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- using Server.MirDatabase;
- using Server.MirEnvir;
- using S = ServerPackets;
- namespace Server.MirObjects.Monsters
- {
- public class FlameScythe : MonsterObject
- {
- public long FearTime;
- public byte AttackRange = 2;
- protected internal FlameScythe(MonsterInfo info)
- : base(info)
- {
- }
- protected override bool InAttackRange()
- {
- return CurrentMap == Target.CurrentMap && Functions.InRange(CurrentLocation, Target.CurrentLocation, AttackRange);
- }
- protected override void Attack()
- {
- ShockTime = 0;
- if (!Target.IsAttackTarget(this))
- {
- Target = null;
- return;
- }
- Direction = Functions.DirectionFromPoint(CurrentLocation, Target.CurrentLocation);
- if(Functions.InRange(Target.CurrentLocation, CurrentLocation, 1))
- {
- base.Attack();
- }
- else
- {
- Broadcast(new S.ObjectRangeAttack { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation, TargetID = Target.ObjectID });
- //TODO - Fix this
- List<MapObject> targets = FindAllTargets(2, Target.CurrentLocation, false);
- int damage = GetAttackPower(Stats[Stat.MinMC], Stats[Stat.MaxMC]);
- if (damage > 0 && targets.Count > 0)
- {
- for (int i = 0; i < targets.Count; i++)
- {
- if (Envir.Random.Next(Settings.MagicResistWeight) >= targets[i].Stats[Stat.MagicResist])
- {
- DelayedAction action = new DelayedAction(DelayedType.RangeDamage, Envir.Time + 500, targets[i], damage, DefenceType.MACAgility);
- ActionList.Add(action);
- }
- }
- }
- }
- AttackTime = Envir.Time + AttackSpeed;
- ActionTime = Envir.Time + 300;
- }
- protected override void ProcessTarget()
- {
- if (Target == null || !CanAttack) return;
- if (InAttackRange() && Envir.Time < FearTime)
- {
- Attack();
- return;
- }
- FearTime = Envir.Time + 5000;
- if (Envir.Time < ShockTime)
- {
- Target = null;
- return;
- }
- int dist = Functions.MaxDistance(CurrentLocation, Target.CurrentLocation);
- if (dist >= AttackRange)
- MoveTo(Target.CurrentLocation);
- else
- {
- MirDirection dir = Functions.DirectionFromPoint(Target.CurrentLocation, CurrentLocation);
- if (Walk(dir)) return;
- switch (Envir.Random.Next(2)) //No favour
- {
- case 0:
- for (int i = 0; i < 7; i++)
- {
- dir = Functions.NextDir(dir);
- if (Walk(dir))
- return;
- }
- break;
- default:
- for (int i = 0; i < 7; i++)
- {
- dir = Functions.PreviousDir(dir);
- if (Walk(dir))
- return;
- }
- break;
- }
- }
- }
- }
- }
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