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  1. #1
    sacredmike's Avatar
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    Post Janus the Doorwarden Behavior

    This is a release for the Janus behavior on prod. It is almost exactly alike. I did cheat some things so its not 100% perfect, but it "works very well" as said by @Darkfark.

    Credits to @pLolz for error help.
    Also to @ossimc82 for being fab.

    This was made completely by me and took about 10 hours total.

    Also, there is NO hourglass indication where he is shooting next. I made it where he says which way he is shooting.

    If you do not have the texture.. I have left a remote texture commented in the XML so just un-comment it and delete the actual texture.



    XML:
    Code:
    <Object type="0x221a" id="Janus">
        <DisplayId>Janus the Doorwarden of Oryx</DisplayId>
        <Class>Character</Class>
        <Enemy/>
        <AnimatedTexture>
          <File>chars16x16dEncounters2</File>
          <Index>57</Index>
        </AnimatedTexture>
        <!--<RemoteTexture>
          <Id>6659203876782080</Id>
          <Instance>draw</Instance>
        </RemoteTexture>-->
        <HitSound>monster/skeletons_hit</HitSound>
        <DeathSound>monster/skeletons_death</DeathSound>
        <Size>250</Size>
        <ShadowSize>25</ShadowSize>
        <MaxHitPoints>260000</MaxHitPoints>
        <Defense>20</Defense>
        <XpMult>5.0</XpMult>
        <Level>20</Level>
        <StasisImmune/>
      <Projectile id="0">
             <ObjectId>Purple Boomerang</ObjectId>
             <Speed>55</Speed>
             <ArmorPiercing/>
             <MinDamage>50</MinDamage>
             <MaxDamage>50</MaxDamage>
             <LifetimeMS>1700</LifetimeMS>
             <Size>125</Size>
             <Boomerang/>
          </Projectile>
        <Projectile id="1">
             <ObjectId>Purple Boomerang</ObjectId>
             <Speed>55</Speed>
             <ArmorPiercing/>
             <MinDamage>50</MinDamage>
             <MaxDamage>50</MaxDamage>
             <LifetimeMS>3500</LifetimeMS>
             <Size>125</Size>
             <Boomerang/>
          </Projectile>
      </Object>
      <Object type="0x221b" id="Key of Darkness">
          <Class>Character</Class>
        <Group>Keys</Group>
          <Enemy/>
          <RemoteTexture>
        <Id>4768704228229120</Id>
          <Instance>draw</Instance>
        </RemoteTexture>
          <MaxHitPoints>10000</MaxHitPoints>
          <Defense>20</Defense>
          <Size>100</Size>
        <Flying/>
          <ShadowSize>30</ShadowSize>
          <Projectile id="0">
             <ObjectId>Armor Pierce Bullet</ObjectId>
             <Speed>25</Speed>
             <ArmorPiercing/>
             <MinDamage>60</MinDamage>
             <MaxDamage>60</MaxDamage>
             <LifetimeMS>1400</LifetimeMS>
             <Size>100</Size>
          </Projectile>
          <Projectile id="1">
             <ObjectId>Armor Pierce Bullet</ObjectId>
             <Speed>25</Speed>
             <ArmorPiercing/>
             <MinDamage>60</MinDamage>
             <MaxDamage>60</MaxDamage>
             <LifetimeMS>2400</LifetimeMS>
             <Size>100</Size>
          </Projectile>
       </Object>
      <Object type="0x221c" id="Key of Light">
        <Class>Character</Class>
        <Group>Keys</Group>
        <Enemy/>
        <RemoteTexture>
          <Id>5737108758069248</Id>
          <Instance>draw</Instance>
        </RemoteTexture>
        <MaxHitPoints>5000</MaxHitPoints>
        <Defense>50</Defense>
        <Size>100</Size>
        <Flying/>
        <ShadowSize>30</ShadowSize>
        <Projectile id="0">
          <ObjectId>Armor Pierce Bullet</ObjectId>
          <Speed>25</Speed>
          <ArmorPiercing/>
          <MinDamage>60</MinDamage>
          <MaxDamage>60</MaxDamage>
          <LifetimeMS>1400</LifetimeMS>
          <Size>100</Size>
        </Projectile>
        <Projectile id="1">
          <ObjectId>Armor Pierce Bullet</ObjectId>
          <Speed>25</Speed>
          <ArmorPiercing/>
          <MinDamage>60</MinDamage>
          <MaxDamage>60</MaxDamage>
          <LifetimeMS>2400</LifetimeMS>
          <Size>100</Size>
        </Projectile>
      </Object>
    <Object type="0x221d" id="Armor Pierce Bullet">
        <Class>Projectile</Class>
        <RemoteTexture>
          <Id>6671831978213376</Id>
          <Instance>draw</Instance>
        </RemoteTexture>
        <Rotation>100</Rotation>
      </Object>
      <Object type="0x222a" id="Janus Chest">
        <Class>Character</Class>
        <Enemy/>
        <RemoteTexture>
          <Id>17689218</Id>
          <Instance>draw</Instance>
        </RemoteTexture>
        <MaxHitPoints>120000</MaxHitPoints>
        <Defense>35</Defense>
        <Size>200</Size>
        <ShadowSize>30</ShadowSize>
      </Object>

    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 _ Janus = Behav()
                .Init(0x221a, Behaves("Janus",
                   new RunBehaviors(
                    Cooldown.Instance(5000, ReturnSpawn.Instance(3)),
                    Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
                    If.Instance(IsEntityPresent.Instance(10, null), Once.Instance(new SetKey(-1, 1))),
    
                    IfEqual.Instance(-1, 1,
                     new RunBehaviors(
                        new QueuedBehavior(
                    new SimpleTaunt("You bare witness to Janus, Doorwarden of Oryx. You will soon regret your decisions, your soul sealed away -- forever"),
                    CooldownExact.Instance(500),
                    Timed.Instance(2000, Flashing.Instance(500, 0xff0000)),
                    CooldownExact.Instance(5500),
                    new SetKey(-1, 2)
                   )
                )),
    
                IfEqual.Instance(-1, 2,
                new RunBehaviors(
    
                    UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                    Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Armored)),
                    StateOnce.Instance(new SimpleTaunt("Keys, protect your master.")),
                    Once.Instance(TossEnemy.Instance(0 * (float)Math.PI / 180, 7, 0x221c)),
                    Once.Instance(TossEnemy.Instance(90 * (float)Math.PI / 180, 7, 0x221c)),
                    Once.Instance(TossEnemy.Instance(180 * (float)Math.PI / 180, 7, 0x221c)),
                    Once.Instance(TossEnemy.Instance(270 * (float)Math.PI / 180, 7, 0x221c)),
                    Once.Instance(TossEnemy.Instance(45 * (float)Math.PI / 180, 10, 0x221b)),
                    Once.Instance(TossEnemy.Instance(135 * (float)Math.PI / 180, 10, 0x221b)),
                    Once.Instance(TossEnemy.Instance(225 * (float)Math.PI / 180, 10, 0x221b)),
                    Once.Instance(TossEnemy.Instance(315 * (float)Math.PI / 180, 10, 0x221b)),
                    CooldownExact.Instance(4000),
                    new SetKey(-1, 3)
                    )),
                    IfEqual.Instance(-1, 3,
                    new RunBehaviors(
                        new QueuedBehavior(
            #region Phase 1
    Cooldown.Instance(4000),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(400),
                            RingAttack.Instance(10, projectileIndex: 0),
                            Cooldown.Instance(700),
                            new SetKey(-1, 4)
            #endregion
    ))),
                            IfEqual.Instance(-1, 4,
                            new RunBehaviors(
                                OrderGroup.Instance(60, "Keys", Chasing.Instance(20, 50, 2, 0x221a)),
                                If.Instance(IsEntityPresent.Instance(5, 0x221b), new SetKey(-1, 5))
                               )),
            #region Entity is present or not?
     IfEqual.Instance(-1, 5,
                                new RunBehaviors(
                                    If.Instance(IsEntityPresent.Instance(5, 0x221c), new SetKey(-1, 6))
                                   )),
                                    IfEqual.Instance(-1, 6,
                                new RunBehaviors(
                                    If.Instance(IsEntityNotPresent.Instance(5, 0x221c), new SetKey(-1, 7))
                                   )),
                                    IfEqual.Instance(-1, 7,
                                new RunBehaviors(
                                    If.Instance(IsEntityNotPresent.Instance(5, 0x221c), new SetKey(-1, 8))
                                   )),
            #endregion
     IfEqual.Instance(-1, 8,
                                        new QueuedBehavior(
            #region Left and Right 1
    StateOnce.Instance(new SimpleTaunt("Left and Right.")),
                                            UnsetConditionEffect.Instance(ConditionEffectIndex.Armored),
                                            Cooldown.Instance(3500),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            StateOnce.Instance(new SimpleTaunt("I shall never open to the likes of you!")),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            StateOnce.Instance(new SimpleTaunt("Up and Down.")),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(3500),
                                            new SetKey(-1, 9)
                                            )),
            #endregion
     IfEqual.Instance(-1, 9,
    
                                                new QueuedBehavior(
            #region Up and Down 1
    AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            StateOnce.Instance(new SimpleTaunt("Left and Right.")),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(3500),
                                            new SetKey(-1, 10)
                                            )),
            #endregion
     IfEqual.Instance(-1, 10,
                                                new QueuedBehavior(
            #region Left and Right 2
    AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(900),
                                            new SetKey(-1, 11)
                                           )),
            #endregion
     IfEqual.Instance(-1, 11,
                                            new RunBehaviors(
                                                Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Armored)),
                                                 StateOnce.Instance(new SimpleTaunt("Keys, protect your master.")),
                                                 TossEnemy.Instance(0 * (float)Math.PI / 180, 7, 0x221c),
                                                 TossEnemy.Instance(90 * (float)Math.PI / 180, 7, 0x221c),
                                                 TossEnemy.Instance(180 * (float)Math.PI / 180, 7, 0x221c),
                                                 TossEnemy.Instance(270 * (float)Math.PI / 180, 7, 0x221c),
                                                 TossEnemy.Instance(45 * (float)Math.PI / 180, 10, 0x221b),
                                                 TossEnemy.Instance(135 * (float)Math.PI / 180, 10, 0x221b),
                                                 TossEnemy.Instance(225 * (float)Math.PI / 180, 10, 0x221b),
                                                 TossEnemy.Instance(315 * (float)Math.PI / 180, 10, 0x221b),
                                                 Once.Instance(new SetKey(-1, 12))
                                                )),
    
                                            IfEqual.Instance(-1, 12,
                                            new RunBehaviors(
                                                new QueuedBehavior(
            #region Phase 2
    Cooldown.Instance(2000),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(400),
                                                    RingAttack.Instance(10, projectileIndex: 0),
                                                    Cooldown.Instance(700),
                                                    new SetKey(-1, 13)
            #endregion
    ))),
                                                    IfEqual.Instance(-1, 13,
                                                    new RunBehaviors(
                                                         OrderGroup.Instance(60, "Keys", Chasing.Instance(20, 50, 2, 0x221a)),
                                                         If.Instance(IsEntityPresent.Instance(5, 0x221b), new SetKey(-1, 14))
                                                         )),
                                                         IfEqual.Instance(-1, 14,
                                new RunBehaviors(
                                    If.Instance(IsEntityPresent.Instance(5, 0x221c), new SetKey(-1, 15))
                                    )),
                                    IfEqual.Instance(-1, 15,
                                new RunBehaviors(
                                    If.Instance(IsEntityNotPresent.Instance(5, 0x221c), new SetKey(-1, 16))
                                    )),
                                                                                              IfEqual.Instance(-1, 16,
                                                                                                  new QueuedBehavior(
            #region Up and Down 2
    StateOnce.Instance(new SimpleTaunt("Up and Down.")),
                                                                                                      Cooldown.Instance(3500),
                                                                                                     AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     Cooldown.Instance(200),
    
                                                                                                     AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     Cooldown.Instance(200),
                StateOnce.Instance(new SimpleTaunt("Laughable attempt. I will erase you from this world.")),
                                                                                                     AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     Cooldown.Instance(200),
                                                                                                     AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     Cooldown.Instance(200),
                                                                                                     AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     Cooldown.Instance(200),
                                                                                                     AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     Cooldown.Instance(200),
                                                                                                     AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     Cooldown.Instance(200),
                                                                                                     AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     Cooldown.Instance(200),
                                                                                                     AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     Cooldown.Instance(200),
                                                                                                     StateOnce.Instance(new SimpleTaunt("Left and Right.")),
                                                                                                     AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     Cooldown.Instance(200),
                                                                                                     AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     Cooldown.Instance(200),
                                                                                                     AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                                                                                     Cooldown.Instance(3500),
                                                                                                     new SetKey(-1, 17)
                                                                                                    )),
            #endregion
     IfEqual.Instance(-1, 17,
                                                                                                     new RunBehaviors(
                                                                                                         new QueuedBehavior(
            #region Left and Right 3
    AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            StateOnce.Instance(new SimpleTaunt("Up and Down.")),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(180 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(360 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(3500),
                                            new SetKey(-1, 19)
                                           ))),
            #endregion
     IfEqual.Instance(-1, 19,
                                            new RunBehaviors(
                                                new QueuedBehavior(
            #region Up and Down 3
    AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
    
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(200),
                                            AngleMultiAttack.Instance(90 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            AngleMultiAttack.Instance(270 * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 8, projectileIndex: 1),
                                            Cooldown.Instance(3500),
                                            new SetKey(-1, 20)
                                           ))),
            #endregion
     IfEqual.Instance(-1, 20,
                                            new RunBehaviors(
                                                StateOnce.Instance(new SimpleTaunt("I AM THE DOORWARDEN! YOU SHALL NOT ENTER!")),
                                                SimpleWandering.Instance(5, 1f),
                                                Cooldown.Instance(400, RingAttack.Instance(10, projectileIndex: 0)),
                                                HpLesserPercent.Instance(0.1f, ReturnSpawn.Instance(40))
                                                                ))
           ),
                                                             condBehaviors: new ConditionalBehavior[] {
            new OnDeath(
                Once.Instance(
                 new RunBehaviors(
                     Cooldown.Instance(1000),
                     new SimpleTaunt("I...I am dying. I...I have failed....."),
                     Cooldown.Instance(1000),
                     TossEnemy.Instance(270 *(float)Math.PI/180, 5, 0x222a)
                     )))
        }
           ))
                .Init(0x221b, Behaves("Key of Darkness",
                new RunBehaviors(
                        SetConditionEffect.Instance(ConditionEffectIndex.Invincible),
                        Cooldown.Instance(1000, RingAttack.Instance(16, projectileIndex: 0)),
                /*RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000), 
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),*/
                NullBehavior.Instance,
                If.Instance(IsEntityNotPresent.Instance(80, 0x221a), Despawn.Instance),
                        If.Instance(IsEntityPresent.Instance(6, 0x221a), Once.Instance(new SetKey(-1, 1)))
    
                    ),
                    IfEqual.Instance(-1, 1,
                    new RunBehaviors(
                                     UnsetConditionEffect.Instance(ConditionEffectIndex.Invincible),
                                     Chasing.Instance(10, 50, 2, 0x221a),
                                     Cooldown.Instance(8000, Heal.Instance(3, 2000, 0x221a)),
                                     Cooldown.Instance(5000, RingAttack.Instance(5, projectileIndex: 1)),
                                     If.Instance(IsEntityNotPresent.Instance(80, 0x221a), Despawn.Instance)
    
                        ))))
    
                    .Init(0x221c, Behaves("Key of Light",
                        new RunBehaviors(
                                SetConditionEffect.Instance(ConditionEffectIndex.Invincible),
                                Cooldown.Instance(1000, RingAttack.Instance(16, projectileIndex: 0)),
                /*RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000), 
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),
                RingAttack.Instance(16, projectileIndex: 0),
                Cooldown.Instance(1000),*/
                If.Instance(IsEntityNotPresent.Instance(80, 0x221a), Despawn.Instance),
                                If.Instance(IsEntityPresent.Instance(6, 0x221a), Once.Instance(new SetKey(-1, 1)))
                                 ),
                                 IfEqual.Instance(-1, 1,
                                 new RunBehaviors(
                                     UnsetConditionEffect.Instance(ConditionEffectIndex.Invincible),
                                     Chasing.Instance(10, 50, 2, 0x221a),
                                     Cooldown.Instance(8000, Heal.Instance(3, 2000, 0x221a)),
                                     Cooldown.Instance(5000, RingAttack.Instance(5, projectileIndex: 1)),
                                     If.Instance(IsEntityNotPresent.Instance(80, 0x221a), Despawn.Instance)
                            ))))
    
                             .Init(0x222a, Behaves("Janus Chest",
                                 new QueuedBehavior(
                                     SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                                     Cooldown.Instance(3000),
                                     new SetKey(-1, 1)
                                     ),
                                     IfEqual.Instance(-1, 1,
                                     UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)
                                 ),
                                    loot: new LootBehavior(LootDef.Empty,
                        Tuple.Create(100, new LootDef(0, 2, 0, 2,
                                Tuple.Create(0.01, (ILoot)new ItemLoot("Wine Cellar Incantation")),
                                Tuple.Create(0.20, (ILoot)new TierLoot(7, ItemType.Weapon)),
                                Tuple.Create(0.10, (ILoot)new TierLoot(8, ItemType.Weapon)),
                                Tuple.Create(0.10, (ILoot)new TierLoot(9, ItemType.Weapon)),
                                Tuple.Create(0.05, (ILoot)new TierLoot(10, ItemType.Weapon)),
                                Tuple.Create(0.20, (ILoot)new TierLoot(4, ItemType.Ability)),
                                Tuple.Create(0.25, (ILoot)new TierLoot(3, ItemType.Ability)),
                                Tuple.Create(0.10, (ILoot)new TierLoot(7, ItemType.Armor)),
                                Tuple.Create(0.15, (ILoot)new TierLoot(4, ItemType.Ring)),
                                Tuple.Create(0.8, (ILoot)new StatPotionLoot(StatPotion.Vit))
                                )))));
        }
    }
    To spawn it is /spawn Janus. You don't have to put the full name.

    Make a file called BehaviorDb.Janus.cs and put the behavior code in there.
    Last edited by sacredmike; 01-31-2015 at 01:17 PM.
    i'm actually just a horny boy

  2. The Following 5 Users Say Thank You to sacredmike For This Useful Post:

    Fightera100 (01-31-2015),inujoshua101 (01-07-2018),Omniraptor (01-31-2015),ossimc82 (01-31-2015),toby2449 (01-31-2015)

  3. #2
    Omniraptor's Avatar
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    The anus has been released.
    I'll make the hourglass for ya bro since i have nothing else to do and procrastinated it alot xD
    any news on dj manual knees?

  4. #3
    toby2449's Avatar
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    Screen shots?

    btw the code look good

    - - - Updated - - -

    I put it onto my server... Very good behavior

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    Mike I knew it This is Easton btw.

  6. #5

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    Gj pro and thaink for behavior :3

  8. #7
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    I tested it and its pretty buggy ^^

  9. #8
    sacredmike's Avatar
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    Quote Originally Posted by Fightera100 View Post
    I tested it and its pretty buggy ^^
    Wasn't buggy for me and a couple people who tested it. Weird.


    Quote Originally Posted by RememberTheNamee View Post
    Mike I knew it This is Easton btw.
    Why are you banned? XD

    EVERYONE WHO ALREADY GOT THE CODE PLEASE UPDATE IT. THERE WAS A FEW BUGS FIXED!
    Last edited by sacredmike; 01-31-2015 at 01:18 PM.
    i'm actually just a horny boy

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    SCREENS FAST!!!!!!!!! XD

  11. #10
    sacredmike's Avatar
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    Quote Originally Posted by sebastianfra12 View Post
    SCREENS FAST!!!!!!!!! XD
    Why do you need screenshots? It's just a behavior..
    i'm actually just a horny boy

  12. #11
    RememberTheNamee's Avatar
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    Quote Originally Posted by sacredmike View Post
    Wasn't buggy for me and a couple people who tested it. Weird.

    Why are you banned? XD

    EVERYONE WHO ALREADY GOT THE CODE PLEASE UPDATE IT. THERE WAS A FEW BUGS FIXED!
    I mentioned color too much and got banned RIP

  13. #12
    Ahl's Avatar
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    Quote Originally Posted by sebastianfra12 View Post
    SCREENS FAST!!!!!!!!! XD
    It's an option to add screenshots as long as it isn't a downloadable file.

    That is what the rules say.

    Just most people ask for screenshots, not "screens", because they want to see it but videos are better
    News Force Head Editor from 09/14/2018 - 03/02/2020
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    tried to spawn him and he was invisible then killed him and he crashed wserv

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    Ahl's Avatar
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    Quote Originally Posted by Easyuse View Post
    tried to spawn him and he was invisible then killed him and he crashed wserv
    Did you have the textures added in?
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    Nevermind Working

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