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 _ Davy = Behav()
.Init(0x0e32, Behaves("Davy Jones",
new RunBehaviors(
IfExist.Instance(-1, NullBehavior.Instance,
new RunBehaviors(
SimpleWandering.Instance(2,1),
Cooldown.Instance(2400, RingAttack.Instance(6,5,0,1)),
new QueuedBehavior(Cooldown.Instance(5000, new SetKey(-1, 1)))
)
),
IfEqual.Instance(-1, 1,
new RunBehaviors(
Chasing.Instance(3, 25, 2, null),
Cooldown.Instance(1500, MultiAttack.Instance(7, 7 * (float)Math.PI / 180, 8, 0, projectileIndex: 0))
))),
HpLesserPercent.Instance(0.7f,
new RunBehaviors(
Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Paralyzed)),
Once.Instance(new SimpleTaunt("On your knees ye slimey sea slurp!")),
Cooldown.Instance(15000, Once.Instance(UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable))),
Cooldown.Instance(15000, Once.Instance(UnsetConditionEffect.Instance(ConditionEffectIndex.Paralyzed)))
)),
HpLesserPercent.Instance(0.4f,
new RunBehaviors(
Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Paralyzed)),
Once.Instance(new SimpleTaunt("Avast, ye filthy mongrel!")),
Cooldown.Instance(15000, Once.Instance(UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable))),
Cooldown.Instance(15000, Once.Instance(UnsetConditionEffect.Instance(ConditionEffectIndex.Paralyzed)))
)),
loot: new LootBehavior(LootDef.Empty,
Tuple.Create(100, new LootDef(0, 5, 0, 10,
Tuple.Create(0.01, (ILoot)new ItemLoot("Spirit Dagger")),
Tuple.Create(0.03, (ILoot)new ItemLoot("Spectral Cloth Armor")),
Tuple.Create(0.01, (ILoot)new ItemLoot("Ghostly Prism")),
Tuple.Create(0.99, (ILoot)new StatPotionLoot(StatPotion.Wis)),
Tuple.Create(0.03, (ILoot)new ItemLoot("Captain's Ring")),
Tuple.Create(0.85, (ILoot)new ItemLoot("Ghost Pirate Rum")),
Tuple.Create(0.20, (ILoot)new StatPotionLoot(StatPotion.Att)),
Tuple.Create(0.09, (ILoot)new ItemLoot("Wine Cellar Incantation"))
))
)
));
}
}