebugSay("My combatant has fled, so I am on guard");
					Action = ActionType.Guard;

					return true;
				}
			}

			if (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100)
			{
				// We are low on health, should we flee?

				bool flee = false;

				if (m_Mobile.Hits < c.Hits)
				{
					// We are more hurt than them

					int diff = c.Hits - m_Mobile.Hits;

					flee = (Utility.Random(0, 100) > (10 + diff)); // (10 + diff)% chance to flee
				}
				else
				{
					flee = Utility.Random(0, 100) > 10; // 10% chance to flee
				}

				if (flee)
				{
					if (m_Mobile.Debug)
						m_Mobile.DebugSay("I am going to flee from {0}", c.Name);

					Action = ActionType.Flee;
					return true;
				}
			}


			if (m_Mobile.Spell == null && DateTime.Now > m_NextCastTime && m_Mobile.InRange(c, 12))
			{
				// We are ready to cast a spell
				Spell spell = null;
				Mobile toDispel = FindDispelTarget(true);

				//try an cure with a pot first if the poison is serious or where in the middle of dumping
				if (UsesPotions && (m_Mobile.Poisoned && m_Mobile.Poison.Level >= 3) || m_Mobile.Poisoned && Combo != -1)
				{
					DrinkCure(m_Mobile);
				}

				if (m_Mobile.Poisoned) // Top cast priority is cure
				{
					spell = new CureSpell(m_Mobile, null);
					try
					{
						if ((((m_Mobile.Skills[SkillName.Magery].Value / (m_Mobile.Poison.Level + 1)) - 20) * 7.5) > 50)
						{
							spell = new CureSpell(m_Mobile, null);
						}
						else
						{
							spell = new ArchCureSpell(m_Mobile, null);
						}
					}
					catch
					{
						spell = new CureSpell(m_Mobile, null);
					}
				}

				//were hurt they have atleast half life and were to low on mana to finish them start healing
				else if (m_Mobile.Hits < 70 && c.Hits > 50 && m_Mobile.Mana < 30)
					spell = new HealSpell(m_Mobile, null);

				else if (toDispel != null) // Something dispellable is attacking us
				{
					spell = DoDispel(toDispel);
				}
				//take down reflect on are enemy if its up
				else if (c.MagicDamageAbsorb > 5)
				{
					m_Mobile.DebugSay("Takeing Down Reflect");
					spell = new FireballSpell(m_Mobile, null);
				}
				else if (Combo != -1) // We are doing a spell combo
				{
					spell = DoCombo(c);
				}
				else
				{
					spell = ChooseSpell(c);
				}

				if (SmartAI && toDispel != null)
				{
					if (m_Mobile.InRange(toDispel, 10))
						RunFrom(toDispel);
					else if (!m_Mobile.InRange(toDispel, 12))
						RunTo(toDispel, CanRun);
				}
				else
				{
					if (m_RegainingMana == false)
						RunTo(c, CanRun);
				}

				if (spell != null && spell.Cast())
				{
					TimeSpan delay;
					//spell cast time is equal to the delay for the spells.
					delay = spell.GetCastDelay() + spell.GetCastRecovery();

					m_NextCastTime = DateTime.Now + delay;
				}
			}
			else if ((m_Mobile.Spell == null || !m_Mobile.Spell.IsCasting) && m_RegainingMana == false)
			{
				RunTo(c, CanRun);
			}

			return true;
		}
Esempio n. 13
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		public override bool DoActionCombat()
		{
			m_Mobile.DebugSay("doing DoActionCombat");
			Mobile c = m_Mobile.Combatant;
			m_Mobile.Warmode = true;

			// check to see if our attack priority has changed
			Mobile newTarget = null;
			if (PriorityTarget(c, out newTarget) == true)
			{
				m_Mobile.DebugSay("Higher priority target found switching targets");
				m_Mobile.Combatant = c = newTarget;
				m_Mobile.FocusMob = null;
			}

			if (m_Mobile.CanReveal)
			{
				if (c == null)
				{
					//	If we can Recall() a player via FindHiddenTarget, make them our new Combatant.
					//	Keep in mind, CombatTimer.OnTick() will set the Combatant to null if it sees that the mobile is hidden, 
					//	for this reason, we make this check in DoActionGuard and again in DoActionCombat if the Combatant is null.
					Mobile mx = FindHiddenTarget();
					if (mx != null)
					{
						m_Mobile.DebugSay("C: Ah, I remembered {0}!", mx.Name);
						c = m_Mobile.Combatant = mx;
					}
				}

				// if we can reveal and our target just hid and we Recall them, lets try to reveal
				if (c != null && c.Hidden && (Recall(c) || m_Mobile.ConstantFocus == c) && c.Alive && !c.IsDeadBondedPet && m_Mobile.CanBeHarmful(c, false) && !m_Mobile.Controlled)
				{	// we will keep retrying the reveal
					if (DoProcessReveal(c))
						return true;
				}
			}

			if (c == null || c.Deleted || !c.Alive || c.IsDeadBondedPet || !m_Mobile.CanSee(c) || !m_Mobile.CanBeHarmful(c, false) || c.Map != m_Mobile.Map)
			{
				// Our combatant is deleted, dead, hidden, or we cannot hurt them
				// Try to find another combatant
				if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
				{
					if (m_Mobile.Debug)
						m_Mobile.DebugSay("Something happened to my combatant, so I am going to fight {0}", m_Mobile.FocusMob.Name);

					m_Mobile.Combatant = c = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;

				}
				else
				{
					m_Mobile.DebugSay("Something happened to my combatant, and nothing is around. I am on guard.");
					Action = ActionType.Guard;
					return true;
				}

				if (!m_Mobile.InRange(c, m_Mobile.RangePerception))
				{
					// They are somewhat far away, can we find something else?

					if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
					{
						m_Mobile.Combatant = m_Mobile.FocusMob;
						m_Mobile.FocusMob = null;
					}
					else if (!m_Mobile.InRange(c, m_Mobile.RangePerception * 3))
					{
						m_Mobile.Combatant = null;
					}

					c = m_Mobile.Combatant;

					if (c == null)
					{
						m_Mobile.DebugSay("My combatant has fled, so I am on guard");
						Action = ActionType.Guard;
						return true;
					}
				}
			}

			if (!m_Mobile.InLOS(c))
			{
				if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
				{
					m_Mobile.Combatant = c = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
			}

			if (c != null)
			{
				int strMod = GetStatMod(c, StatType.Str);
				Mobile toDispel = null;

				//dont worry about creatures/pets useing these spells, only players.
				if (c is PlayerMobile && SmartAI && (c.Spell is MagicTrapSpell || c.Spell is MagicArrowSpell))
				{
					EnemyCountersPara = true;
				}

				if (UsesPotions && RefreshPotCount >= 1 && m_Mobile.Stam < 20)
				{
					DrinkRefresh(m_Mobile);
				}

				if (m_Mobile.Paralyzed)
				{
					UseTrapPouch(m_Mobile);

				}

				TrapPouch(m_Mobile);

				if ((c.Paralyzed || c.Frozen) && PreferMagic() == true)
				{
					if (m_Mobile.InRange(c, 3))
						RunAround(c);
				}

				if (PreferMagic() == true)
					if (SmartAI && !m_Mobile.StunReady && m_Mobile.Skills[SkillName.Wrestling].Value >= 80.0 && m_Mobile.Skills[SkillName.Anatomy].Value >= 80.0)
						EventSink.InvokeStunRequest(new StunRequestEventArgs(m_Mobile));

				if (UsesBandages && (IsDamaged || IsPoisoned) && m_Mobile.Skills.Healing.Base > 20.0)
				{
					TimeSpan ts = TimeUntilBandage;

					if (ts == TimeSpan.MaxValue)
						StartBandage(m_Mobile, m_Mobile);
				}

				if (IsPoisoned && UsesPotions && CurePotCount >= 1)
					if (m_Mobile.Poison.Level >= 3 || Combo != -1 || m_Mobile.Mana < 30)
						DrinkCure(m_Mobile);

				if (IsDamaged && UsesPotions && HealPotCount >= 1)
					if (Utility.Random(0, 4 + (m_Mobile.Hits == 0 ? m_Mobile.HitsMax : (m_Mobile.HitsMax / m_Mobile.Hits))) >= 3)
						if (m_Mobile.Hits < (m_Mobile.HitsMax * .25) || m_Mobile.Mana < (m_Mobile.ManaMax * .25))
							DrinkHeal(m_Mobile);

				if (m_Mobile.Skills[SkillName.Magery].Value >= 50.0 && m_Mobile.Spell == null && DateTime.Now >= m_Mobile.NextSpellTime)
				{
					m_Mobile.DebugSay("Doing spell selection");
					// We are ready to cast a spell
					Spell spell = null;
					toDispel = FindDispelTarget(true);

					//woot weaken block up to lightening!
					ISpell i = c.Spell;
					if (i != null && i.IsCasting)
					{
						Spell s = (Spell)i;
						if (m_Mobile.Hits <= 40 && (s.MaxDamage >= 12 || (s is PoisonSpell && !IsPoisoned && CurePotCount == 0)))
						{
							m_Mobile.DebugSay("Damage is {0}", s.MaxDamage);
							spell = new WeakenSpell(m_Mobile, null);
						}
					}
					// Top cast priority is cure - may override the previous assignment
					else if (IsPoisoned)
					{
						spell = new CureSpell(m_Mobile, null);
						int level = (m_Mobile.Poison.Level + 1);
						if (level > 0 && (((m_Mobile.Skills[SkillName.Magery].Value / level) - 20) * 7.5) > 50)
						{
							spell = new CureSpell(m_Mobile, null);
						}
						else
						{
							spell = new ArchCureSpell(m_Mobile, null);
						}
					}
					//were hurt they have atleast half life and were to low on mana to finish them start healing
					else if (m_Mobile.Hits < 70 && c.Hits > 50 && m_Mobile.Mana < 30)
					{
						spell = new HealSpell(m_Mobile, null);
					}
					// Something dispellable is attacking us
					else if (toDispel != null)
					{
						if (Utility.Random(0, 4 + (m_Mobile.Hits == 0 ? m_Mobile.HitsMax : (m_Mobile.HitsMax / m_Mobile.Hits))) >= 3)
						{
							if (UsesPotions && HealPotCount >= 1 && m_Mobile.Hits < (m_Mobile.HitsMax - 20))
								DrinkHeal(m_Mobile);
							else if (m_Mobile.Hits < (m_Mobile.HitsMax - 20))
								spell = new HealSpell(m_Mobile, null);
						}

						spell = DoDispel(toDispel);
					}
					// a friend needs healed
					else if (CrossHeals && FindHealTarget(true) != null)
					{
						spell = new GreaterHealSpell(m_Mobile, null);
					}
					//target has reflect up hit is with ManaDrain till down
					else if (c.MagicDamageAbsorb > 5)
					{
						spell = new ManaDrainSpell(m_Mobile, null);
					}
					// We are doing a spell combo
					else if (Combo != -1)
					{
						spell = DoCombo(c);
					}
					//keep them weakened.
					else if (m_Mobile.Mana >= 40 && strMod >= 0 && !c.Paralyzed)
					{
						spell = new WeakenSpell(m_Mobile, null);
					}
					else
					{
						spell = ChooseSpell(c);
					}

					if (spell != null && m_Mobile.InRange(c, 12))
						spell.Cast();
				}


				if (SmartAI && toDispel != null)
				{
					if (m_Mobile.InRange(toDispel, 8) && !toDispel.Paralyzed)
						RunFrom(toDispel);
				}
				else if (HoldingWeapon() == true && PreferMagic() == false)
				{
					m_Mobile.DebugSay("I will prefer my weapon over magic");
					RunTo(c, CanRun);
				}
				else
				{
					if (c is BaseCreature && ((BaseCreature)c).Controlled && !((BaseCreature)c).Summoned && !c.Paralyzed && m_Mobile.InRange(c, 6))
					{
						RunFrom(c);
					}

					if (c is BaseCreature && (((BaseCreature)c).Controlled && !((BaseCreature)c).Summoned) && !m_Mobile.InRange(c, 10))
					{
						RunTo(c, CanRun);
					}

					if (RegainingMana == false)
					{
						if (c is PlayerMobile || (c is BaseCreature && !((BaseCreature)c).Controlled && !((BaseCreature)c).Summoned))
						{
							RunTo(c, CanRun);
						}
					}
					else
					{
						if (c is PlayerMobile || (c is BaseCreature && !((BaseCreature)c).Controlled && !((BaseCreature)c).Summoned))
						{
							if (m_Mobile.InRange(c, 4))
								RunAround(c);

							if (!m_Mobile.InRange(c, 6))
								RunTo(c, CanRun);
						}

						m_Mobile.UseSkill(SkillName.Meditation);
					}
				}

				return true;
			}
			return true;
		}