Results 1 to 14 of 14
  1. #1
    MikeRaarupBirk's Avatar
    Join Date
    Mar 2016
    Gender
    male
    Posts
    1,583
    Reputation
    38
    Thanks
    3,775
    My Mood
    Stressed

    [FSOD] Davy Jones Fixed.

    Fixed Davy Jones.

    Behavior:
    Code:
    #region
    
    using wServer.logic.behaviors;
    using wServer.logic.loot;
    using wServer.logic.transitions;
    
    #endregion
    
    namespace wServer.logic
    {
        partial class BehaviorDb
        {
            private _ DavyJones = () => Behav()
                .Init("Davy Jones",
                    new State(
                        new RealmPortalDrop(),
                        new State("Idle",
                            new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                            new State("Floating",
                                new ChangeSize(100, 100),
                                new SetAltTexture(1),
                                new SetAltTexture(3),
                                new Wander(.2),
                                new StayCloseToSpawn(0.2, 8),
                                new Shoot(10, 5, 10, 0, coolDown: 2000),
                                new Shoot(10, 1, 10, 1, coolDown: 4000),
                                new EntityExistsTransition("Ghost Lanturn On", 99, "CheckOffLanterns")
                                ),
                            new State("CheckOffLanterns",
                                new SetAltTexture(2),
                                new ReturnToSpawn(once: true, speed: 1),
                                new Shoot(10, 5, 10, 0, coolDown: 2000),
                                new Shoot(10, 1, 10, 1, coolDown: 1000),
                                new EntityNotExistsTransition("Ghost Lanturn Off", 99, "Vunerable")
                                )
                            ),
                        new State("Vunerable",
                            new Order(99, "Ghost Lanturn On", "Stay Here"),
                            new TimedTransition(3000, "deactivate 1")
                            ),
                        new State("deactivate 1",
                            new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                            new State("deactivate 2",
                                new SetAltTexture(5),
                                new TimedTransition(1000, "deactivate 3")
                                ),
                            new State("deactivate 3",
                                new Order(99, "Ghost Lanturn On", "Shoot"),
                                new SetAltTexture(6),
                                new TimedTransition(1000, "Idle")
                                )
                            )
                        ),
                    new MostDamagers(2,
                        new ItemLoot("Potion of Wisdom", 1)
                        ),
                    new MostDamagers(5,
                        new ItemLoot("Potion of Attack", 0.1)
                        ),
                    new Threshold(0.01,
                    new TierLoot(3, ItemType.Ring, 0.2),
                    new TierLoot(7, ItemType.Armor, 0.2),
                    new TierLoot(8, ItemType.Weapon, 0.2),
                    new TierLoot(3, ItemType.Ability, 0.12),
                    new TierLoot(4, ItemType.Ability, 0.1),
                    new TierLoot(8, ItemType.Armor, 0.12),
                    new TierLoot(4, ItemType.Ring, 0.07),
                    new TierLoot(9, ItemType.Armor, 0.10),
                    new TierLoot(5, ItemType.Ability, 0.04),
                    new TierLoot(8, ItemType.Weapon, 0.12),
                    new TierLoot(9, ItemType.Weapon, 0.10),
                    new TierLoot(10, ItemType.Armor, 0.02),
                    new TierLoot(10, ItemType.Weapon, 0.06),
                    new TierLoot(11, ItemType.Armor, 0.01),
                    new TierLoot(11, ItemType.Weapon, 0.01),
                    new TierLoot(5, ItemType.Ring, 0.01),
                    new ItemLoot("Spirit Dagger", 0.01),
                    new ItemLoot("Wine Cellar Incantation", 0.01),
                    new ItemLoot("Spectral Cloth Armor", 0.01),
                    new ItemLoot("Ghostly Prism", 0.01),
                    new ItemLoot("Captain's Ring", 0.01),
                    new ItemLoot("Ghostly Prism", 0.01),
                    new ItemLoot("Captain's Ring", 0.01),
                    new ItemLoot("Golden Chalice", 0.03),
                    new ItemLoot("Ruby Gemstone", 0.03),
                    new ItemLoot("Pearl Necklace", 0.03)
                        )
                )
            .Init("Purple Key",
                new State(
                    new ConditionalEffect(ConditionEffectIndex.Invincible, true),
                 new State("Idle",
                    new PlayerWithinTransition(1, "Despawn")
                    ),
                new State("Despawn",
                    new Suicide()
                    )
                )
                )
            .Init("Green Key",
                new State(
                    new ConditionalEffect(ConditionEffectIndex.Invincible, true),
                 new State("Idle",
                    new PlayerWithinTransition(1, "Despawn")
                    ),
                new State("Despawn",
                    new Suicide()
                    )
                )
                )
            .Init("Red Key",
                new State(
                    new ConditionalEffect(ConditionEffectIndex.Invincible, true),
                 new State("Idle",
                    new PlayerWithinTransition(1, "Despawn")
                    ),
                new State("Despawn",
                    new Suicide()
                    )
                )
                )
            .Init("Yellow Key",
                new State(
                    new ConditionalEffect(ConditionEffectIndex.Invincible, true),
                 new State("Idle",
                    new PlayerWithinTransition(1, "Despawn")
                    ),
                new State("Despawn",
                    new Suicide()
                    )
                )
                )
            .Init("GhostShip PurpleDoor Rt",
                new State(
                    new State("Idle",
                        new EntityNotExistsTransition("Purple Key", 999, "PreOpen")
                        ),
                    new State("PreOpen",
                        new PlayerWithinTransition(2, "Open")
                        ),
                    new State("Open",
                        new Decay(0)
                        )
                    )
                )
            .Init("GhostShip PurpleDoor Lf",
                new State(
                    new State("Idle",
                        new EntityNotExistsTransition("Purple Key", 999, "PreOpen")
                        ),
                    new State("PreOpen",
                        new PlayerWithinTransition(2, "Open")
                        ),
                    new State("Open",
                        new Decay(0)
                        )
                    )
                )
            .Init("GhostShip GreenDoor Rt",
                new State(
                    new State("Idle",
                        new EntityNotExistsTransition("Green Key", 999, "PreOpen")
                        ),
                    new State("PreOpen",
                        new PlayerWithinTransition(2, "Open")
                        ),
                    new State("Open",
                        new Decay(0)
                        )
                    )
                )
            .Init("GhostShip GreenDoor Lf",
                new State(
                    new State("Idle",
                        new EntityNotExistsTransition("Green Key", 999, "PreOpen")
                        ),
                    new State("PreOpen",
                        new PlayerWithinTransition(2, "Open")
                        ),
                    new State("Open",
                        new Decay(0)
                        )
                    )
                )
            .Init("GhostShip RedDoor Rt",
                new State(
                    new State("Idle",
                        new EntityNotExistsTransition("Red Key", 999, "PreOpen")
                        ),
                    new State("PreOpen",
                        new PlayerWithinTransition(2, "Open")
                        ),
                    new State("Open",
                        new Decay(0)
                        )
                    )
                )
            .Init("GhostShip RedDoor Lf",
                new State(
                    new State("Idle",
                        new EntityNotExistsTransition("Red Key", 999, "PreOpen")
                        ),
                    new State("PreOpen",
                        new PlayerWithinTransition(2, "Open")
                        ),
                    new State("Open",
                        new Decay(0)
                        )
                    )
                )
            .Init("GhostShip YellowDoor Rt",
                new State(
                    new State("Idle",
                        new EntityNotExistsTransition("Yellow Key", 999, "PreOpen")
                        ),
                    new State("PreOpen",
                        new PlayerWithinTransition(2, "Open")
                        ),
                    new State("Open",
                        new Decay(0)
                        )
                    )
                )
            .Init("GhostShip YellowDoor Lf",
                new State(
                    new State("Idle",
                        new EntityNotExistsTransition("Yellow Key", 999, "PreOpen")
                        ),
                    new State("PreOpen",
                        new PlayerWithinTransition(2, "Open")
                        ),
                    new State("Open",
                        new Decay(0)
                        )
                    )
                )
            .Init("GhostShip Rat",
                new State(
                    new Follow(0.1, range: 1),
                    new Wander(0.3),
                    new Shoot(3, 3, 1, 0, coolDown: 50, predictive: 0.3)
                    )
                )
                .Init("Lil' Ghost Pirate",
                    new State(
                        new NoPlayerWithinTransition(3, "Idle"),
                            new State("Shoot",
                                new Shoot(6, 1, 1, 0, coolDown: 50, predictive: 0.2)
                                ),
                            new State("Idle",
                                new ConditionalEffect(ConditionEffectIndex.Invincible),
                                new PlayerWithinTransition(3, "Shoot")
                                )
                            )
                        )
            .Init("Ghost of Roger",
                new State(
                    new EntityNotExistsTransition("Lost Soul", 5, "ReSpawnSpirits"),
                    new Wander(0.2),
                    new State("Shoot",
                        new Shoot(8, 1, 1, 0, coolDown: 60),
                        new Shoot(8, 1, 1, 0, coolDown: 60, coolDownOffset: 40),
                        new Shoot(8, 1, 1, 0, coolDown: 60, coolDownOffset: 60),
                        new TimedTransition(60, "Pause")
                        ),
                    new State("Pause",
                        new TimedTransition(500, "Shoot")
                        ),
                    new State("ReSpawnSpirits",
                        new Spawn("Lost Soul", 5),
                        new TimedTransition(100, "Shoot")
                        )
                    )
                )
                .Init("Lost Soul",
                new State(
                    new Wander(0.1),
                    new Shoot(2, 5, projectileIndex: 0, coolDown: 500)
                )
            )           
                .Init("Ghost Lanturn Off",
                    new State(
                        new TransformOnDeath("Ghost Lanturn On")
                        )
                )
                .Init("Ghost Lanturn On",
                    new State(
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new State("idle",
                            new TimedTransition(8000, "gone")
                            ),
                        new State("Stay Here"),
                        new State("Shoot",
                            new Shoot(10, 6, coolDown: 9000001, coolDownOffset: 100),
                            new TimedTransition(250, "gone")
                            ),
                        new State("gone",
                            new Transform("Ghost Lanturn Off")
                            )
                        )
                );
        }
    }
    README:
    go into Dat1.xml and find:
    GhostShip PurpleDoor Rt
    GhostShip PurpleDoor Lf
    GhostShip GreenDoor Rt
    GhostShip GreenDoor Lf
    GhostShip RedDoor Rt
    GhostShip RedDoor Lf
    GhostShip YellowDoor Rt
    GhostShip YellowDoor Lf

    and remove </Static> from it, if you dont do this step the walls will NOT dissapear.


    Hey, give me more "thanks" hehe xd

  2. The Following 12 Users Say Thank You to MikeRaarupBirk For This Useful Post:

    Goodfeet (11-26-2016),Kataror (07-06-2016),KillerViking (07-02-2016),lkdjnfoskjednfblksjdfn (07-29-2017),Magiertoasti (01-22-2019),ManKind Gaming (07-10-2018),mrehalo (03-26-2017),stehual (10-16-2016),The Real DethStrike (08-28-2016),x335279x (09-25-2016),Zolmex (07-03-2016),zylixel (02-12-2017)

  3. #2
    Desire's Avatar
    Join Date
    Sep 2013
    Gender
    male
    Location
    Insert Name Here
    Posts
    1,039
    Reputation
    58
    Thanks
    1,394
    My Mood
    Amused
    Quote Originally Posted by MikeRaarupBirk View Post
    README:
    go into Dat1.xml and find:
    GhostShip PurpleDoor Rt
    GhostShip PurpleDoor Lf
    GhostShip GreenDoor Rt
    GhostShip GreenDoor Lf
    GhostShip RedDoor Rt
    GhostShip RedDoor Lf
    GhostShip YellowDoor Rt
    GhostShip YellowDoor Lf

    and remove </Static> from it, if you dont do this step the walls will NOT dissapear.


    Hey, give me more "thanks" hehe xd
    lolyw for kind of helping you on the keys. btw, keep static in client
    im not really back nor will i ever get back into developing pservers
    though ill check once every month atleast


     

  4. The Following User Says Thank You to Desire For This Useful Post:

    x335279x (09-25-2016)

  5. #3
    MikeRaarupBirk's Avatar
    Join Date
    Mar 2016
    Gender
    male
    Posts
    1,583
    Reputation
    38
    Thanks
    3,775
    My Mood
    Stressed
    Quote Originally Posted by Bear View Post
    lolyw for kind of helping you on the keys. btw, keep static in client
    The only thing you actually helped me with on this behavior was that i wanted to know if i were using new Suicide() or new Decay(0).

  6. #4
    Kithio's Avatar
    Join Date
    May 2014
    Gender
    male
    Posts
    641
    Reputation
    16
    Thanks
    803
    My Mood
    Innocent
    That moment when you need to remove a tag from something to make it work when it isn't designed to be that way...
    I is pansexual furry and proud

    Server Information:
    Status: Confused

  7. #5
    badboyallan's Avatar
    Join Date
    May 2014
    Gender
    male
    Posts
    94
    Reputation
    10
    Thanks
    225
    My Mood
    Angelic
    having a bug , still same i get in this vault

  8. #6
    MrchickenWingz's Avatar
    Join Date
    Sep 2014
    Gender
    male
    Posts
    174
    Reputation
    10
    Thanks
    152
    Quote Originally Posted by badboyallan View Post
    having a bug , still same i get in this vault
    change the map

  9. #7
    gunit99's Avatar
    Join Date
    May 2011
    Gender
    female
    Posts
    178
    Reputation
    10
    Thanks
    203
    My Mood
    Sleepy
    Quote Originally Posted by MrchickenWingz View Post
    change the map
    Quote Originally Posted by MikeRaarupBirk View Post
    Fixed Davy Jones.


    Is there a released davyjones map? I dont seem to have a davyjones.jm or wmap in my maps directory
    Last edited by gunit99; 08-18-2016 at 07:19 PM.
    Add Signature Here

  10. #8
    MikeRaarupBirk's Avatar
    Join Date
    Mar 2016
    Gender
    male
    Posts
    1,583
    Reputation
    38
    Thanks
    3,775
    My Mood
    Stressed
    Quote Originally Posted by gunit99 View Post
    Is there a released davyjones map? I dont seem to have a davyjones.jm or wmap in my maps directory
    I can release one whenever i get home, but it seems like you have to make your own map atm.

  11. #9
    sgrawsreghawrhgwrhgr's Avatar
    Join Date
    Oct 2014
    Gender
    male
    Location
    UK
    Posts
    516
    Reputation
    10
    Thanks
    728
    My Mood
    Angelic
    Quote Originally Posted by gunit99 View Post
    Is there a released davyjones map? I dont seem to have a davyjones.jm or wmap in my maps directory
    https://******.com/ossimc82/fabiano-...y/davyjones.jm

  12. The Following User Says Thank You to sgrawsreghawrhgwrhgr For This Useful Post:

    gunit99 (08-19-2016)

  13. #10
    MikeRaarupBirk's Avatar
    Join Date
    Mar 2016
    Gender
    male
    Posts
    1,583
    Reputation
    38
    Thanks
    3,775
    My Mood
    Stressed
    That map seems to miss walls, monsters etc. But just put that in.

  14. The Following User Says Thank You to MikeRaarupBirk For This Useful Post:

    gunit99 (08-19-2016)

  15. #11
    sgrawsreghawrhgwrhgr's Avatar
    Join Date
    Oct 2014
    Gender
    male
    Location
    UK
    Posts
    516
    Reputation
    10
    Thanks
    728
    My Mood
    Angelic
    Quote Originally Posted by MikeRaarupBirk View Post
    That map seems to miss walls, monsters etc. But just put that in.
    oh rip, didnt check it, just knew there was a map in there

  16. #12
    Desire's Avatar
    Join Date
    Sep 2013
    Gender
    male
    Location
    Insert Name Here
    Posts
    1,039
    Reputation
    58
    Thanks
    1,394
    My Mood
    Amused
    Quote Originally Posted by gunit99 View Post
    Is there a released davyjones map? I dont seem to have a davyjones.jm or wmap in my maps directory
    Just use krelay map ripper kek
    im not really back nor will i ever get back into developing pservers
    though ill check once every month atleast


     

  17. The Following User Says Thank You to Desire For This Useful Post:

    x335279x (09-25-2016)

  18. #13
    kgcgods's Avatar
    Join Date
    Nov 2015
    Gender
    male
    Posts
    63
    Reputation
    10
    Thanks
    13
    My Mood
    Bored
    http: // www. m e d i a f i r e . com / file / 51o1trb7dxre6ye / davy.jm
    here is the map guys


    also guys i use this behavior instead

    #region

    using wServer.logic.behaviors;
    using wServer.logic.loot;
    using wServer.logic.transitions;
    using wServer.realm;

    #endregion

    namespace wServer.logic
    {
    partial class BehaviorDb
    {
    private _ DavyJones = () => Behav()
    .Init("Davy Jones",
    new State(
    new State("Floating",
    new ChangeSize(100, 100),
    new SetAltTexture(1),
    new SetAltTexture(3),
    new Wander(.2),
    new Shoot(10, 5, 10, 0, coolDown: 2000),
    new Shoot(10, 1, 10, 1, coolDown: 4000),
    new EntityNotExistsTransition("Ghost Lanturn Off", 10, "Vunerable"),
    new ConditionalEffect(ConditionEffectIndex.Invulnerabl e)
    ),
    new State("CheckOffLanterns",
    new SetAltTexture(2),
    new StayCloseToSpawn(.1, 3),
    new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
    new EntityNotExistsTransition("Ghost Lanturn Off", 10, "Vunerable")
    ),
    new State("Vunerable",
    new SetAltTexture(2),
    new StayCloseToSpawn(.1, 0),
    new TimedTransition(2500, "deactivate")
    ),
    new State("deactivate",
    new SetAltTexture(2),
    new StayCloseToSpawn(.1, 0),
    new EntityNotExistsTransition("Ghost Lanturn On", 10, "Floating")
    )
    ),
    new Threshold(0.15,
    new TierLoot(3, ItemType.Ring, 0.2),
    new TierLoot(7, ItemType.Armor, 0.2),
    new TierLoot(8, ItemType.Weapon, 0.2),
    new TierLoot(4, ItemType.Ability, 0.1),
    new TierLoot(8, ItemType.Armor, 0.1),
    new TierLoot(4, ItemType.Ring, 0.05),
    new TierLoot(9, ItemType.Armor, 0.03),
    new TierLoot(5, ItemType.Ability, 0.03),
    new TierLoot(9, ItemType.Weapon, 0.03),
    new TierLoot(10, ItemType.Armor, 0.02),
    new TierLoot(10, ItemType.Weapon, 0.02),
    new TierLoot(11, ItemType.Armor, 0.01),
    new TierLoot(11, ItemType.Weapon, 0.01),
    new TierLoot(5, ItemType.Ring, 0.01),
    new ItemLoot("Spirit Dagger", 0.015),
    new ItemLoot("Wine Cellar Incantation", 0.01),
    new ItemLoot("Spectral Cloth Armor", 0.013),
    new ItemLoot("Ghostly Prism", 0.01),
    new ItemLoot("Captain's Ring", 0.03),
    new ItemLoot("Potion of Wisdom", 1),
    new ItemLoot("Potion of Attack", 0.5),
    new ItemLoot("Ruby Gemstone", 0.02),
    new ItemLoot("Golden Chalice", 0.025),
    new ItemLoot("Pearl Necklace", 0.035)
    )
    ).Init("Ghost Lanturn Off",
    new State(
    new State("default",
    new ConditionalEffect(ConditionEffectIndex.Invincible) ,
    new EntityNotExistsTransition("Yellow Key", 9999, "gogogo")
    ),
    new State("gogogo",
    new TransformOnDeath("Ghost Lanturn On")
    )
    )
    )
    .Init("GhostShip PurpleDoor Rt",
    new State(
    new State("Idle",
    new EntityNotExistsTransition("Purple Key", 500, "Cycle")

    ),
    new State("Cycle",
    new PlayerWithinTransition(2, "Cycle2")

    ),
    new State("Cycle2",
    new Decay(1000)
    )
    //248, 305
    )
    )
    .Init("GhostShip PurpleDoor Lf",
    new State(
    new State("Idle",
    new EntityNotExistsTransition("Purple Key", 500, "Cycle")

    ),
    new State("Cycle",
    new PlayerWithinTransition(2, "Cycle2")

    ),
    new State("Cycle2",
    new Decay(1000)
    )
    //248, 305
    )
    )
    .Init("Lost Soul",
    new State(
    new State("Default",
    new Prioritize(
    new Orbit(0.3, 3, 20, "Ghost of Roger"),
    new Wander(0.1)
    ),
    new PlayerWithinTransition(4, "Default1")
    ),
    new State("Default1",
    new Charge(0.5, 8, coolDown: 2000),
    new TimedTransition(2200, "Blammo")
    ),
    new State("Blammo",
    new Shoot(10, count: 6, projectileIndex: 0, coolDown: 2000),
    new Suicide()
    )
    )
    ).Init("Ghost of Roger",
    new State(
    new State("spawn",
    new Spawn("Lost Soul", 3, 1, 5000),
    new TimedTransition(100, "Attack")
    ),
    new State("Attack",
    new Shoot(13, 1, 0, 0, coolDown: 10),
    new TimedTransition(20, "Attack2")
    ),
    new State("Attack2",
    new Shoot(13, 1, 0, 0, coolDown: 10),
    new TimedTransition(20, "Attack3")
    ),
    new State("Attack3",
    new Shoot(13, 1, 0, 0, coolDown: 10),
    new TimedTransition(20, "Wait")
    ),
    new State("Wait",
    new TimedTransition(1000, "Attack")
    )
    )
    )
    .Init("GhostShip GreenDoor Rt",
    new State(
    new State("Idle",
    new EntityNotExistsTransition("Green Key", 500, "Cycle")

    ),
    new State("Cycle",
    new PlayerWithinTransition(2, "Cycle2")

    ),
    new State("Cycle2",
    new Decay(1000)
    )
    //248, 305
    )
    )
    .Init("GhostShip GreenDoor Lf",
    new State(
    new State("Idle",
    new EntityNotExistsTransition("Green Key", 500, "Cycle")

    ),
    new State("Cycle",
    new PlayerWithinTransition(2, "Cycle2")

    ),
    new State("Cycle2",
    new Decay(1000)
    )
    //248, 305
    )
    )
    .Init("GhostShip YellowDoor Rt",
    new State(
    new State("Idle",
    new EntityNotExistsTransition("Yellow Key", 500, "Cycle")

    ),
    new State("Cycle",
    new PlayerWithinTransition(2, "Cycle2")

    ),
    new State("Cycle2",
    new Decay(1000)
    )
    //248, 305
    )
    )
    .Init("GhostShip YellowDoor Lf",
    new State(
    new State("Idle",
    new EntityNotExistsTransition("Yellow Key", 500, "Cycle")

    ),
    new State("Cycle",
    new PlayerWithinTransition(2, "Cycle2")

    ),
    new State("Cycle2",
    new Decay(1000)
    )
    //248, 305
    )
    )
    .Init("GhostShip RedDoor Rt",
    new State(
    new State("Idle",
    new EntityNotExistsTransition("Red Key", 500, "Cycle")

    ),
    new State("Cycle",
    new PlayerWithinTransition(2, "Cycle2")

    ),
    new State("Cycle2",
    new Decay(1000)
    )
    //248, 305
    )
    )
    .Init("GhostShip RedDoor Lf",
    new State(
    new State("Idle",
    new EntityNotExistsTransition("Red Key", 500, "Cycle")

    ),
    new State("Cycle",
    new PlayerWithinTransition(2, "Cycle2")

    ),
    new State("Cycle2",
    new Decay(1000)
    )
    //248, 305
    )
    )
    .Init("Purple Key",
    new State(
    new State("Idle",
    new PlayerWithinTransition(1, "Cycle")

    ),
    new State("Cycle",
    new Taunt(true, "Purple Key has been found!"),
    new Decay(200)



    )
    )
    )
    .Init("Red Key",
    new State(
    new State("Idle",
    new PlayerWithinTransition(1, "Cycle")

    ),
    new State("Cycle",
    new Taunt(true, "Red Key has been found!"),
    new Decay(200)



    )
    )
    )
    .Init("Green Key",
    new State(
    new State("Idle",
    new PlayerWithinTransition(1, "Cycle")

    ),
    new State("Cycle",
    new Taunt(true, "Green Key has been found!"),
    new Decay(200)



    )
    )
    )
    .Init("Yellow Key",
    new State(
    new State("Idle",
    new PlayerWithinTransition(1, "Cycle")

    ),
    new State("Cycle",
    new Taunt(true, "Yellow Key has been found!"),
    new Decay(200)



    )
    )
    )
    .Init("Ghost Lanturn On",
    new State(
    new State("idle",
    new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
    new TimedTransition(5000, "deactivate")
    ),
    new State("deactivate",
    new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
    new EntityNotExistsTransition("Ghost Lanturn Off", 10, "shoot"),
    new TimedTransition(10000, "gone")
    ),
    new State("shoot",
    new Shoot(10, 6, coolDown: 9000001, coolDownOffset: 100),
    new TimedTransition(1000, "gone")
    ),
    new State("gone",
    new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
    new Transform("Ghost Lanturn Off")
    )
    )
    )
    .Init("Lil' Ghost Pirate",
    new State(
    new ChangeSize(30, 120),
    new Shoot(10, count: 1, projectileIndex: 0, coolDown: 2000),
    new State("Default",
    new Prioritize(
    new Follow(0.6, 8, 1),
    new Wander(0.1)
    ),
    new TimedTransition(2850, "Default1")
    ),
    new State("Default1",
    new StayBack(0.2, 3),
    new TimedTransition(1850, "Default")
    )
    )
    )
    .Init("Zombie Pirate Sr",
    new State(
    new Shoot(10, count: 1, projectileIndex: 0, coolDown: 2000),
    new State("Default",
    new Prioritize(
    new Follow(0.3, 8, 1),
    new Wander(0.1)
    ),
    new TimedTransition(2850, "Default1")
    ),
    new State("Default1",
    new ConditionalEffect(ConditionEffectIndex.Armored),
    new Prioritize(
    new Follow(0.3, 8, 1),
    new Wander(0.1)
    ),
    new TimedTransition(2850, "Default")
    )
    )
    )
    .Init("Zombie Pirate Jr",
    new State(
    new Shoot(10, count: 1, projectileIndex: 0, coolDown: 2500),
    new State("Default",
    new Prioritize(
    new Follow(0.4, 8, 1),
    new Wander(0.1)
    ),
    new TimedTransition(2850, "Default1")
    ),
    new State("Default1",
    new Swirl(0.2, 3),
    new TimedTransition(1850, "Default")
    )
    )
    )
    .Init("Captain Summoner",
    new State(
    new State("Default",
    new ConditionalEffect(ConditionEffectIndex.Invincible)
    )
    )
    )
    .Init("GhostShip Rat",
    new State(
    new State("Default",
    new Shoot(10, count: 1, projectileIndex: 0, coolDown: 1750),
    new Prioritize(
    new Follow(0.55, 8, 1),
    new Wander(0.1)
    )
    )
    )
    )
    .Init("Violent Spirit",
    new State(
    new State("Default",
    new ChangeSize(35, 120),
    new Shoot(10, count: 3, projectileIndex: 0, coolDown: 1750),
    new Prioritize(
    new Follow(0.25, 8, 1),
    new Wander(0.1)
    )
    )
    )
    )
    .Init("School of Ghostfish",
    new State(
    new State("Default",
    new Shoot(10, count: 3, shootAngle: 18, projectileIndex: 0, coolDown: 4000),
    new Wander(0.35)
    )
    )
    );
    }
    }
    Last edited by kgcgods; 10-14-2016 at 09:19 AM.

  19. The Following User Says Thank You to kgcgods For This Useful Post:

    KennyHacks (10-14-2016)

  20. #14
    KennyHacks's Avatar
    Join Date
    Nov 2012
    Gender
    male
    Posts
    48
    Reputation
    10
    Thanks
    75
    My Mood
    Dead

    Talking

    eksdydydyd

Similar Threads

  1. FSoD Paladin Seal fix
    By Masternx in forum Realm of the Mad God Private Servers Tutorials/Source Code
    Replies: 15
    Last Post: 05-07-2016, 01:29 AM
  2. Davy Jones' Locker Behavior [WIP]
    By Xandahhh in forum Realm of the Mad God Private Servers Tutorials/Source Code
    Replies: 3
    Last Post: 11-25-2015, 05:44 AM
  3. Davy Jones Map [Not Full Map]
    By sacredmike in forum Realm of the Mad God Private Servers Tutorials/Source Code
    Replies: 4
    Last Post: 01-10-2014, 01:59 AM
  4. 60% Davy Jones Behavior
    By sacredmike in forum Realm of the Mad God Private Servers Tutorials/Source Code
    Replies: 2
    Last Post: 08-11-2013, 01:01 PM
  5. Partial Davy Jones Behavior
    By sacredmike in forum Realm of the Mad God Private Servers Tutorials/Source Code
    Replies: 8
    Last Post: 08-10-2013, 05:31 PM