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  1. #1
    Suki91's Avatar
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    How to Create behavior Help

    Hello guys i need tutorial how to create behaviors in fabiano source thanks for help

  2. #2
    lkdjnfoskjednfblksjdfn's Avatar
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    Quote Originally Posted by Suki91 View Post
    Hello guys i need tutorial how to create behaviors in fabiano source thanks for help

    .Init("NoobHereo",
    new State(
    new State("Quote",
    new tellplayer( "Suki91", "Hey, all you gotta do is read.")
    )));
    }
    }

  3. #3
    HGAEHaeheadhetdhtertherh's Avatar
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    go to wServer->logic->db
    create here file "BehaviorDb.NAME example. BehaviorDb.WineCellar
    Code:
    /**
     * Created by GhostMaree.
     */
    #region
    
    using wServer.logic.behaviors;
    using wServer.logic.loot;
    using wServer.logic.transitions;
    
    #endregion
    
    namespace wServer.logic
    {
        partial class BehaviorDb
        {
            private _ WineCellar = () => Behav() //because BehaviorDb.WineCellar
                .Init("Oryx the Mad God 2", //Monster Name
                    new State(
                        new RealmPortalDrop(), //After Death Oryx drop Realm Portal
                        new State("Attack", 
                            new HpLessTransition(.3, "prepareRage"), //30% hp = next state
                            new Wander(.05), 
                            new Shoot(25, projectileIndex: 0, count: 8, shootAngle: 45, coolDown: 1500),
                            new Shoot(25, projectileIndex: 2, count: 3, shootAngle: 10, coolDown: 1000),
                            new Taunt(1, 6000, "Puny mortals! My {HP} HP will annihilate you!"),
                            new Spawn("Henchman of Oryx", 1, 0, 7000),
                            new Spawn("Henchman of Oryx", 1, 0, 14000),
                            new Spawn("Henchman of Oryx", 1, 0, 21000),
                            new Spawn("Henchman of Oryx", 1, 0, 28000),
                            new State("Attack 2",
                                new Shoot(25, projectileIndex: 1, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 400),
                                new Shoot(25, projectileIndex: 3, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 800),
                                new Shoot(25, projectileIndex: 4, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1200),
                                new Shoot(25, projectileIndex: 5, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1600),
                                new Shoot(25, projectileIndex: 6, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 2000),
                                new TimedTransition(2000, "Attack 3")
                                ),
                            new State("Attack 3",
                                new Shoot(25, projectileIndex: 1, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 400),
                                new Shoot(25, projectileIndex: 3, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 800),
                                new Shoot(25, projectileIndex: 4, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1200),
                                new Shoot(25, projectileIndex: 5, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1600),
                                new Shoot(25, projectileIndex: 6, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 2000),
                                new TimedTransition(2500, "Attack 2")
                                )
                        ),
                        new State("prepareRage",
                            new Follow(.1, 15, 3),
                            new Taunt("Can't... keep... henchmen... alive... anymore! ARGHHH!!!"),
                            new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                            new Shoot(25, 30, fixedAngle: 0, projectileIndex: 7, coolDown: 4000, coolDownOffset: 4000),
                            new Shoot(25, 30, fixedAngle: 30, projectileIndex: 8, coolDown: 4000, coolDownOffset: 5000),
                            new Shoot(25, projectileIndex: 0, count: 8, shootAngle: 45, coolDown: 1500),
                            new Shoot(25, projectileIndex: 2, count: 3, shootAngle: 10, coolDown: 1000),
                            new TimedTransition(10000, "rage"),
                            new State("Attack 4",
                                new Shoot(25, projectileIndex: 1, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 400),
                                new Shoot(25, projectileIndex: 3, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 800),
                                new Shoot(25, projectileIndex: 4, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1200),
                                new Shoot(25, projectileIndex: 5, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1600),
                                new Shoot(25, projectileIndex: 6, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 2000),
                                new TimedTransition(2000, "Attack 5")
                                ),
                            new State("Attack 5",
                                new Shoot(25, projectileIndex: 1, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 400),
                                new Shoot(25, projectileIndex: 3, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 800),
                                new Shoot(25, projectileIndex: 4, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1200),
                                new Shoot(25, projectileIndex: 5, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1600),
                                new Shoot(25, projectileIndex: 6, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 2000),
                                new TimedTransition(2500, "Attack 4")
                                )
                        ),
                        new State("rage",
                            new Follow(.1, 15, 3),
                            new Shoot(25, 30, projectileIndex: 7, coolDown: 90000001, coolDownOffset: 8000),
                            new Shoot(25, 30, projectileIndex: 8, coolDown: 90000001, coolDownOffset: 8500),
                            new Shoot(25, projectileIndex: 0, count: 8, shootAngle: 45, coolDown: 1500),
                            new Shoot(25, projectileIndex: 2, count: 3, shootAngle: 10, coolDown: 1000),
                            new TossObject("Monstrosity Scarab", 7, 0, coolDown: 5000, randomToss: true),
                            new TossObject("Monstrosity Scarab", 7, 0, coolDown: 5000, randomToss: true),
                            new TossObject("Monstrosity Scarab", 7, 0, coolDown: 5000, randomToss: true),
                            new TossObject("Monstrosity Scarab", 7, 0, coolDown: 5000, randomToss: true),
                            new Taunt(1, 6000, "Puny mortals! My {HP} HP will annihilate you!"),
                            new State("Attack 6",
                                new Shoot(25, projectileIndex: 1, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 400),
                                new Shoot(25, projectileIndex: 3, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 800),
                                new Shoot(25, projectileIndex: 4, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1200),
                                new Shoot(25, projectileIndex: 5, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1600),
                                new Shoot(25, projectileIndex: 6, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 2000),
                                new TimedTransition(2000, "Attack 7")
                                ),
                            new State("Attack 7",
                                new Shoot(25, projectileIndex: 1, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 400),
                                new Shoot(25, projectileIndex: 3, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 800),
                                new Shoot(25, projectileIndex: 4, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1200),
                                new Shoot(25, projectileIndex: 5, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1600),
                                new Shoot(25, projectileIndex: 6, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 2000),
                                new TimedTransition(2500, "Attack 6")
                                )
                        )
                    ),
                    new MostDamagers(3,
                        new ItemLoot("Potion of Vitality", 1)
                    ),
                    new Threshold(0.05,
                        new ItemLoot("Potion of Attack", 0.3),
                        new ItemLoot("Potion of Defense", 0.3),
                        new ItemLoot("Potion of Wisdom", 0.3)
                    ),
                    new Threshold(0.01,
                        new TierLoot(10, ItemType.Weapon, 0.2),
                        new TierLoot(11, ItemType.Weapon, 0.1),
                        new TierLoot(12, ItemType.Weapon, 0.05),
                        new TierLoot(5, ItemType.Ability, 0.15),
                        new TierLoot(6, ItemType.Ability, 0.05),
                        new TierLoot(11, ItemType.Armor, 0.2),
                        new TierLoot(12, ItemType.Armor, 0.1),
                        new TierLoot(13, ItemType.Armor, 0.05),
                        new TierLoot(4, ItemType.Ring, 0.2),
                        new TierLoot(5, ItemType.Ring, 0.1)
                    )
                )
                .Init("Henchman of Oryx",
                    new State(
                        new Prioritize(
                            new Protect(0.4, "Oryx the Mad God 2", 10, 10, 1),
                            new Wander(.2),
                            new Follow(.2, 8, 3, coolDown: 0)
                            ),
                        new Spawn("Abomination of Oryx", 1, 0),
                        new Spawn("Aberrant of Oryx", 1, 0),
                        new Spawn("Monstrosity of Oryx", 1, 0),
                        new Spawn("Vintner of Oryx", 1, 0),
                        new Spawn("Bile of Oryx", 1, 0),
                        new Shoot(8, projectileIndex: 0, predictive: 1, coolDown: 1500),
                        new Shoot(8, projectileIndex: 1, count: 3, shootAngle: 20, coolDown: 1500, coolDownOffset: 500)
                        )
                )
                .Init("Monstrosity Scarab",
                    new State(
                        new State("searching",
                            new Prioritize(
                                new Follow(2, range: 0)
                                ),
                            new PlayerWithinTransition(2, "creeping"),
                            new TimedTransition(5000, "creeping")
                            ),
                        new State("creeping",
                            new Shoot(2, 10, 36, fixedAngle: 0),
                            new Decay(0)
                            )
                        )
                )
                .Init("Bile of Oryx",
                    new State(
                        new Wander(.1),
                        new Protect(.7, "Henchman of Oryx", 15, 5)
                        )
                )
                .Init("Monstrosity of Oryx",
                    new State(
                        new Wander(.4),
                        new TossObject("Monstrosity Scarab", 8, coolDown: 1500)
                        )
                )
                .Init("Abomination of Oryx",
                    new State(
                        new Wander(.3),
                        new Charge(.9, 6, 2000),
                        new Shoot(8, 5, 5, 0, coolDown: 2000),
                        new Shoot(8, 5, 5, 1, coolDown: 2000),
                        new Shoot(8, 5, 5, 2, coolDown: 2000),
                        new Shoot(8, 5, 5, 3, coolDown: 2000),
                        new Shoot(8, 5, 5, 4, coolDown: 2000)
                        )
                )
                .Init("Aberrant of Oryx",
                    new State(
                        new Wander(.3),
                        new Protect(.7, "Henchman of Oryx", 15, 5),
                        new TossObject("Aberrant Blaster", 8, coolDown: 1500)
                        )
                )
                .Init("Aberrant Blaster",
                    new State(
                        new State("Search_Player",
                            new PlayerWithinTransition(5, "HeSeeYou")
                            ),
                        new State("HeSeeYou",
                            new Shoot(10, 5, 10, 0),
                            new Suicide()
                            )
                        )
                )
                .Init("Vintner of Oryx",
                    new State(
                        new StayBack(0.6, 4),
                        new Wander(.3),
                        new Shoot(8, 1, projectileIndex: 0, coolDown: 1000)
                        )
                );
            }
    }

  4. The Following 2 Users Say Thank You to HGAEHaeheadhetdhtertherh For This Useful Post:

    Lxys (01-28-2016),MrMilegit (01-28-2016)

  5. #4
    lkdjnfoskjednfblksjdfn's Avatar
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    Quote Originally Posted by GhostMareee View Post
    go to wServer->logic->db
    create here file "BehaviorDb.NAME example. BehaviorDb.WineCellar
    Code:
    /**
     * Created by GhostMaree.
     */
    #region
    
    using wServer.logic.behaviors;
    using wServer.logic.loot;
    using wServer.logic.transitions;
    
    #endregion
    
    namespace wServer.logic
    {
        partial class BehaviorDb
        {
            private _ WineCellar = () => Behav() //because BehaviorDb.WineCellar
                .Init("Oryx the Mad God 2", //Monster Name
                    new State(
                        new RealmPortalDrop(), //After Death Oryx drop Realm Portal
                        new State("Attack", 
                            new HpLessTransition(.3, "prepareRage"), //30% hp = next state
                            new Wander(.05), 
                            new Shoot(25, projectileIndex: 0, count: 8, shootAngle: 45, coolDown: 1500),
                            new Shoot(25, projectileIndex: 2, count: 3, shootAngle: 10, coolDown: 1000),
                            new Taunt(1, 6000, "Puny mortals! My {HP} HP will annihilate you!"),
                            new Spawn("Henchman of Oryx", 1, 0, 7000),
                            new Spawn("Henchman of Oryx", 1, 0, 14000),
                            new Spawn("Henchman of Oryx", 1, 0, 21000),
                            new Spawn("Henchman of Oryx", 1, 0, 28000),
                            new State("Attack 2",
                                new Shoot(25, projectileIndex: 1, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 400),
                                new Shoot(25, projectileIndex: 3, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 800),
                                new Shoot(25, projectileIndex: 4, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1200),
                                new Shoot(25, projectileIndex: 5, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1600),
                                new Shoot(25, projectileIndex: 6, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 2000),
                                new TimedTransition(2000, "Attack 3")
                                ),
                            new State("Attack 3",
                                new Shoot(25, projectileIndex: 1, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 400),
                                new Shoot(25, projectileIndex: 3, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 800),
                                new Shoot(25, projectileIndex: 4, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1200),
                                new Shoot(25, projectileIndex: 5, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1600),
                                new Shoot(25, projectileIndex: 6, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 2000),
                                new TimedTransition(2500, "Attack 2")
                                )
                        ),
                        new State("prepareRage",
                            new Follow(.1, 15, 3),
                            new Taunt("Can't... keep... henchmen... alive... anymore! ARGHHH!!!"),
                            new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                            new Shoot(25, 30, fixedAngle: 0, projectileIndex: 7, coolDown: 4000, coolDownOffset: 4000),
                            new Shoot(25, 30, fixedAngle: 30, projectileIndex: 8, coolDown: 4000, coolDownOffset: 5000),
                            new Shoot(25, projectileIndex: 0, count: 8, shootAngle: 45, coolDown: 1500),
                            new Shoot(25, projectileIndex: 2, count: 3, shootAngle: 10, coolDown: 1000),
                            new TimedTransition(10000, "rage"),
                            new State("Attack 4",
                                new Shoot(25, projectileIndex: 1, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 400),
                                new Shoot(25, projectileIndex: 3, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 800),
                                new Shoot(25, projectileIndex: 4, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1200),
                                new Shoot(25, projectileIndex: 5, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1600),
                                new Shoot(25, projectileIndex: 6, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 2000),
                                new TimedTransition(2000, "Attack 5")
                                ),
                            new State("Attack 5",
                                new Shoot(25, projectileIndex: 1, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 400),
                                new Shoot(25, projectileIndex: 3, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 800),
                                new Shoot(25, projectileIndex: 4, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1200),
                                new Shoot(25, projectileIndex: 5, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1600),
                                new Shoot(25, projectileIndex: 6, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 2000),
                                new TimedTransition(2500, "Attack 4")
                                )
                        ),
                        new State("rage",
                            new Follow(.1, 15, 3),
                            new Shoot(25, 30, projectileIndex: 7, coolDown: 90000001, coolDownOffset: 8000),
                            new Shoot(25, 30, projectileIndex: 8, coolDown: 90000001, coolDownOffset: 8500),
                            new Shoot(25, projectileIndex: 0, count: 8, shootAngle: 45, coolDown: 1500),
                            new Shoot(25, projectileIndex: 2, count: 3, shootAngle: 10, coolDown: 1000),
                            new TossObject("Monstrosity Scarab", 7, 0, coolDown: 5000, randomToss: true),
                            new TossObject("Monstrosity Scarab", 7, 0, coolDown: 5000, randomToss: true),
                            new TossObject("Monstrosity Scarab", 7, 0, coolDown: 5000, randomToss: true),
                            new TossObject("Monstrosity Scarab", 7, 0, coolDown: 5000, randomToss: true),
                            new Taunt(1, 6000, "Puny mortals! My {HP} HP will annihilate you!"),
                            new State("Attack 6",
                                new Shoot(25, projectileIndex: 1, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 400),
                                new Shoot(25, projectileIndex: 3, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 800),
                                new Shoot(25, projectileIndex: 4, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1200),
                                new Shoot(25, projectileIndex: 5, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1600),
                                new Shoot(25, projectileIndex: 6, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 2000),
                                new TimedTransition(2000, "Attack 7")
                                ),
                            new State("Attack 7",
                                new Shoot(25, projectileIndex: 1, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 400),
                                new Shoot(25, projectileIndex: 3, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 800),
                                new Shoot(25, projectileIndex: 4, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1200),
                                new Shoot(25, projectileIndex: 5, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 1600),
                                new Shoot(25, projectileIndex: 6, count: 3, shootAngle: 10, coolDown: 999999, coolDownOffset: 2000),
                                new TimedTransition(2500, "Attack 6")
                                )
                        )
                    ),
                    new MostDamagers(3,
                        new ItemLoot("Potion of Vitality", 1)
                    ),
                    new Threshold(0.05,
                        new ItemLoot("Potion of Attack", 0.3),
                        new ItemLoot("Potion of Defense", 0.3),
                        new ItemLoot("Potion of Wisdom", 0.3)
                    ),
                    new Threshold(0.01,
                        new TierLoot(10, ItemType.Weapon, 0.2),
                        new TierLoot(11, ItemType.Weapon, 0.1),
                        new TierLoot(12, ItemType.Weapon, 0.05),
                        new TierLoot(5, ItemType.Ability, 0.15),
                        new TierLoot(6, ItemType.Ability, 0.05),
                        new TierLoot(11, ItemType.Armor, 0.2),
                        new TierLoot(12, ItemType.Armor, 0.1),
                        new TierLoot(13, ItemType.Armor, 0.05),
                        new TierLoot(4, ItemType.Ring, 0.2),
                        new TierLoot(5, ItemType.Ring, 0.1)
                    )
                )
                .Init("Henchman of Oryx",
                    new State(
                        new Prioritize(
                            new Protect(0.4, "Oryx the Mad God 2", 10, 10, 1),
                            new Wander(.2),
                            new Follow(.2, 8, 3, coolDown: 0)
                            ),
                        new Spawn("Abomination of Oryx", 1, 0),
                        new Spawn("Aberrant of Oryx", 1, 0),
                        new Spawn("Monstrosity of Oryx", 1, 0),
                        new Spawn("Vintner of Oryx", 1, 0),
                        new Spawn("Bile of Oryx", 1, 0),
                        new Shoot(8, projectileIndex: 0, predictive: 1, coolDown: 1500),
                        new Shoot(8, projectileIndex: 1, count: 3, shootAngle: 20, coolDown: 1500, coolDownOffset: 500)
                        )
                )
                .Init("Monstrosity Scarab",
                    new State(
                        new State("searching",
                            new Prioritize(
                                new Follow(2, range: 0)
                                ),
                            new PlayerWithinTransition(2, "creeping"),
                            new TimedTransition(5000, "creeping")
                            ),
                        new State("creeping",
                            new Shoot(2, 10, 36, fixedAngle: 0),
                            new Decay(0)
                            )
                        )
                )
                .Init("Bile of Oryx",
                    new State(
                        new Wander(.1),
                        new Protect(.7, "Henchman of Oryx", 15, 5)
                        )
                )
                .Init("Monstrosity of Oryx",
                    new State(
                        new Wander(.4),
                        new TossObject("Monstrosity Scarab", 8, coolDown: 1500)
                        )
                )
                .Init("Abomination of Oryx",
                    new State(
                        new Wander(.3),
                        new Charge(.9, 6, 2000),
                        new Shoot(8, 5, 5, 0, coolDown: 2000),
                        new Shoot(8, 5, 5, 1, coolDown: 2000),
                        new Shoot(8, 5, 5, 2, coolDown: 2000),
                        new Shoot(8, 5, 5, 3, coolDown: 2000),
                        new Shoot(8, 5, 5, 4, coolDown: 2000)
                        )
                )
                .Init("Aberrant of Oryx",
                    new State(
                        new Wander(.3),
                        new Protect(.7, "Henchman of Oryx", 15, 5),
                        new TossObject("Aberrant Blaster", 8, coolDown: 1500)
                        )
                )
                .Init("Aberrant Blaster",
                    new State(
                        new State("Search_Player",
                            new PlayerWithinTransition(5, "HeSeeYou")
                            ),
                        new State("HeSeeYou",
                            new Shoot(10, 5, 10, 0),
                            new Suicide()
                            )
                        )
                )
                .Init("Vintner of Oryx",
                    new State(
                        new StayBack(0.6, 4),
                        new Wander(.3),
                        new Shoot(8, 1, projectileIndex: 0, coolDown: 1000)
                        )
                );
            }
    }
    "/**
    * Created by GhostMaree.
    */
    "

    Such lies. >.> Plz stop it now ghostmaree.

  6. #5
    ArtisanHD's Avatar
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    Me and @GhostMareee were working on a project using Fabiano swagger of doom source...but then he quit and after a while I quit. And it's just remade and fixed by GhostMaree

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