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- IMMUNITE = 20
- DEPLACEMENT_FELIN = 22
- PIQURE_MOTIVANTE = 27
- INVISIBILITE = 72
- FLAMME = 455
- INVULNERABLE_TAG = "Invulnerable"
- def init(monster):
- monster.AI.AddTag(INVULNERABLE_TAG, '3')
- pass
- def onPerformAI(monster):
- phase1(monster)
- doBoost(monster)
- monster.AI.MoveNeightboorUntilCanHit()
- doAttack(monster)
- pass
- def onEndTurn(monster):
- pass
- def onTakingDamages(monster, damages):
- if(monster.AI.HasTag(INVULNERABLE_TAG)): #If is in invulnerability state
- monster.AI.FightMessage("<b>@name@</b> est <b>" + INVULNERABLE_TAG + "</b> pour le moment")
- return 0
- pass
- return damages
- pass
- def onHeal(monster):
- pass
- def onPush(monster):
- pass
- # Custom Monster Method
- def doBoost(monster):
- monster.AI.CastOnMe(DEPLACEMENT_FELIN)
- monster.AI.CastOnMe(PIQURE_MOTIVANTE)
- if(not monster.AI.HasTag(INVULNERABLE_TAG)):
- monster.AI.CastOnMe(IMMUNITE)
- pass
- pass
- def doAttack(monster):
- fighter = monster.AI.GetNearestFighter()
- if(monster.AI.CanReachAttack(FLAMME, fighter.CellID)):
- monster.AI.CastMax(FLAMME, fighter.CellID)
- pass
- monster.AI.CastOnMe(INVISIBILITE)
- pass
- def phase1(monster):
- if(monster.AI.HasTag(INVULNERABLE_TAG)):
- monster.AI.SetTag(INVULNERABLE_TAG, str(int(monster.AI.GetTag(INVULNERABLE_TAG)) - 1))
- if(int(monster.AI.GetTag(INVULNERABLE_TAG)) == 0):
- monster.AI.DeleteTag(INVULNERABLE_TAG)
- monster.AI.FightMessage("<b>@name@</b> est desormais <b>Vulnerable</b>")
- monster.AI.SetApparance(10, 999)
- monster.AI.ResetCooldowns()
- pass
- else:
- monster.AI.FightMessage("<b>@name@</b> est <b>" + INVULNERABLE_TAG + "</b> pour encore <b>" + monster.AI.GetTag(INVULNERABLE_TAG) + "</b> tour(s)")
- pass
- pass
- pass
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