using Server.MirDatabase; using System.Drawing; using S = ServerPackets; namespace Server.MirObjects.Monsters { public class ThunderElement : MonsterObject { protected internal ThunderElement(MonsterInfo info) : base(info) { } protected override void CompleteAttack(IList data) { int damage = (int)data[1]; DefenceType defence = (DefenceType)data[2]; List targets = FindAllTargets(2, CurrentLocation); if (targets.Count == 0) return; for (int i = 0; i < targets.Count; i++) { MapObject target = targets[i]; if (target == null || !target.IsAttackTarget(this) || target.CurrentMap != CurrentMap || target.Node == null) return; target.Attacked(this, damage, defence); } Broadcast(new S.ObjectAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation }); } protected override void ProcessTarget() { if (Target == null) return; if (InAttackRange() && CanAttack) { if (Envir.Random.Next(3) == 1) { int targetXOffset, targetYOffset; targetXOffset = Envir.Random.Next(-1, 2); targetYOffset = Envir.Random.Next(-1, 2); Point point = new Point(Target.CurrentLocation.X + targetXOffset, Target.CurrentLocation.Y + targetYOffset); MoveTo(point); } Attack(); return; } if (Envir.Time < ShockTime) { Target = null; return; } MoveTo(Target.CurrentLocation); } protected override void Attack() { if (!Target.IsAttackTarget(this)) { Target = null; return; } ActionTime = Envir.Time + 300; AttackTime = Envir.Time + AttackSpeed; 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.MAC); ActionList.Add(action); } public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility) { if (type != DefenceType.Repulsion) return 0; return base.Attacked(attacker, damage, type); } public override int Attacked(HumanObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true) { if (type != DefenceType.Repulsion) return 0; return base.Attacked(attacker, damage, type, damageWeapon); } public override int Pushed(MapObject pusher, MirDirection dir, int distance) { int result = base.Pushed(pusher, dir, distance); if (result > 0) { int damage; damage = distance * (Math.Max(50, (Envir.Random.Next(Stats[Stat.HP]) / 5))); if (pusher is PlayerObject) { //int damage = Math.Max(50, Envir.Random.Next(Stats[Stat.HP])); Attacked((PlayerObject)pusher, damage, DefenceType.Repulsion); } else if (pusher is MonsterObject) Attacked((MonsterObject)pusher, damage, DefenceType.Repulsion); } return result; } public override void PoisonDamage(int amount, MapObject Attacker) { return; } } }