using Server.MirDatabase; using S = ServerPackets; namespace Server.MirObjects.Monsters { public class AvengingSpirit : AxeSkeleton { protected internal AvengingSpirit(MonsterInfo info) : base(info) { } protected override bool InAttackRange() { return CurrentMap == Target.CurrentMap && CanFly(Target.CurrentLocation) && Functions.InRange(CurrentLocation, Target.CurrentLocation, AttackRange); } protected override void Attack() { if (!Target.IsAttackTarget(this)) { Target = null; return; } ShockTime = 0; Direction = Functions.DirectionFromPoint(CurrentLocation, Target.CurrentLocation); bool ranged = CurrentLocation == Target.CurrentLocation || !Functions.InRange(CurrentLocation, Target.CurrentLocation, 1); ActionTime = Envir.Time + 300; AttackTime = Envir.Time + AttackSpeed; if (!ranged) { Broadcast(new S.ObjectAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation }); if (Envir.Random.Next(3) == 0) { int damage = GetAttackPower(Stats[Stat.MinDC], Stats[Stat.MaxDC]); SinglePushAttack(damage); } else { int damage = GetAttackPower(Stats[Stat.MinDC], Stats[Stat.MaxDC]); int delay = Functions.MaxDistance(CurrentLocation, Target.CurrentLocation) * 50 + 400; //50 MS per Step DelayedAction action = new DelayedAction(DelayedType.Damage, Envir.Time + delay, Target, damage, DefenceType.ACAgility); ActionList.Add(action); } } else { Broadcast(new S.ObjectRangeAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation, TargetID = Target.ObjectID, Type = 0 }); int damage = GetAttackPower(Stats[Stat.MinMC], Stats[Stat.MaxMC]); if (damage == 0) return; int delay = Functions.MaxDistance(CurrentLocation, Target.CurrentLocation) * 50 + 500; //50 MS per Step DelayedAction action = new DelayedAction(DelayedType.RangeDamage, Envir.Time + delay, Target, damage, DefenceType.MACAgility, true); ActionList.Add(action); } } protected override void CompleteRangeAttack(IList data) { MapObject target = (MapObject)data[0]; int damage = (int)data[1]; DefenceType defence = (DefenceType)data[2]; if (target == null || !target.IsAttackTarget(this) || target.CurrentMap != CurrentMap || target.Node == null) return; var finalDamage = target.Attacked(this, damage, defence); if (finalDamage > 0) { PoisonTarget(target, 7, 5, PoisonType.Green, 1000); } } } }