Thread: UDL Minions

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  1. #1
    ossimc82's Avatar
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    Post UDL Minions

    Hey guys I made the UDL minions (Don't ask: How should I call the file, you have to put it in a existing file (Use septavius file from my other post)):

    Code:
                    .Init(0x0d91, Behaves("Lair Skeleton",
                        IfNot.Instance(
                          Chasing.Instance(13, 7, 1, null),
                          SimpleWandering.Instance(4f)
                        ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0d95, Behaves("Lair Skeleton King",
                        IfNot.Instance(
                          Chasing.Instance(13, 10, 7, null),
                          SimpleWandering.Instance(4f)
                        ),
                        Cooldown.Instance(1000, MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.3, (ILoot)new TierLoot(5, ItemType.Armor))
                                ),
                                Tuple.Create(100, new LootDef(0, 1, 0, 2,
                                    Tuple.Create(0.2, (ILoot)new TierLoot(6, ItemType.Weapon)),
                                    Tuple.Create(0.1, (ILoot)new TierLoot(7, ItemType.Weapon)),
                                    Tuple.Create(0.09, (ILoot)new TierLoot(8, ItemType.Weapon)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(6, ItemType.Armor)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(7, ItemType.Armor)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(3, ItemType.Ring)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(3, ItemType.Ability))
                                    )
                                ))
                    ))
                    .Init(0x0d94, Behaves("Lair Skeleton Mage",
                        IfNot.Instance(
                          Chasing.Instance(13, 10, 7, null),
                          SimpleWandering.Instance(4f)
                        ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0d93, Behaves("Lair Skeleton Veteran",
                        IfNot.Instance(
                          Chasing.Instance(13, 10, 7, null),
                          SimpleWandering.Instance(4f)
                        ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0d92, Behaves("Lair Skeleton Swordsman",
                        IfNot.Instance(
                          Chasing.Instance(13, 10, 1, null),
                          SimpleWandering.Instance(4f)
                        ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0d96, Behaves("Lair Mummy",
                        IfNot.Instance(
                          Chasing.Instance(12, 10, 7, null),
                          SimpleWandering.Instance(4f)
                        ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0d97, Behaves("Lair Mummy King",
                        IfNot.Instance(
                          Chasing.Instance(12, 10, 7, null),
                          SimpleWandering.Instance(4f)
                        ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0d98, Behaves("Lair Mummy Pharaoh",
                        IfNot.Instance(
                          Chasing.Instance(13, 10, 1, null),
                          SimpleWandering.Instance(4f)
                        ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.3, (ILoot)new TierLoot(5, ItemType.Armor))
                                ),
                                Tuple.Create(100, new LootDef(0, 1, 0, 2,
                                    Tuple.Create(0.2, (ILoot)new TierLoot(6, ItemType.Weapon)),
                                    Tuple.Create(0.1, (ILoot)new TierLoot(7, ItemType.Weapon)),
                                    Tuple.Create(0.09, (ILoot)new TierLoot(8, ItemType.Weapon)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(6, ItemType.Armor)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(7, ItemType.Armor)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(3, ItemType.Ring)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(3, ItemType.Ability))
                                    )
                                ))
                    ))
                    .Init(0x0d9e, Behaves("Lair Big Brown Slime",
                        new RunBehaviors(
                            SimpleWandering.Instance(2f),
                            Cooldown.Instance(500, MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 0))
                        ),
                        condBehaviors: new ConditionalBehavior[]
                        {
                            new DeathTransmute(0x0d9f, 6, 6)
                        }
                    ))
                    .Init(0x0d9f, Behaves("Lair Little Brown Slime",
                        IfNot.Instance(
                          Chasing.Instance(12, 10, 1, 0x0d9e),
                          SimpleWandering.Instance(2f)
                        ),
                        Cooldown.Instance(500, MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0d9b, Behaves("Lair Big Black Slime",
                        new RunBehaviors(
                            SimpleWandering.Instance(2f),
                            Cooldown.Instance(500, SimpleAttack.Instance(10, projectileIndex: 0))
                        ),
                        condBehaviors: new ConditionalBehavior[]
                        {
                            new DeathTransmute(0x0d9c, 4, 4)
                        }
                    ))
                    .Init(0x0d9c, Behaves("Lair Medium Black Slime",
                        IfNot.Instance(
                          Chasing.Instance(12, 10, 1, 0x0d9b),
                          SimpleWandering.Instance(2f)
                        ),
                        Cooldown.Instance(500, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        condBehaviors: new ConditionalBehavior[]
                        {
                            new DeathTransmute(0x0d9d, 4, 4)
                        }
                    ))
                    .Init(0x0d9d, Behaves("Lair Little Black Slime",
                        IfNot.Instance(
                          Chasing.Instance(12, 10, 1, 0x0d9b),
                          IfNot.Instance(
                            Chasing.Instance(12, 10, 1, 0x0d9c),
                            SimpleWandering.Instance(2f)
                            )
                        ),
                        Cooldown.Instance(500, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0d99, Behaves("Lair Construct Giant",
                        new RunBehaviors(
                            IfNot.Instance(
                                Chasing.Instance(13, 10, 7, null),
                                SimpleWandering.Instance(4f)
                                ),
                            Cooldown.Instance(1000, MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 0)),
                            Cooldown.Instance(1000, MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 1))
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.3, (ILoot)new TierLoot(5, ItemType.Armor))
                                ),
                                Tuple.Create(100, new LootDef(0, 1, 0, 2,
                                    Tuple.Create(0.2, (ILoot)new TierLoot(6, ItemType.Weapon)),
                                    Tuple.Create(0.1, (ILoot)new TierLoot(7, ItemType.Weapon)),
                                    Tuple.Create(0.09, (ILoot)new TierLoot(8, ItemType.Weapon)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(6, ItemType.Armor)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(7, ItemType.Armor)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(3, ItemType.Ring)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(3, ItemType.Ability)),
                                    Tuple.Create(0.005, (ILoot)new ItemLoot("Purple Drake Egg"))
                                    )
                                ))
                    ))
                    .Init(0x0d9a, Behaves("Lair Construct Titan",
                        new RunBehaviors(
                            IfNot.Instance(
                                Chasing.Instance(13, 10, 7, null),
                                SimpleWandering.Instance(4f)
                                ),
                            Cooldown.Instance(1000, MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 0)),
                            Cooldown.Instance(1000, MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 1))
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.3, (ILoot)new TierLoot(5, ItemType.Armor))
                                ),
                                Tuple.Create(100, new LootDef(0, 1, 0, 2,
                                    Tuple.Create(0.2, (ILoot)new TierLoot(6, ItemType.Weapon)),
                                    Tuple.Create(0.1, (ILoot)new TierLoot(7, ItemType.Weapon)),
                                    Tuple.Create(0.09, (ILoot)new TierLoot(8, ItemType.Weapon)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(6, ItemType.Armor)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(7, ItemType.Armor)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(3, ItemType.Ring)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(3, ItemType.Ability)),
                                    Tuple.Create(0.005, (ILoot)new ItemLoot("Purple Drake Egg"))
                                    )
                                ))
                    ))
                    .Init(0x0da0, Behaves("Lair Brown Bat",
                        new RunBehaviors(
                            IfNot.Instance(
                                Cooldown.Instance(2000, Charge.Instance(40, 10, null)),
                                SimpleWandering.Instance(2f)
                                ),
                            Cooldown.Instance(1000, SimpleAttack.Instance(2, projectileIndex: 0))
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0da1, Behaves("Lair Ghost Bat",
                        new RunBehaviors(
                            IfNot.Instance(
                                Cooldown.Instance(2000, Charge.Instance(40, 10, null)),
                                SimpleWandering.Instance(2f)
                                ),
                            Cooldown.Instance(1000, SimpleAttack.Instance(2, projectileIndex: 0))
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0da4, Behaves("Lair Reaper",
                        IfNot.Instance(
                            Chasing.Instance(15, 10, 1, null),
                            SimpleWandering.Instance(2f)
                            ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(3, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.3, (ILoot)new TierLoot(5, ItemType.Armor))
                                ),
                                Tuple.Create(100, new LootDef(0, 1, 0, 2,
                                    Tuple.Create(0.2, (ILoot)new TierLoot(6, ItemType.Weapon)),
                                    Tuple.Create(0.1, (ILoot)new TierLoot(7, ItemType.Weapon)),
                                    Tuple.Create(0.09, (ILoot)new TierLoot(8, ItemType.Weapon)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(6, ItemType.Armor)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(7, ItemType.Armor)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(3, ItemType.Ring)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(3, ItemType.Ability))
                                    )
                                ))
                    ))
                    .Init(0x0da5, Behaves("Lair Vampire",
                        IfNot.Instance(
                            Chasing.Instance(13, 10, 1, null),
                            SimpleWandering.Instance(2f)
                            ),
                        Cooldown.Instance(500, SimpleAttack.Instance(20, projectileIndex: 0)),
                        Cooldown.Instance(1000, SimpleAttack.Instance(2, projectileIndex: 1)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0da6, Behaves("Lair Vampire King",
                        IfNot.Instance(
                            Chasing.Instance(13, 10, 1, null),
                            SimpleWandering.Instance(2f)
                            ),
                        Cooldown.Instance(500, SimpleAttack.Instance(20, projectileIndex: 0)),
                        Cooldown.Instance(1000, SimpleAttack.Instance(2, projectileIndex: 1)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.3, (ILoot)new TierLoot(5, ItemType.Armor))
                                ),
                                Tuple.Create(100, new LootDef(0, 1, 0, 2,
                                    Tuple.Create(0.2, (ILoot)new TierLoot(6, ItemType.Weapon)),
                                    Tuple.Create(0.1, (ILoot)new TierLoot(7, ItemType.Weapon)),
                                    Tuple.Create(0.09, (ILoot)new TierLoot(8, ItemType.Weapon)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(6, ItemType.Armor)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(7, ItemType.Armor)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(3, ItemType.Ring)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(3, ItemType.Ability))
                                    )
                                ))
                    ))
                    .Init(0x0da7, Behaves("Lair Grey Spectre",
                        new RunBehaviors(
                            SimpleWandering.Instance(2f),
                            Cooldown.Instance(1000, SimpleAttack.Instance(14, projectileIndex: 0)),
                            Cooldown.Instance(1000, ThrowAttack.Instance(2, 8, 50))
                        ),
                        loot: new LootBehavior(LootDef.Empty,
                            Tuple.Create(100, new LootDef(0, 1, 0, 2,
                            Tuple.Create(0.2, (ILoot)new TierLoot(4, ItemType.Ability))
                            )))
                    ))
                    .Init(0x0da8, Behaves("Lair Blue Spectre",
                        new RunBehaviors(
                            SimpleWandering.Instance(2f),
                            Cooldown.Instance(1000, SimpleAttack.Instance(14, projectileIndex: 0)),
                            Cooldown.Instance(1000, ThrowAttack.Instance(2, 8, 90))
                        ),
                        loot: new LootBehavior(LootDef.Empty,
                            Tuple.Create(100, new LootDef(0, 1, 0, 2,
                            Tuple.Create(0.2, (ILoot)new TierLoot(4, ItemType.Ability))
                            )))
                    ))
                    .Init(0x0da9, Behaves("Lair White Spectre",
                        new RunBehaviors(
                            SimpleWandering.Instance(2f),
                            Cooldown.Instance(1000, SimpleAttack.Instance(14, projectileIndex: 0)),
                            Cooldown.Instance(1000, ThrowAttack.Instance(2, 8, 90))
                        ),
                        loot: new LootBehavior(LootDef.Empty,
                            Tuple.Create(100, new LootDef(0, 1, 0, 2,
                            Tuple.Create(0.2, (ILoot)new TierLoot(4, ItemType.Ability))
                            )))
                    ))
                    .Init(0x0da3, Behaves("Lair Blast Trap",
                        attack: new RunBehaviors(
                            If.Instance(
                                IsEntityPresent.Instance(5, null),
                                new QueuedBehavior(
                                    MultiAttack.Instance(8, 10 * (float)Math.PI / 180, 6),
                                    Die.Instance
                                )
                            )
                        )
                    ))
                    .Init(0x0da2, Behaves("Lair Burst Trap",
                        attack: new RunBehaviors(
                            If.Instance(
                                IsEntityPresent.Instance(5, null),
                                new QueuedBehavior(
                                    MultiAttack.Instance(8, 10 * (float)Math.PI / 180, 6),
                                    Die.Instance
                                )
                            )
                        )
                    ))
    Notice: I didn't test the minions, so please write down any bugs
    Last edited by ossimc82; 07-01-2013 at 11:43 AM. Reason: Fixed one shoot behavior

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

    mullog (07-01-2013),Stellar Spark (07-01-2013)

  3. #2
    Stellar Spark's Avatar
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    Sweet! How long did it take you to make this?

    EDIT: Do we put it right under the Septavius code in the Behaviorsomething.UndeadLair.cs?

    EDIT2: I pasted it inside the second outer brackets and got 301 errors. Most of them were "missing X in Y spot and something else.
    Last edited by Stellar Spark; 07-01-2013 at 12:53 PM. Reason: Results

  4. #3
    ossimc82's Avatar
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    Quote Originally Posted by ProHackBot999 View Post
    Sweet! How long did it take you to make this?

    EDIT: Do we put it right under the Septavius code in the Behaviorsomething.UndeadLair.cs?

    EDIT2: I pasted it inside the second outer brackets and got 301 errors. Most of them were "missing X in Y spot and something else.
    time: about 1h

    put it after the last
    Code:
    ));
    but remove the
    Code:
    ;
    Image:

    or if you guys wan't the complete code:
    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;
    
    namespace wServer.logic
    {
        partial class BehaviorDb
        {
            static _ Undead_Lair = Behav()
                .Init(0x0d90, Behaves("Septavius the Ghost God",
                    new RunBehaviors(
                      SmoothWandering.Instance(0.5f, 0.5f),
                      Once.Instance(SpawnMinionImmediate.Instance(0x0db0, 0, 4, 6)),
                      Once.Instance(SpawnMinionImmediate.Instance(0x0db1, 0, 4, 6)),
                      Once.Instance(SpawnMinionImmediate.Instance(0x0db2, 0, 4, 6))
                    ),
                    Once.Instance(IsEntityPresent.Instance(1, null)),
                    new QueuedBehavior(
            #region Circle Attack 1
    
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              SimpleAttack.Instance(5, projectileIndex: 3),
                              RingAttack.Instance(3, offset: 0 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 18 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 36 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 54 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 72 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                              SimpleAttack.Instance(5, projectileIndex: 3),
                              RingAttack.Instance(3, offset: 90 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 108 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 126 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 144 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 162 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              SimpleAttack.Instance(5, projectileIndex: 3),
                              RingAttack.Instance(3, offset: 180 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 198 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 216 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 234 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 252 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              SimpleAttack.Instance(5, projectileIndex: 3),
                              RingAttack.Instance(3, offset: 270 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 288 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 306 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 324 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 342 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(250),
                          new RunBehaviors(
                              UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                              RingAttack.Instance(3, offset: 360 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(100),
            #endregion 
    
            #region Circle Attack 2
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              SimpleAttack.Instance(5, projectileIndex: 3),
                              RingAttack.Instance(3, offset: 0 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 18 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 36 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 54 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 72 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                              SimpleAttack.Instance(5, projectileIndex: 3),
                              RingAttack.Instance(3, offset: 90 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 108 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 126 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 144 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 162 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              SimpleAttack.Instance(5, projectileIndex: 3),
                              RingAttack.Instance(3, offset: 180 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 198 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 216 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 234 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 252 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              SimpleAttack.Instance(5, projectileIndex: 3),
                              RingAttack.Instance(3, offset: 270 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                              RingAttack.Instance(3, offset: 288 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 306 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 324 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 342 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(250),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 360 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(100),
            #endregion 
                        //not used
            #region Circle Attack 3
                        /*Cooldown.Instance(150),
                          new RunBehaviors(
                              SimpleAttack.Instance(5, projectileIndex: 3),
                              RingAttack.Instance(3, offset: 0 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 18 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 36 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 54 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 72 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              SimpleAttack.Instance(5, projectileIndex: 3),
                              RingAttack.Instance(3, offset: 90 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 108 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 126 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 144 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 162 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              SimpleAttack.Instance(5, projectileIndex: 3),
                              RingAttack.Instance(3, offset: 180 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 198 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 216 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 234 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 252 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              SimpleAttack.Instance(5, projectileIndex: 3),
                              RingAttack.Instance(3, offset: 270 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 288 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 306 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 324 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 342 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(250),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 360 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(100),*/
            #endregion 
             
            #region Circle Attack 4
                        /*Cooldown.Instance(150),
                          new RunBehaviors(
                              SimpleAttack.Instance(5, projectileIndex: 3),
                              RingAttack.Instance(3, offset: 0 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 18 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 36 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 54 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 72 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              SimpleAttack.Instance(5, projectileIndex: 3),
                              RingAttack.Instance(3, offset: 90 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 108 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 126 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 144 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 162 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              SimpleAttack.Instance(5, projectileIndex: 3),
                              RingAttack.Instance(3, offset: 180 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 198 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 216 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 234 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 252 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              SimpleAttack.Instance(5, projectileIndex: 3),
                              RingAttack.Instance(3, offset: 270 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 288 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 306 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 324 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 342 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(250),
                          new RunBehaviors(
                              SimpleAttack.Instance(5, projectileIndex: 3),
                              RingAttack.Instance(3, offset: 360 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(100),*/
            #endregion
                        //end
    
            #region RingAttack + Flashing 1
    
                        new QueuedBehavior(
                            SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                            Flashing.Instance(500, 0x0000FF0C),
                            Flashing.Instance(500, 0x0000FF0C),
                            Flashing.Instance(500, 0x0000FF0C),
                            Flashing.Instance(500, 0x0000FF0C),
                            Cooldown.Instance(2500, RingAttack.Instance(12, 10, 12, projectileIndex: 3)),
                            Cooldown.Instance(2500, RingAttack.Instance(12, 10, 12, projectileIndex: 3)),
                            Cooldown.Instance(2500, RingAttack.Instance(12, 10, 12, projectileIndex: 3)),
                            Cooldown.Instance(2500, RingAttack.Instance(12, 10, 12, projectileIndex: 3)),
    
            #endregion
    
            #region Flashing 2
    
                            Flashing.Instance(200, 0x0000FF0C),
                            Flashing.Instance(200, 0x0000FF0C),
                            Flashing.Instance(200, 0x0000FF0C),
                            Flashing.Instance(200, 0x0000FF0C),
                            Flashing.Instance(200, 0x0000FF0C),
                            Flashing.Instance(200, 0x0000FF0C),
                            Flashing.Instance(200, 0x0000FF0C),
                            Flashing.Instance(200, 0x0000FF0C),
                            UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
    
            #endregion
    
            #region Quite + Confuse
                            //confuse
                            MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 2),
                            //end confuse
                            //quite
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 0 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 90 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 180 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 270 * (float)Math.PI / 180, projectileIndex: 1)),
                            //end quite
                            //confuse
                            MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 2),
                            //end confuse
                            //quite
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 360 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 0 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 90 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 180 * (float)Math.PI / 180, projectileIndex: 1)),
                            //end quite
                            //confuse
                            SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                            MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 2),
                            //end confuse
                            //quite
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 270 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 360 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 0 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 90 * (float)Math.PI / 180, projectileIndex: 1)),
                            //end quite
                            //confuse
                            MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 2),
                            //end confuse
                            //quite
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 180 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 270 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 360 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 0 * (float)Math.PI / 180, projectileIndex: 1)),
                            //end quite
                            //confuse
                            MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 2),
                            UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                            //end confuse
                            //quite
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 90 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 180 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 270 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 360 * (float)Math.PI / 180, projectileIndex: 1)),
                            //end quite
                            //confuse
                            MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 2),
                            //end confuse
                            //quite
                            SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 0 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 90 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 180 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 270 * (float)Math.PI / 180, projectileIndex: 1)),
                            //end quite
                            //confuse
                            MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 2),
                            //end confuse
                            //quite
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 360 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 0 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 90 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 180 * (float)Math.PI / 180, projectileIndex: 1)),
                            Cooldown.Instance(500, RingAttack.Instance(10, 10, offset: 270 * (float)Math.PI / 180, projectileIndex: 1)),
                            //end quite
    
                            Cooldown.Instance(1500),
                            UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
    
            #endregion
                            
    
            #region Spawn Minions + Circleshoot
    
            #region Spawn Minions
    
                            //SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                            //IsEntityNotPresent.Instance(100, 0x0db0),
                            //IsEntityNotPresent.Instance(100, 0x0db1),
                            //IsEntityNotPresent.Instance(100, 0x0db2),
                            //UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
    
                            SpawnMinionImmediate.Instance(0x0db0, 0, 4, 6),
                            SpawnMinionImmediate.Instance(0x0db1, 0, 4, 6),
                            SpawnMinionImmediate.Instance(0x0db2, 0, 4, 6),
    
            #endregion
    
            #region Circleshoot
    
            #region Circle Attack 1
    
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              MultiAttack.Instance(5, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 4),
                              RingAttack.Instance(3, offset: 0 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 18 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 36 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 54 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 72 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              MultiAttack.Instance(5, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 4),
                              RingAttack.Instance(3, offset: 90 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 108 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 126 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 144 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 162 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              MultiAttack.Instance(5, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 4),
                              RingAttack.Instance(3, offset: 180 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 198 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 216 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 234 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 252 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              MultiAttack.Instance(5, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 4),
                              RingAttack.Instance(3, offset: 270 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 288 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 306 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 324 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 342 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(250),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 360 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(100),
            #endregion 
    
            #region Circle Attack 2
    
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              MultiAttack.Instance(5, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 4),
                              RingAttack.Instance(3, offset: 0 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 18 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 36 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 54 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 72 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              MultiAttack.Instance(5, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 4),
                              RingAttack.Instance(3, offset: 90 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 108 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 126 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 144 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 162 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              MultiAttack.Instance(5, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 4),
                              RingAttack.Instance(3, offset: 180 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 198 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 216 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 234 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 252 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              MultiAttack.Instance(5, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 4),
                              RingAttack.Instance(3, offset: 270 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 288 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 306 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 324 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(150),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 342 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(250),
                          new RunBehaviors(
                              RingAttack.Instance(3, offset: 360 * (float)Math.PI / 180)
                        ),
                        Cooldown.Instance(1100))
            #endregion 
    
            #endregion
    
            #endregion
                ),
                loot: new LootBehavior(LootDef.Empty,
                    Tuple.Create(100, new LootDef(0, 5, 0, 8,
                        Tuple.Create(1.0, (ILoot)new StatPotionLoot(StatPotion.Wis)),
                        Tuple.Create(0.009, (ILoot)new ItemLoot("Doom Bow")),
                        Tuple.Create(0.005, (ILoot)new ItemLoot("Wine Cellar Incantation")),
    
                        Tuple.Create(0.3, (ILoot)new TierLoot(3, ItemType.Ring)),
                        Tuple.Create(0.2, (ILoot)new TierLoot(4, ItemType.Ring)),
                        Tuple.Create(0.3, (ILoot)new TierLoot(7, ItemType.Weapon)),
                        Tuple.Create(0.2, (ILoot)new TierLoot(8, ItemType.Weapon)),
                        Tuple.Create(0.3, (ILoot)new TierLoot(3, ItemType.Ability)),
                        Tuple.Create(0.2, (ILoot)new TierLoot(4, ItemType.Ability)),
                        Tuple.Create(0.1, (ILoot)new TierLoot(5, ItemType.Ability))
                        )))
    
                    ))
                    .Init(0x0db0, Behaves("Ghost Warrior of Septavius",
                        IfNot.Instance(
                          Chasing.Instance(12, 7, 1, null),
                            IfNot.Instance(
                              Chasing.Instance(10, 7, 1, 0x0d90),
                              SimpleWandering.Instance(4f)
                              )
                        ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.6, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0db1, Behaves("Ghost Mage of Septavius",
                        IfNot.Instance(
                          Chasing.Instance(12, 7, 1, null),
                            IfNot.Instance(
                              Chasing.Instance(10, 7, 1, 0x0d90),
                              SimpleWandering.Instance(4f)
                              )
                        ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.6, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0db2, Behaves("Ghost Rogue of Septavius",
                        IfNot.Instance(
                          Chasing.Instance(12, 7, 1, null),
                            IfNot.Instance(
                              Chasing.Instance(10, 7, 1, 0x0d90),
                              SimpleWandering.Instance(4f)
                              )
                        ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.6, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0d91, Behaves("Lair Skeleton",
                        IfNot.Instance(
                          Chasing.Instance(13, 7, 1, null),
                          SimpleWandering.Instance(4f)
                        ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0d95, Behaves("Lair Skeleton King",
                        IfNot.Instance(
                          Chasing.Instance(13, 10, 7, null),
                          SimpleWandering.Instance(4f)
                        ),
                        Cooldown.Instance(1000, MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.3, (ILoot)new TierLoot(5, ItemType.Armor))
                                ),
                                Tuple.Create(100, new LootDef(0, 1, 0, 2,
                                    Tuple.Create(0.2, (ILoot)new TierLoot(6, ItemType.Weapon)),
                                    Tuple.Create(0.1, (ILoot)new TierLoot(7, ItemType.Weapon)),
                                    Tuple.Create(0.09, (ILoot)new TierLoot(8, ItemType.Weapon)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(6, ItemType.Armor)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(7, ItemType.Armor)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(3, ItemType.Ring)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(3, ItemType.Ability))
                                    )
                                ))
                    ))
                    .Init(0x0d94, Behaves("Lair Skeleton Mage",
                        IfNot.Instance(
                          Chasing.Instance(13, 10, 7, null),
                          SimpleWandering.Instance(4f)
                        ),
                        Cooldown.Instance(1000, MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0d93, Behaves("Lair Skeleton Veteran",
                        IfNot.Instance(
                          Chasing.Instance(13, 10, 7, null),
                          SimpleWandering.Instance(4f)
                        ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0d92, Behaves("Lair Skeleton Swordsman",
                        IfNot.Instance(
                          Chasing.Instance(13, 10, 1, null),
                          SimpleWandering.Instance(4f)
                        ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0d96, Behaves("Lair Mummy",
                        IfNot.Instance(
                          Chasing.Instance(12, 10, 7, null),
                          SimpleWandering.Instance(4f)
                        ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0d97, Behaves("Lair Mummy King",
                        IfNot.Instance(
                          Chasing.Instance(12, 10, 7, null),
                          SimpleWandering.Instance(4f)
                        ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0d98, Behaves("Lair Mummy Pharaoh",
                        IfNot.Instance(
                          Chasing.Instance(13, 10, 1, null),
                          SimpleWandering.Instance(4f)
                        ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.3, (ILoot)new TierLoot(5, ItemType.Armor))
                                ),
                                Tuple.Create(100, new LootDef(0, 1, 0, 2,
                                    Tuple.Create(0.2, (ILoot)new TierLoot(6, ItemType.Weapon)),
                                    Tuple.Create(0.1, (ILoot)new TierLoot(7, ItemType.Weapon)),
                                    Tuple.Create(0.09, (ILoot)new TierLoot(8, ItemType.Weapon)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(6, ItemType.Armor)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(7, ItemType.Armor)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(3, ItemType.Ring)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(3, ItemType.Ability))
                                    )
                                ))
                    ))
                    .Init(0x0d9e, Behaves("Lair Big Brown Slime",
                        new RunBehaviors(
                            SimpleWandering.Instance(2f),
                            Cooldown.Instance(500, MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 0))
                        ),
                        condBehaviors: new ConditionalBehavior[]
                        {
                            new DeathTransmute(0x0d9f, 6, 6)
                        }
                    ))
                    .Init(0x0d9f, Behaves("Lair Little Brown Slime",
                        IfNot.Instance(
                          Chasing.Instance(12, 10, 1, 0x0d9e),
                          SimpleWandering.Instance(2f)
                        ),
                        Cooldown.Instance(500, MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0d9b, Behaves("Lair Big Black Slime",
                        new RunBehaviors(
                            SimpleWandering.Instance(2f),
                            Cooldown.Instance(500, SimpleAttack.Instance(10, projectileIndex: 0))
                        ),
                        condBehaviors: new ConditionalBehavior[]
                        {
                            new DeathTransmute(0x0d9c, 4, 4)
                        }
                    ))
                    .Init(0x0d9c, Behaves("Lair Medium Black Slime",
                        IfNot.Instance(
                          Chasing.Instance(12, 10, 1, 0x0d9b),
                          SimpleWandering.Instance(2f)
                        ),
                        Cooldown.Instance(500, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        condBehaviors: new ConditionalBehavior[]
                        {
                            new DeathTransmute(0x0d9d, 4, 4)
                        }
                    ))
                    .Init(0x0d9d, Behaves("Lair Little Black Slime",
                        IfNot.Instance(
                          Chasing.Instance(12, 10, 1, 0x0d9b),
                          IfNot.Instance(
                            Chasing.Instance(12, 10, 1, 0x0d9c),
                            SimpleWandering.Instance(2f)
                            )
                        ),
                        Cooldown.Instance(500, SimpleAttack.Instance(10, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0d99, Behaves("Lair Construct Giant",
                        new RunBehaviors(
                            IfNot.Instance(
                                Chasing.Instance(13, 10, 7, null),
                                SimpleWandering.Instance(4f)
                                ),
                            Cooldown.Instance(1000, MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 0)),
                            Cooldown.Instance(1000, MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 1))
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.3, (ILoot)new TierLoot(5, ItemType.Armor))
                                ),
                                Tuple.Create(100, new LootDef(0, 1, 0, 2,
                                    Tuple.Create(0.2, (ILoot)new TierLoot(6, ItemType.Weapon)),
                                    Tuple.Create(0.1, (ILoot)new TierLoot(7, ItemType.Weapon)),
                                    Tuple.Create(0.09, (ILoot)new TierLoot(8, ItemType.Weapon)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(6, ItemType.Armor)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(7, ItemType.Armor)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(3, ItemType.Ring)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(3, ItemType.Ability)),
                                    Tuple.Create(0.005, (ILoot)new ItemLoot("Purple Drake Egg"))
                                    )
                                ))
                    ))
                    .Init(0x0d9a, Behaves("Lair Construct Titan",
                        new RunBehaviors(
                            IfNot.Instance(
                                Chasing.Instance(13, 10, 7, null),
                                SimpleWandering.Instance(4f)
                                ),
                            Cooldown.Instance(1000, MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 0)),
                            Cooldown.Instance(1000, MultiAttack.Instance(10, 1 * (float)Math.PI / 30, 3, 0, projectileIndex: 1))
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.3, (ILoot)new TierLoot(5, ItemType.Armor))
                                ),
                                Tuple.Create(100, new LootDef(0, 1, 0, 2,
                                    Tuple.Create(0.2, (ILoot)new TierLoot(6, ItemType.Weapon)),
                                    Tuple.Create(0.1, (ILoot)new TierLoot(7, ItemType.Weapon)),
                                    Tuple.Create(0.09, (ILoot)new TierLoot(8, ItemType.Weapon)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(6, ItemType.Armor)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(7, ItemType.Armor)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(3, ItemType.Ring)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(3, ItemType.Ability)),
                                    Tuple.Create(0.005, (ILoot)new ItemLoot("Purple Drake Egg"))
                                    )
                                ))
                    ))
                    .Init(0x0da0, Behaves("Lair Brown Bat",
                        new RunBehaviors(
                            IfNot.Instance(
                                Cooldown.Instance(2000, Charge.Instance(40, 10, null)),
                                SimpleWandering.Instance(2f)
                                ),
                            Cooldown.Instance(1000, SimpleAttack.Instance(2, projectileIndex: 0))
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0da1, Behaves("Lair Ghost Bat",
                        new RunBehaviors(
                            IfNot.Instance(
                                Cooldown.Instance(2000, Charge.Instance(40, 10, null)),
                                SimpleWandering.Instance(2f)
                                ),
                            Cooldown.Instance(1000, SimpleAttack.Instance(2, projectileIndex: 0))
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0da4, Behaves("Lair Reaper",
                        IfNot.Instance(
                            Chasing.Instance(15, 10, 1, null),
                            SimpleWandering.Instance(2f)
                            ),
                        Cooldown.Instance(1000, SimpleAttack.Instance(3, projectileIndex: 0)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.3, (ILoot)new TierLoot(5, ItemType.Armor))
                                ),
                                Tuple.Create(100, new LootDef(0, 1, 0, 2,
                                    Tuple.Create(0.2, (ILoot)new TierLoot(6, ItemType.Weapon)),
                                    Tuple.Create(0.1, (ILoot)new TierLoot(7, ItemType.Weapon)),
                                    Tuple.Create(0.09, (ILoot)new TierLoot(8, ItemType.Weapon)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(6, ItemType.Armor)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(7, ItemType.Armor)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(3, ItemType.Ring)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(3, ItemType.Ability))
                                    )
                                ))
                    ))
                    .Init(0x0da5, Behaves("Lair Vampire",
                        IfNot.Instance(
                            Chasing.Instance(13, 10, 1, null),
                            SimpleWandering.Instance(2f)
                            ),
                        Cooldown.Instance(500, SimpleAttack.Instance(20, projectileIndex: 0)),
                        Cooldown.Instance(1000, SimpleAttack.Instance(2, projectileIndex: 1)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.1, (ILoot)PotionLoot.Instance)
                                ))
                    ))
                    .Init(0x0da6, Behaves("Lair Vampire King",
                        IfNot.Instance(
                            Chasing.Instance(13, 10, 1, null),
                            SimpleWandering.Instance(2f)
                            ),
                        Cooldown.Instance(500, SimpleAttack.Instance(20, projectileIndex: 0)),
                        Cooldown.Instance(1000, SimpleAttack.Instance(2, projectileIndex: 1)
                        ),
                        loot: new LootBehavior(
                            new LootDef(0, 1, 0, 8,
                                Tuple.Create(0.3, (ILoot)new TierLoot(5, ItemType.Armor))
                                ),
                                Tuple.Create(100, new LootDef(0, 1, 0, 2,
                                    Tuple.Create(0.2, (ILoot)new TierLoot(6, ItemType.Weapon)),
                                    Tuple.Create(0.1, (ILoot)new TierLoot(7, ItemType.Weapon)),
                                    Tuple.Create(0.09, (ILoot)new TierLoot(8, ItemType.Weapon)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(6, ItemType.Armor)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(7, ItemType.Armor)),
                                    Tuple.Create(0.3, (ILoot)new TierLoot(3, ItemType.Ring)),
                                    Tuple.Create(0.2, (ILoot)new TierLoot(3, ItemType.Ability))
                                    )
                                ))
                    ))
                    .Init(0x0da7, Behaves("Lair Grey Spectre",
                        new RunBehaviors(
                            SimpleWandering.Instance(2f),
                            Cooldown.Instance(1000, SimpleAttack.Instance(14, projectileIndex: 0)),
                            Cooldown.Instance(1000, ThrowAttack.Instance(2, 8, 50))
                        ),
                        loot: new LootBehavior(LootDef.Empty,
                            Tuple.Create(100, new LootDef(0, 1, 0, 2,
                            Tuple.Create(0.2, (ILoot)new TierLoot(4, ItemType.Ability))
                            )))
                    ))
                    .Init(0x0da8, Behaves("Lair Blue Spectre",
                        new RunBehaviors(
                            SimpleWandering.Instance(2f),
                            Cooldown.Instance(1000, SimpleAttack.Instance(14, projectileIndex: 0)),
                            Cooldown.Instance(1000, ThrowAttack.Instance(2, 8, 90))
                        ),
                        loot: new LootBehavior(LootDef.Empty,
                            Tuple.Create(100, new LootDef(0, 1, 0, 2,
                            Tuple.Create(0.2, (ILoot)new TierLoot(4, ItemType.Ability))
                            )))
                    ))
                    .Init(0x0da9, Behaves("Lair White Spectre",
                        new RunBehaviors(
                            SimpleWandering.Instance(2f),
                            Cooldown.Instance(1000, SimpleAttack.Instance(14, projectileIndex: 0)),
                            Cooldown.Instance(1000, ThrowAttack.Instance(2, 8, 90))
                        ),
                        loot: new LootBehavior(LootDef.Empty,
                            Tuple.Create(100, new LootDef(0, 1, 0, 2,
                            Tuple.Create(0.2, (ILoot)new TierLoot(4, ItemType.Ability))
                            )))
                    ))
                    .Init(0x0da3, Behaves("Lair Blast Trap",
                        attack: new RunBehaviors(
                            If.Instance(
                                IsEntityPresent.Instance(5, null),
                                new QueuedBehavior(
                                    MultiAttack.Instance(8, 10 * (float)Math.PI / 180, 6),
                                    Die.Instance
                                )
                            )
                        )
                    ))
                    .Init(0x0da2, Behaves("Lair Burst Trap",
                        attack: new RunBehaviors(
                            If.Instance(
                                IsEntityPresent.Instance(5, null),
                                new QueuedBehavior(
                                    MultiAttack.Instance(8, 10 * (float)Math.PI / 180, 6),
                                    Die.Instance
                                )
                            )
                        )
                    ));
        }
    }

  5. The Following User Says Thank You to ossimc82 For This Useful Post:

    Stellar Spark (07-01-2013)

  6. #4
    Stellar Spark's Avatar
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    I tested the code. The Lair blast traps don't seem to be spawning. Everything else is working great though.

  7. #5
    ossimc82's Avatar
    Join Date
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    Quote Originally Posted by ProHackBot999 View Post
    The Lair blast traps don't seem to be spawning.
    Nope the traps works fine, try "/addeff 12" and then spawn the traps
    Because they have a
    Code:
    IsEntityPresent.Instance(5, null),
    so when you spawn them they instantly start shooting.

  8. The Following User Says Thank You to ossimc82 For This Useful Post:

    Stellar Spark (07-02-2013)

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