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 _ Thessal = Behav()
.Init(0x1706, Behaves("Thessal the Mermaid Goddess",
NullBehavior.Instance,
new RunBehaviors(
Cooldown.Instance(2500, RingAttack.Instance(8,75,75,projectileIndex: 0)),
Cooldown.Instance(1000, MultiAttack.Instance(15,10 * (float) Math.PI / 180, 2, 0, projectileIndex: 2)),
Cooldown.Instance(1000, MultiAttack.Instance(15, 10 * (float)Math.PI / 180, 2, 90 * (float)Math.PI / 180, projectileIndex: 2)),
Cooldown.Instance(1000, MultiAttack.Instance(15, 10 * (float)Math.PI / 180, 2, 180 * (float)Math.PI / 180, projectileIndex: 2)),
Cooldown.Instance(1000, MultiAttack.Instance(15, 10 * (float)Math.PI / 180, 2, 360 * (float)Math.PI / 180, projectileIndex: 2)),
Cooldown.Instance(1000, MultiAttack.Instance(15, 10 * (float)Math.PI / 180, 2, 270 * (float)Math.PI / 180, projectileIndex: 2))
),
If.Instance(
And.Instance(HpLesser.Instance(40000, NullBehavior.Instance), HpLesser.Instance(40000, NullBehavior.Instance)),
new RunBehaviors(
Cooldown.Instance(2500, RingAttack.Instance(8,75,75,projectileIndex: 0)),
Cooldown.Instance(3000, RingAttack.Instance(30,75,75,projectileIndex: 3)),
Cooldown.Instance(1000, PredictiveMultiAttack.Instance(20,20,2,8,projectileIndex: 1)))
),
loot: new LootBehavior(LootDef.Empty,
Tuple.Create(360, new LootDef(0,3,0,8,
Tuple.Create(0.02, (ILoot)new ItemLoot("Coral Bow")),
Tuple.Create(0.08, (ILoot)new ItemLoot("Coral Silk Armor")),
Tuple.Create(0.08, (ILoot)new ItemLoot("Coral Venom Trap")),
Tuple.Create(0.08, (ILoot)new ItemLoot("Coral Ring")),
Tuple.Create(1.00, (ILoot)new ItemLoot("Potion of Mana"))
)))));
}
}
You can remove that, it's for a little test.