Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using wServer.realm;
using wServer.logic.attack;
using wServer.logic.movement;
using wServer.logic.loot;
using wServer.logic.taunt;
using wServer.logic.cond;
namespace wServer.logic
{
partial class BehaviorDb
{
static _ Oryx = Behav()
.Init(0x0932, Behaves("Oryx the Mad God 2",
new RunBehaviors(
Cooldown.Instance(1000, MultiAttack.Instance(25, 10 * (float)Math.PI / 180, 3, 0, projectileIndex: 1)),
Cooldown.Instance(1000, MultiAttack.Instance(25, 10 * (float)Math.PI / 180, 3, 0, projectileIndex: 2)),
Cooldown.Instance(1000, MultiAttack.Instance(25, 10 * (float)Math.PI / 180, 2, 0, projectileIndex: 3)),
Cooldown.Instance(1000, MultiAttack.Instance(25, 10 * (float)Math.PI / 180, 3, 0, projectileIndex: 4)),
Cooldown.Instance(1000, MultiAttack.Instance(25, 10 * (float)Math.PI / 180, 2, 0, projectileIndex: 5)),
Cooldown.Instance(1000, MultiAttack.Instance(25, 10 * (float)Math.PI / 180, 3, 0, projectileIndex: 6)),
Cooldown.Instance(10000, new SimpleTaunt("Puny mortals! My {HP} HP will annihilate you!"))
),
new RunBehaviors(
HpGreaterEqual.Instance(15000,
new RunBehaviors(
SimpleWandering.Instance(2, 5),
Cooldown.Instance(3600, MultiAttack.Instance(25, 45 * (float)Math.PI / 180, 8, 0, projectileIndex: 0))
)
),
HpLesserPercent.Instance(0.3f,
new RunBehaviors(
Chasing.Instance(3, 25, 2, null),
Cooldown.Instance(2200, MultiAttack.Instance(25, 45 * (float)Math.PI / 180, 8, 0, projectileIndex: 0)),
Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
Once.Instance(new SimpleTaunt("Can't... keep... henchmen... alive... anymore! ARGHHH!!!")),
Cooldown.Instance(8000, Once.Instance(UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable))),
Cooldown.Instance(8000, Once.Instance(RingAttack.Instance(15, 0, 2, projectileIndex: 7))),
Cooldown.Instance(8000, Once.Instance(RingAttack.Instance(15, projectileIndex: 8)))
)
)
),
loot: new LootBehavior(LootDef.Empty,
Tuple.Create(100, new LootDef(0, 16, 0, 16,
Tuple.Create(0.1, (ILoot)new TierLoot(6, ItemType.Ability)),
Tuple.Create(0.07, (ILoot)new TierLoot(7, ItemType.Ability)),
Tuple.Create(0.05, (ILoot)new TierLoot(8, ItemType.Ability)),
Tuple.Create(0.05, (ILoot)new TierLoot(15, ItemType.Armor)),
Tuple.Create(0.10, (ILoot)new TierLoot(14, ItemType.Armor)),
Tuple.Create(0.15, (ILoot)new TierLoot(13, ItemType.Armor)),
Tuple.Create(0.05, (ILoot)new TierLoot(14, ItemType.Weapon)),
Tuple.Create(0.15, (ILoot)new TierLoot(13, ItemType.Weapon)),
Tuple.Create(0.2, (ILoot)new TierLoot(12, ItemType.Weapon)),
Tuple.Create(0.1, (ILoot)new TierLoot(5, ItemType.Ring)),
Tuple.Create(0.5, (ILoot)new StatPotionLoot(StatPotion.Att)),
Tuple.Create(0.5, (ILoot)new StatPotionLoot(StatPotion.Wis)),
Tuple.Create(0.5, (ILoot)new StatPotionLoot(StatPotion.Vit)),
Tuple.Create(0.5, (ILoot)new StatPotionLoot(StatPotion.Spd))
)))
));
}
}
If u don't have T7/T8 Abilities, delete this lines :