#region
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using wServer.logic.transitions;
using wServer.logic.behaviors;
using wServer.logic.loot;
#endregion
namespace wServer.logic
{
partial class BehaviorDb
{
private _ landofexile = () => Behav()
.Init("Liquid Ghast",
new State(
new State("idle",
new PlayerWithinTransition(10, "Rage")
),
new State("Rage",
new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
new Taunt("I Have Vanished from your Sight!!!"),
new Shoot(25, projectileIndex: 0, count: 8, shootAngle: 25, coolDown: 1000, coolDownOffset: 1000),
new Shoot(25, projectileIndex: 1, count: 3, shootAngle: 10, coolDown: 1000, coolDownOffset: 1000),
new Shoot(25, projectileIndex: 2, count: 3, shootAngle: 10, coolDown: 1000, coolDownOffset: 1000),
new Shoot(10, projectileIndex: 3, count: 30, shootAngle: 10, coolDown: 10000, coolDownOffset: 10000),
new Taunt(1, 10000, "LEAVE NOW"),
new TimedTransition(25000, "check")
),
new State("check",
new Taunt("Hm Your Still Here Impossible"),
new SpawnGroup("Liquid Blob", 15, coolDown: 7500),
new Shoot(15, projectileIndex: 4, count: 15, shootAngle: 180, coolDown: 1500, coolDownOffset: 1500),
new TimedTransition(20000, "attack1")
),
new State("attack1",
new Wander(0.6),
new Shoot(15, projectileIndex: 5, count: 15, shootAngle: 30, coolDown: 900, coolDownOffset: 900),
new Spawn("Conjured Warrior")
)
)
)
.Init("Liquid Blob",
new State(
new State("searching",
new StayAbove(0.2, 50),
new Prioritize(
new Charge(2),
new Wander(0.4)
),
new Reproduce(densityMax: 5, densityRadius: 10),
new PlayerWithinTransition(2, "creeping")
),
new State("creeping",
new Shoot(0, 10, 36, fixedAngle: 0),
new Decay(0)
)
)
)
.Init("Conjured Wizard",
new State(
new State("Shoot",
new Prioritize(
new Wander(0.4),
new StayCloseToSpawn(0.5, 10),
new Shoot(15, projectileIndex: 0, count: 10, shootAngle: 36, coolDown: 600, coolDownOffset: 600),
new TossObject("Water Bomb", 8, coolDown: 8000, coolDownOffset: 7000, randomToss: true),
new TossObject("Water Bomb", 6, coolDown: 8000, coolDownOffset: 7000, randomToss: true),
new TossObject("Water Bomb", 4, coolDown: 8000, coolDownOffset: 7000, randomToss: true),
new TossObject("Water Bomb", 7, coolDown: 8000, coolDownOffset: 7000, randomToss: true),
new TossObject("Water Bomb", 5, coolDown: 8000, coolDownOffset: 7000, randomToss: true),
new HpLessTransition(0.2, "Suicide")
),
new State("Suicide",
new Suicide()
)
)
)
.Init("Protector of the Forest",
new State(
new State("Question",
new Taunt("Why have you entered our land"),
new TimedTransition(2500, "Protect")
),
new State("Protect",
new Shoot(15, projectileIndex: 0, count: 8, shootAngle: 45, coolDown: 1000, coolDownOffset: 1000),
new Shoot(15, projectileIndex: 1, count: 8, shootAngle: 40, coolDown: 1500, coolDownOffset: 1500),
new Shoot(15, projectileIndex: 2, count: 8, shootAngle: 35, coolDown: 1000, coolDownOffset: 1000),
new Shoot(15, projectileIndex: 3, count: 8, shootAngle: 30, coolDown: 1500, coolDownOffset: 1500),
new Shoot(15, projectileIndex: 4, count: 8, shootAngle: 25, coolDown: 1000, coolDownOffset: 1000),
new Shoot(15, projectileIndex: 5, count: 8, shootAngle: 20, coolDown: 1500, coolDownOffset: 1500),
new Shoot(15, projectileIndex: 6, count: 8, shootAngle: 15, coolDown: 1000, coolDownOffset: 1000),
new HpLessTransition(0.75, "Defense")
),
new State("Defense",
new Taunt("LEAVE THIS LAND AT ONCE"),
new Shoot(20, projectileIndex: 7, count: 2, shootAngle: 180, coolDown: 2000, coolDownOffset: 2000),
new Taunt(10000, "NEVER RETURN"),
new HpLessTransition(0.5, "Final")
),
new State("Final",
new Taunt("IF YOU WILL NOT LEAVE YOU SHALL DIE"),
new Shoot(15, projectileIndex: 0, count: 8, shootAngle: 45, coolDown: 1000, coolDownOffset: 1000),
new Shoot(15, projectileIndex: 1, count: 8, shootAngle: 40, coolDown: 1500, coolDownOffset: 1500),
new Shoot(15, projectileIndex: 2, count: 8, shootAngle: 35, coolDown: 1000, coolDownOffset: 1000),
new Shoot(15, projectileIndex: 3, count: 8, shootAngle: 30, coolDown: 1500, coolDownOffset: 1500),
new Shoot(15, projectileIndex: 4, count: 8, shootAngle: 25, coolDown: 1000, coolDownOffset: 1000),
new Shoot(15, projectileIndex: 5, count: 8, shootAngle: 20, coolDown: 1500, coolDownOffset: 1500),
new Shoot(15, projectileIndex: 6, count: 8, shootAngle: 15, coolDown: 1000, coolDownOffset: 1000),
new Shoot(20, projectileIndex: 7, count: 2, shootAngle: 180, coolDown: 2000, coolDownOffset: 2000),
new Shoot(20, projectileIndex: 8, count: 20, shootAngle: 18, coolDown: 10000, coolDownOffset: 10000),
new HpLessTransition(0.35, "Regenerate")
),
new State("Regenerate",
new ConditionalEffect(ConditionEffectIndex.Healing),
new Taunt("I am UNSTOPPALBE"),
new Spawn("Conjured Warrior"),
new Shoot(10, projectileIndex: 9, count: 10, shootAngle: 36, coolDown: 4000, coolDownOffset: 4000),
new TimedTransition(20000, "Death")
),
new State("Death",
new Taunt("At Last I Have Benn Bested"),
new Suicide(
)
)
),
new MostDamagers(3,
new ItemLoot("Potion of Life", 1),
new TierLoot(11, ItemType.Weapon, 1)
),
new MostDamagers(2,
new ItemLoot("Potion of Mana", 1)
),
new Threshold(0.15,
new ItemLoot("Protector's Spell", 0.02),
new ItemLoot("Robe of the Protector", 0.015)
),
new Threshold(0.08,
new ItemLoot("Staff of the Protector", 0.024),
new ItemLoot("Crown of the Protector", 0.011)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
;
}
}