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- using Server.MirDatabase;
- using Server.MirEnvir;
- using S = ServerPackets;
- namespace Server.MirObjects.Monsters
- {
- public class FlameQueen : MonsterObject
- {
- public long FearTime;
- public byte AttackRange = 3;
- private long MassAttackTime;
- protected internal FlameQueen(MonsterInfo info)
- : base(info)
- {
- }
- protected override bool InAttackRange()
- {
- return CurrentMap == Target.CurrentMap && Functions.InRange(CurrentLocation, Target.CurrentLocation, AttackRange);
- }
- protected override void Attack()
- {
- if (!Target.IsAttackTarget(this))
- {
- Target = null;
- return;
- }
- Direction = Functions.DirectionFromPoint(CurrentLocation, Target.CurrentLocation);
- if ((HP * 100 / Stats[Stat.HP]) < 20 && MassAttackTime < Envir.Time)
- {
- ShockTime = 0;
- ActionTime = Envir.Time + 500;
- AttackTime = Envir.Time + (AttackSpeed);
- Broadcast(new S.ObjectRangeAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation, Type = 0 });
- List<MapObject> targets = FindAllTargets(7, CurrentLocation, false);
- if (targets.Count == 0) return;
- int damage = GetAttackPower(Stats[Stat.MinMC], Stats[Stat.MaxMC]);
- for (int i = 0; i < targets.Count; i++)
- {
- int delay = Functions.MaxDistance(CurrentLocation, targets[i].CurrentLocation) * 50 + 750; //50 MS per Step
- DelayedAction action = new DelayedAction(DelayedType.RangeDamage, Envir.Time + delay, Target, damage, DefenceType.ACAgility);
- ActionList.Add(action);
- }
- MassAttackTime = Envir.Time + 2000 + (Envir.Random.Next(5) * 1000);
- ActionTime = Envir.Time + 800;
- AttackTime = Envir.Time + (AttackSpeed);
- return;
- }
- if (!Functions.InRange(CurrentLocation, Target.CurrentLocation, 1) || Envir.Random.Next(3) == 0)
- {
- Broadcast(new S.ObjectAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation, Type = 1 });
- int damage = GetAttackPower(Stats[Stat.MinDC], Stats[Stat.MaxDC]);
- DelayedAction action = new DelayedAction(DelayedType.Damage, Envir.Time + 300, Target, damage, DefenceType.ACAgility);
- ActionList.Add(action);
- }
- else
- {
- Broadcast(new S.ObjectAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation, Type = 0 });
- int damage = GetAttackPower(Stats[Stat.MinDC], Stats[Stat.MaxDC]);
- DelayedAction action = new DelayedAction(DelayedType.RangeDamage, Envir.Time + 300, Target, damage, DefenceType.ACAgility);
- ActionList.Add(action);
- }
- ShockTime = 0;
- ActionTime = Envir.Time + 500;
- AttackTime = Envir.Time + (AttackSpeed);
- }
-
- }
- }
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