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  1. #1
    ossimc82's Avatar
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    Post Snake Pit Behavior

    Hi guys I just finished the snake pit behavior:

    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 _ SnakePit = Behav()
                .Init(0x0917, Behaves("Stheno the Snake Queen",
                  new RunBehaviors(
                    HpGreaterEqual.Instance(5625,
                      new RunBehaviors(
                        Cooldown.Instance(2000, SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
                        Cooldown.Instance(4000, UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
                        Cooldown.Instance(1000, MultiAttack.Instance(15, 10 * (float)Math.PI / 180, 2, 90 * (float)Math.PI / 180, projectileIndex: 0)),
                        Cooldown.Instance(1000, MultiAttack.Instance(15, 10 * (float)Math.PI / 180, 2, 180 * (float)Math.PI / 180, projectileIndex: 0)),
                        Cooldown.Instance(1000, MultiAttack.Instance(15, 10 * (float)Math.PI / 180, 2, 360 * (float)Math.PI / 180, projectileIndex: 0)),
                        Cooldown.Instance(1000, MultiAttack.Instance(15, 10 * (float)Math.PI / 180, 2, 270 * (float)Math.PI / 180, projectileIndex: 0))
                        )
                    ),
                    If.Instance(
                      And.Instance(HpLesser.Instance(5625, NullBehavior.Instance), HpGreaterEqual.Instance(3750, NullBehavior.Instance)),
                        new RunBehaviors(
                          Cooldown.Instance(5000, SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
                          Cooldown.Instance(10000, UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
                          Once.Instance(SpawnMinionImmediate.Instance(0x0919, 3, 8, 8)),
                          SmoothWandering.Instance(2f, 3f)
                        )
                    ),
                    If.Instance(
                      And.Instance(HpLesser.Instance(3750, NullBehavior.Instance), HpGreaterEqual.Instance(1875, NullBehavior.Instance)),
                        new RunBehaviors(
                          Cooldown.Instance(500, RingAttack.Instance(8, 10, 0, projectileIndex: 1)),
                          Cooldown.Instance(500, ThrowAttack.Instance(5, 10, 100))
                          )
                    ),
                    If.Instance(
                      And.Instance(HpLesser.Instance(1875, NullBehavior.Instance), HpGreaterEqual.Instance(0, NullBehavior.Instance)),
                        new RunBehaviors(
                          Cooldown.Instance(2000, SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
                          Cooldown.Instance(4000, UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
                          Cooldown.Instance(1000, MultiAttack.Instance(15, 10 * (float)Math.PI / 180, 2, 90 * (float)Math.PI / 180, projectileIndex: 0)),
                          Cooldown.Instance(1000, MultiAttack.Instance(15, 10 * (float)Math.PI / 180, 2, 180 * (float)Math.PI / 180, projectileIndex: 0)),
                          Cooldown.Instance(1000, MultiAttack.Instance(15, 10 * (float)Math.PI / 180, 2, 360 * (float)Math.PI / 180, projectileIndex: 0)),
                          Cooldown.Instance(1000, MultiAttack.Instance(15, 10 * (float)Math.PI / 180, 2, 270 * (float)Math.PI / 180, projectileIndex: 0))
                          )
                       )
                    ),
                    loot: new LootBehavior(LootDef.Empty,
                      Tuple.Create(100, new LootDef(0, 2, 2, 8,
                        Tuple.Create(0.05, (ILoot)new ItemLoot("Wand of the Bulwark")),
                        Tuple.Create(0.05, (ILoot)new ItemLoot("Snake Skin Armor")),
                        Tuple.Create(0.05, (ILoot)new ItemLoot("Snake Skin Shield")),
                        Tuple.Create(0.05, (ILoot)new ItemLoot("Snake Eye Ring")),
                        Tuple.Create(0.05, (ILoot)new ItemLoot("Wine Cellar Incantation")),
                        Tuple.Create(1.0, (ILoot)new StatPotionLoot(StatPotion.Spd)),
                        Tuple.Create(0.1, (ILoot)new StatPotionLoot(StatPotion.Def)),
                        Tuple.Create(0.2, (ILoot)new TierLoot(9, ItemType.Weapon)),
                        Tuple.Create(0.1, (ILoot)new TierLoot(10, ItemType.Weapon)),
                        Tuple.Create(0.3, (ILoot)new TierLoot(8, ItemType.Armor)),
                        Tuple.Create(0.2, (ILoot)new TierLoot(9, ItemType.Armor)),
                        Tuple.Create(0.1, (ILoot)new TierLoot(10, ItemType.Armor))
                        )))
                ))
                .Init(0x0e26, Behaves("Snakepit Guard",
                    SetSize.Instance(100),
                    SmoothWandering.Instance(2f, 2f),
                      new RunBehaviors(
                        Cooldown.Instance(2000, MultiAttack.Instance(15, 10 * (float)Math.PI / 180, 1, 120 * (float)Math.PI / 180, projectileIndex: 2)),
                        Cooldown.Instance(2000, MultiAttack.Instance(15, 10 * (float)Math.PI / 180, 1, 240 * (float)Math.PI / 180, projectileIndex: 2)),
                        Cooldown.Instance(2000, MultiAttack.Instance(15, 10 * (float)Math.PI / 180, 1, 360 * (float)Math.PI / 180, projectileIndex: 2)),
                        Cooldown.Instance(500, MultiAttack.Instance(100, 30 * (float)Math.PI / 180, 3, 0, projectileIndex: 0)),
                        Cooldown.Instance(1000, RingAttack.Instance(6, 10, 0, projectileIndex: 1))
                    ),
                    loot: new LootBehavior(LootDef.Empty,
                      Tuple.Create(100, new LootDef(0, 2, 2, 8,
                        Tuple.Create(0.05, (ILoot)new ItemLoot("Wand of the Bulwark")),
                        Tuple.Create(0.05, (ILoot)new ItemLoot("Snake Skin Armor")),
                        Tuple.Create(0.05, (ILoot)new ItemLoot("Snake Skin Shield")),
                        Tuple.Create(0.05, (ILoot)new ItemLoot("Snake Eye Ring")),
                        Tuple.Create(0.05, (ILoot)new ItemLoot("Wine Cellar Incantation")),
                        Tuple.Create(1.0, (ILoot)new StatPotionLoot(StatPotion.Spd)),
                        Tuple.Create(0.1, (ILoot)new StatPotionLoot(StatPotion.Def)),
                        Tuple.Create(0.2, (ILoot)new TierLoot(9, ItemType.Weapon)),
                        Tuple.Create(0.1, (ILoot)new TierLoot(10, ItemType.Weapon)),
                        Tuple.Create(0.3, (ILoot)new TierLoot(8, ItemType.Armor)),
                        Tuple.Create(0.2, (ILoot)new TierLoot(9, ItemType.Armor)),
                        Tuple.Create(0.1, (ILoot)new TierLoot(10, ItemType.Armor))
                        )))
                ))
                .Init(0x0918, Behaves("Stheno Pet",
                    IfNot.Instance(
                      Circling.Instance(10, 20, 25, 0x0917),
                      SimpleWandering.Instance(4)
                      ),
                      Cooldown.Instance(1000, SimpleAttack.Instance(20, projectileIndex: 0))
                ))
                .Init(0x0919, Behaves("Stheno Swarm",
                    IfNot.Instance(
                      Chasing.Instance(4, 100, 2, 0x0917),
                      SimpleWandering.Instance(4)
                      ),
                      Cooldown.Instance(1000, SimpleAttack.Instance(20, projectileIndex: 0))
                ))
                .Init(0x0223, Behaves("Pit Snake",
                    SimpleWandering.Instance(8),
                    Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0))
                ))
                .Init(0x0224, Behaves("Pit Viper",
                    SimpleWandering.Instance(9),
                    Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0))
                ))
                .Init(0x0227, Behaves("Yellow Python",
                    IfNot.Instance(
                        Chasing.Instance(10, 10, 1, null),
                        SimpleWandering.Instance(8)
                        ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)new ItemLoot("Snake Oil")),
                                Tuple.Create(0.1, (ILoot)new ItemLoot("Ring of Speed")),
                                Tuple.Create(0.1, (ILoot)new ItemLoot("Ring of Vitality"))
                                ))
    
                ))
                .Init(0x0226, Behaves("Brown Python",
                    SimpleWandering.Instance(5),
                    Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                    ),
                    loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)new ItemLoot("Snake Oil")),
                                Tuple.Create(0.1, (ILoot)new ItemLoot("Leather Armor")),
                                Tuple.Create(0.1, (ILoot)new ItemLoot("Ring of Wisdom"))
                                ))
                ))
                .Init(0x0225, Behaves("Fire Python",
                    IfNot.Instance(
                        Cooldown.Instance(2000, Charge.Instance(10, 10/*radius*/, null)),
                        SimpleWandering.Instance(8)
                    ),
                    Cooldown.Instance(1000, MultiAttack.Instance(100, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 0)
                    ),
                    loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)new ItemLoot("Snake Oil")),
                                Tuple.Create(0.1, (ILoot)new ItemLoot("Fire Bow")),
                                Tuple.Create(0.1, (ILoot)new ItemLoot("Fire Nova Spell"))
                                ))
                ))
                .Init(0x0228, Behaves("Greater Pit Snake",
                    IfNot.Instance(
                    Chasing.Instance(10, 10, 5, null),
                    SimpleWandering.Instance(8)
                    ),
                    Cooldown.Instance(1000, MultiAttack.Instance(100, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 0)
                    ),
                    loot: new LootBehavior(LootDef.Empty,
                            Tuple.Create(100, new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)new ItemLoot("Snake Oil")),
                                Tuple.Create(0.1, (ILoot)new ItemLoot("Glass Sword")),
                                Tuple.Create(0.1, (ILoot)new ItemLoot("Avenger Staff")),
                                Tuple.Create(0.1, (ILoot)new ItemLoot("Wand of Dark Magic"))
                                )))
                ))
                .Init(0x0229, Behaves("Greater Pit Viper",
                    IfNot.Instance(
                    Chasing.Instance(10, 10, 5, null),
                    SimpleWandering.Instance(8)
                    ),
                    Cooldown.Instance(300, SimpleAttack.Instance(10, projectileIndex: 0)
                    ),
                    loot: new LootBehavior(LootDef.Empty,
                            Tuple.Create(100, new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)new ItemLoot("Snake Oil")),
                                Tuple.Create(0.1, (ILoot)new ItemLoot("Ring of Greater Attack")),
                                Tuple.Create(0.1, (ILoot)new ItemLoot("Ring of Greater Health"))
                                )))
                ));
        }
    }
    have fun with it

  2. The Following 4 Users Say Thank You to ossimc82 For This Useful Post:

    Axeall (06-06-2013),blahblahblahhi (06-07-2013),miteneiwux (07-16-2013),Stellar Spark (07-04-2013)

  3. #2
    The_En|D's Avatar
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    This is great just one thing: i think the drop rate of the snake skin armor,snake skin shield and the snake ring should be much higher then the one from bulwark and inc...... :P

    "They say the best weapon is one you never have to fire.
    I respectfully disagree.
    I prefer the weapon you only have to fire once."

    ~ Tony Stark

  4. #3
    xCrazyFletchx's Avatar
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    Thanks Man, This is amazing.

  5. #4
    Fightera100's Avatar
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    Quote Originally Posted by The_En|D View Post
    This is great just one thing: i think the drop rate of the snake skin armor,snake skin shield and the snake ring should be much higher then the one from bulwark and inc...... :P
    You can change it if you like it... xDD

  6. #5
    The_En|D's Avatar
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    Quote Originally Posted by Fightera100 View Post
    Quote Originally Posted by The_En|D View Post
    This is great just one thing: i think the drop rate of the snake skin armor,snake skin shield and the snake ring should be much higher then the one from bulwark and inc...... :P
    You can change it if you like it... xDD
    Yeah i know just wanted to say that xD

    "They say the best weapon is one you never have to fire.
    I respectfully disagree.
    I prefer the weapon you only have to fire once."

    ~ Tony Stark

  7. #6
    blahblahblahhi's Avatar
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    what should we call it? like ?Behavior.Db

  8. #7
    ossimc82's Avatar
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    Quote Originally Posted by blahblahblahhi View Post
    what should we call it? like ?Behavior.Db
    I called it: BehaviorDb.SnakePit.cs

  9. #8
    PatrickBC146's Avatar
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    The Behaviors are only to svrmaster or work on KrazyServer too? :P

  10. #9
    Fightera100's Avatar
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    they should work on krazy's too

  11. #10
    Stellar Spark's Avatar
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    Awesome behavior! Btw, Sstheno doesn't drop def pots.

  12. #11
    ossimc82's Avatar
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    Quote Originally Posted by ProHackBot999 View Post
    Awesome behavior! Btw, Sstheno doesn't drop def pots.
    The behavior is complete shit :P I think I make a new one, and for the drops I used the wiki.

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