BARm (04-26-2015)
Put the XML's inside Addition.xml
Small Creampuff XML
Big Creampuff XMLCode:<Object ext="true" id="Small Creampuff"> <Group>Candyland</Group> <Enemy/> <Class>Character</Class> <AnimatedTexture> <File>chars8x8rEncounters</File> <Index>48</Index> </AnimatedTexture> <HitSound>monster/elves_death</HitSound> <DeathSound>monster/cubes_death</DeathSound> <Size>100</Size> <ShadowSize>80</ShadowSize> <MaxHitPoints>700</MaxHitPoints> <Defense>20</Defense> <XpMult>0.6</XpMult> <Projectile id="0"> <ObjectId>Cream Bullet</ObjectId> <Damage>55</Damage> <Speed>50</Speed> <LifetimeMS>1400</LifetimeMS> <Size>80</Size> </Projectile> <Projectile id="1"> <ObjectId>Cream Ball</ObjectId> <Damage>40</Damage> <Speed>50</Speed> <LifetimeMS>800</LifetimeMS> <Size>60</Size> <ConditionEffect duration="1.2">Slowed</ConditionEffect> </Projectile> </Object>
Spoiled Creampuff XMLCode:<Object ext="true" id="Big Creampuff"> <Group>Candyland</Group> <Enemy/> <Class>Character</Class> <AnimatedTexture> <File>chars16x16rEncounters</File> <Index>63</Index> </AnimatedTexture> <HitSound>monster/blobs_death</HitSound> <DeathSound>monster/blobs_hit</DeathSound> <Size>100</Size> <ShadowSize>80</ShadowSize> <MaxHitPoints>2300</MaxHitPoints> <Defense>20</Defense> <XpMult>0.6</XpMult> <Projectile id="0"> <ObjectId>Cream Shot</ObjectId> <Damage>85</Damage> <Speed>60</Speed> <LifetimeMS>2000</LifetimeMS> <Size>120</Size> </Projectile> <Projectile id="1"> <ObjectId>Cream Bullet</ObjectId> <Damage>60</Damage> <Speed>60</Speed> <LifetimeMS>1000</LifetimeMS> <Size>100</Size> </Projectile> </Object>
Enemy Projectiles (need to add sprites)Code:<Object id="Spoiled Creampuff" ext = "true"> <Group>Candyland</Group> <Enemy/> <Class>Character</Class> <AnimatedTexture> <File>chars16x16rEncounters</File> <Index>55</Index> </AnimatedTexture> <HitSound>monster/blobs_death</HitSound> <DeathSound>monster/blobs_hit</DeathSound> <Size>200</Size> <ShadowSize>80</ShadowSize> <MaxHitPoints>2200</MaxHitPoints> <Defense>30</Defense> <God/> <Quest/> <Projectile id="0"> <ObjectId>Cream Shot</ObjectId> <Damage>160</Damage> <Speed>80</Speed> <LifetimeMS>2000</LifetimeMS> <Size>200</Size> </Projectile> <Projectile id="1"> <ObjectId>Cream Bullet</ObjectId> <Damage>100</Damage> <Speed>60</Speed> <LifetimeMS>1000</LifetimeMS> <Size>160</Size> </Projectile> </Object>
Make a file called BehaviorDb.Candyland.cs and put it in wServer>Logic>DB then insert this codeCode:<Object id="Cream Shot" ext="true"> <Class>Projectile</Class> <Texture> <File>lofiObj3</File> <Index>0x2a7</Index> </Texture> <AngleCorrection>1</AngleCorrection> </Object> <Object id="Cream Bullet" ext="true"> <Class>Projectile</Class> <Texture> <File>lofiObj3</File> <Index>0x2a8</Index> </Texture> <AngleCorrection>1</AngleCorrection> </Object> <Object ext="true" id="Cream Ball"> <Class>Projectile</Class> <Texture> <File>lofiObj3</File> <Index>0x2a9</Index> </Texture> <Rotation>90</Rotation> </Object>
Code:using System; using System.Collections.Generic; using System.Linq; using System.Text; using wServer.realm; using wServer.logic.behaviors; using wServer.logic.loot; using wServer.logic.transitions; namespace wServer.logic { partial class BehaviorDb { _ CreamPuff = () => Behav() .Init("Spoiled Creampuff", new State( new Shoot(20, 2, 40, angleOffset: 60 / 3, projectileIndex: 0, coolDown: 1500), new Shoot(20, 4, 15, angleOffset: 40 / 3, projectileIndex: 1, coolDown: 1000), new Spawn("Big Creampuff", maxChildren: 2, initialSpawn: 2, coolDown: 5000) ), //LOOT new TierLoot(6, ItemType.Weapon, 0.04), new TierLoot(7, ItemType.Weapon, 0.02), new TierLoot(8, ItemType.Weapon, 0.01), new TierLoot(7, ItemType.Armor, 0.04), new TierLoot(8, ItemType.Armor, 0.02), new TierLoot(9, ItemType.Armor, 0.01), new TierLoot(3, ItemType.Ring, 0.015), new TierLoot(4, ItemType.Ring, 0.005), new Threshold(0.18, new ItemLoot("Potion of Defense", 0.02), new ItemLoot("Potion of Attack", 0.02), new ItemLoot("Yellow Gumball", 0.3), new ItemLoot("Green Gumball", 0.3), new ItemLoot("Blue Gumball", 0.3), new ItemLoot("Red Gumball", 0.3), new ItemLoot("Blue Gumball", 0.3), new ItemLoot("Fairy Plate", 0.009), new ItemLoot("Pixie-Enchanted Sword", 0.009), new ItemLoot("Seal of the Enchanted Forest", 0.009), new ItemLoot("Candy-Coated Armor", 0.01), new ItemLoot("Ring of Pure Wishes", 0.009), new ItemLoot("Potion of Defense", 0.005) ) ) .Init("Big Creampuff", new State( new Wander(0.5), new Shoot(20, 1, 0, angleOffset: 40 / 3, projectileIndex: 0, coolDown: 1000), new Spawn("Small Creampuff", maxChildren: 2, initialSpawn: 0.5, coolDown: 5000) ) ) .Init("Small Creampuff", new State( new Wander(.5), new Shoot(20, 3, 30, angleOffset: 40 / 3, projectileIndex: 1, coolDown: 1400) )); } }
Last edited by Kierze; 04-25-2015 at 08:11 PM. Reason: Fucked something up
BARm (04-26-2015)
The most simplest behavior ever created by prod.
i'm actually just a horny boy
[MPGH]Ahl (04-25-2015)
Lol, theese behaviors is already in the Alpha source... gg
Tjeerdo (04-27-2015)
You bought Alpha Realsm source? @Kabamsukzz gave it to me.
ummm is AS3 just a slang for code/a source these days? pshhh there ain't even no AS3 in this post just sayin
cant have shit in detroit
[MPGH]Ahl (05-01-2015)