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    Doctorcherio's Avatar
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    Post Bridge Sentinel Behavior

    Hi my names Doctorcheerio (Doctorcherio.... what ever)and this is my secound ever non comment post so hopefully my organization is better this time. Anyways This post is about the bridge sentinel behavior I made. I know its not perfect (the shots are to fast I think) but hopefully this will help you out. Also the Titanum behaviors are not done I just quickly added those so I could put in that "EntityLesserThan.Instance". Also you will need to add the sprites to the client and change the regions etc. yourself. Anyways hope you enjoy it if anyone improves it feel free to send it to me lol XD. Anyways thanks for reading. There is a video of the working sentinel on my youtube its just I cant post links so yeah.



    For Addition:

    Code:
      <Object type="0x75c4" id="Sentinel">
        <Enemy />
        <Class>Character</Class>
    
        <AnimatedTexture>
          <File>chars16x16rEncounters</File>
          <Index>121</Index>
        </AnimatedTexture>
      
        <HitSound>monster/medusa_hit</HitSound>
        <DeathSound>monster/trees_death</DeathSound>
        <Size>200</Size>
        <MaxHitPoints>40000</MaxHitPoints>
        <Defense>70</Defense>
        <XpMult>0.75</XpMult>
        <Projectile id="0">
          <ObjectId>White Bullet</ObjectId>
          <Speed>120</Speed>
          <Damage>150</Damage>
          <Size>250</Size>
          <LifetimeMS>1500</LifetimeMS>
        </Projectile>
        <Projectile id="1">
          <ObjectId>Silver Shield</ObjectId>
          <Speed>120</Speed>
          <Damage>50</Damage>
          <Size>120</Size>
          <Boomerang />
          <LifetimeMS>200</LifetimeMS>
        </Projectile>
       
      </Object>
    
    
    
      <Object type="0x75c5" id="Titanum">
        <Enemy />
        <Class>Character</Class>
    
        <Texture>
          <File>lofiObjBig</File>
          <Index>0xf0</Index>
        </Texture>
    
        <HitSound>monster/medusa_hit</HitSound>
        <DeathSound>monster/trees_death</DeathSound>
        <Size>150</Size>
        <MaxHitPoints>90000</MaxHitPoints>
        <Defense>70</Defense>
        <XpMult>0.75</XpMult>
        <Projectile id="0">
          <ObjectId>White Bullet</ObjectId>
          <Speed>50</Speed>
          <Damage>150</Damage>
          <Size>150</Size>
          <LifetimeMS>2500</LifetimeMS>
        </Projectile>
       
      
      </Object>
    
    
    
      <Object type="0x75c6" id="Sentinel2">
        <Enemy />
        <Class>Character</Class>
    
        <AnimatedTexture>
          <File>chars16x16rEncounters</File>
          <Index>121</Index>
        </AnimatedTexture>
    
        <HitSound>monster/medusa_hit</HitSound>
        <DeathSound>monster/trees_death</DeathSound>
        <Size>200</Size>
        <MaxHitPoints>20000</MaxHitPoints>
        <Defense>70</Defense>
        <XpMult>0.75</XpMult>
        <Projectile id="0">
          <ObjectId>White Bullet</ObjectId>
          <Speed>120</Speed>
          <Damage>150</Damage>
          <Size>250</Size>
          <LifetimeMS>1500</LifetimeMS>
        </Projectile>
        <Projectile id="1">
          <ObjectId>Silver Shield</ObjectId>
          <Speed>120</Speed>
          <Damage>50</Damage>
          <Size>120</Size>
          <Boomerang />
          <LifetimeMS>200</LifetimeMS>
        </Projectile>
    
      </Object>
    
    
    
    
      <Object type="0x75c8" id="Sentinel3">
        <Enemy />
        <Class>Character</Class>
    
        <AnimatedTexture>
          <File>chars16x16rEncounters</File>
          <Index>121</Index>
        </AnimatedTexture>
    
        <HitSound>monster/medusa_hit</HitSound>
        <DeathSound>monster/trees_death</DeathSound>
        <Size>250</Size>
        <MaxHitPoints>30000</MaxHitPoints>
        <Defense>70</Defense>
        <XpMult>0.75</XpMult>
        <Projectile id="0">
          <ObjectId>White Bullet</ObjectId>
          <Speed>120</Speed>
          <Damage>150</Damage>
          <Size>250</Size>
          <LifetimeMS>1500</LifetimeMS>
        </Projectile>
      
        <Projectile id="1">
          <ObjectId>Silver Shield</ObjectId>
          <Speed>120</Speed>
          <Damage>50</Damage>
          <Size>120</Size>
          <Boomerang />
          <LifetimeMS>200</LifetimeMS>
        </Projectile>
    
    
        <Projectile id="2">
          <ObjectId>White Bullet</ObjectId>
          <Speed>100</Speed>
          <Damage>150</Damage>
          <Size>250</Size>
          <LifetimeMS>1500</LifetimeMS>
        </Projectile>
        
    
      </Object>
    
    
    
    
      <Object type="0x75c7" id="Blobomb">
        <Enemy />
        <Class>Character</Class>
    
        <AnimatedTexture>
          <File>chars16x16rEncounters</File>
          <Index>122</Index>
        </AnimatedTexture>
    
        <HitSound>monster/medusa_hit</HitSound>
        <DeathSound>monster/trees_death</DeathSound>
        <Size>100</Size>
        <MaxHitPoints>50000</MaxHitPoints>
        <Defense>30</Defense>
        <XpMult>0.75</XpMult>
        <Projectile id="0">
          <ObjectId>Directed Explosion</ObjectId>
          <Speed>150</Speed>
          <Damage>100</Damage>
          <Size>200</Size>
          <LifetimeMS>400</LifetimeMS>
        </Projectile>
       
    
      </Object>

    Actual Behavior:

    Code:
    #region
    
    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;
    
    #endregion
    
    namespace wServer.logic
    {
        partial class BehaviorDb
        {
            private static _ Sentinel = Behav()
                .Init(0x75c4, Behaves("Sentinel",
                
    
              Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
                Cooldown.Instance(2500, RingAttack.Instance(20, 0, 90 * (float)Math.PI / 180, 1)),// blue circle of boomarang bullets at start
    
    
                    If.Instance(EntityLesserThan.Instance(30, 1, 0x75c5), // if titanums are killed sentinel starts shooting
                        new RunBehaviors(
                             
                            Once.Instance(IsEntityPresent.Instance(1, null)),
                          
    
                            //Once.Instance(new SimpleTaunt("Who has woken me…? Leave this place.")),
    
                               
                            new QueuedBehavior(
    
            #region Circle Attack 1
    
    
    
    
    
    
    
                                //clock wise
    
    
                               Cooldown.Instance(50),
                                new RunBehaviors(
                                 UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                                 Once.Instance(new SimpleTaunt("Go.")),
                                  
                                    RingAttack.Instance(1, offset: 0 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
    
                                    RingAttack.Instance(1, offset: 10 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                      
                                    RingAttack.Instance(1, offset: 20 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                       
                                    RingAttack.Instance(1, offset: 30 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 40 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                                 
                                    RingAttack.Instance(1, offset: 50 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 60 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 70 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 80 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 90 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                   
                                    RingAttack.Instance(1, offset: 100 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 110 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 120 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 130 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 140 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                   
                                    RingAttack.Instance(1, offset: 150 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 160 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 170 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                                    RingAttack.Instance(1, offset: 180 * (float)Math.PI / 180)
                                    ),
    
    
    
    
    
    
    
    
    
    
    
    //counter clock wise
    
    
    
                                    Cooldown.Instance(50),
                                new RunBehaviors(
    
                                    RingAttack.Instance(1, offset: 170 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 160 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 150 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 140 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 130 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
    
                                    RingAttack.Instance(1, offset: 120 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 110 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 100 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 90 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 80 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
    
                                    RingAttack.Instance(1, offset: 70 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 60 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 50 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 40 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                    RingAttack.Instance(1, offset: 30 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
    
                                    RingAttack.Instance(1, offset: 20 * (float)Math.PI / 180)
                                    ),
                                Cooldown.Instance(50),
                                new RunBehaviors(
                                      UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                                    RingAttack.Instance(1, offset: 10 * (float)Math.PI / 180)
                                    ),
                               
                               
                            Cooldown.Instance(50)
    
    
    
    
    
    
            #endregion
    
    
    
    ))
    
    
    
    ),
    
    condBehaviors: new ConditionalBehavior[]
                    {
                        new DeathTransmute(0x75c6)
                    }
    
    
                    ));
    
    
    
            static _ sentinel2 = Behav()
            .Init(0x75c6, Behaves("sentinel2",
    
                 new RunBehaviors(
                     Once.Instance(new SimpleTaunt("You live still? DO NOT TEMPT FATE!")),
                 Reproduce.Instance(0x75c7, 8, 500, 30)//spawns blobombs
              
                   ),
    
    
                   condBehaviors: new ConditionalBehavior[]
                    {
                        new DeathTransmute(0x75c8)
                    }
    
    
               ));
    
    
            private static _ Sentinel3 = Behav()
               .Init(0x75c8, Behaves("Sentinel3",
    
    
             Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
               Cooldown.Instance(2500, RingAttack.Instance(20, 0, 90 * (float)Math.PI / 180, 1)),// blue circle of boomarang bullets at start
              
    
                   If.Instance(EntityLesserThan.Instance(30, 1, 0x75c5), // if titanums are killed sentinel starts shooting
                       new RunBehaviors(
    
                           Once.Instance(IsEntityPresent.Instance(1, null)),
             
    
                           new QueuedBehavior(
    
            #region Circle Attack 1
    
    
    
         
    
    
                               //clock wise
    
    
                              Cooldown.Instance(50),
                               new RunBehaviors(
                                UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                                Once.Instance(new SimpleTaunt("FOOLS! YOU DO NOT UNDERSTAND!")),
                                  AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 0 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                     //AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 10 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                     //AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 20 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                    // AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 30 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                     AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 40 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                   SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                                    // AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 50 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                    // AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 60 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                     //AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 70 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                     AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 80 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                    // AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 90 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                    // AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 100 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                    // AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 110 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                     AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 120 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                    // AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 130 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                    // AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 140 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                     //AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 150 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                     AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 160 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                     //AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 170 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                     //AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                                   RingAttack.Instance(1, offset: 180 * (float)Math.PI / 180)
                                   ),
    
    
    
    
    
    
    
    
    
    
    
    //counter clock wise
    
    
    
                                   Cooldown.Instance(50),
                               new RunBehaviors(
                                    // AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 170 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                     AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 160 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                     //AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 150 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                   //  AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 140 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                    // AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 130 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                   SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                                     AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 120 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                     //AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 110 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                    // AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 100 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                    // AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 90 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                     AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 80 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                   //  AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 70 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                    // AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 60 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                    // AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 50 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                     AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 40 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                  // AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 30 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                   //  AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                   RingAttack.Instance(1, offset: 20 * (float)Math.PI / 180)
                                   ),
                               Cooldown.Instance(50),
                               new RunBehaviors(
                                   //  AngleMultiAttack.Instance((3 * 30) * (float)Math.PI / 180, 10 * (float)Math.PI / 180, 16, 0),
                                     UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                                   RingAttack.Instance(1, offset: 10 * (float)Math.PI / 180)
                                   ),
    
    
                           Cooldown.Instance(50)
    
    
    
    
    
    
            #endregion
    
    
    
    
    
    
    ))
    
    
    
    
    ),
    
    
    
                   loot: new LootBehavior(LootDef.Empty,
                       Tuple.Create(800, new LootDef(0, 5, 1, 2,
    
                           Tuple.Create(1.0, (ILoot)new StatPotionLoot(StatPotion.Att)),
                           Tuple.Create(1.0, (ILoot)new StatPotionLoot(StatPotion.Def)),
                             Tuple.Create(0.07, (ILoot) new TierLoot(5, ItemType.Ability)),
                                Tuple.Create(0.05, (ILoot) new TierLoot(6, ItemType.Ability)),
                                Tuple.Create(0.07, (ILoot) new TierLoot(11, ItemType.Armor)),
                                Tuple.Create(0.06, (ILoot) new TierLoot(12, ItemType.Armor)),
                                Tuple.Create(0.05, (ILoot) new TierLoot(13, ItemType.Armor)),
                                Tuple.Create(0.07, (ILoot) new TierLoot(10, ItemType.Weapon)),
                                Tuple.Create(0.06, (ILoot) new TierLoot(11, ItemType.Weapon)),
                                Tuple.Create(0.05, (ILoot) new TierLoot(12, ItemType.Weapon))
                               // Tuple.Create(0.05, (ILoot) new TierLoot(6, ItemType.Ring)),
                               //Tuple.Create(0.005, (ILoot)new ItemLoot("Bracer of the Guardian")),
    
                           ))
                       )));
    
    
    
    
    
    
    
    
            static _ Titanum = Behav()
                 .Init(0x75c5, Behaves("Titanum",
    
                      new RunBehaviors(
             
                     Cooldown.Instance(100, RingAttack.Instance(4, 0, 90 * (float)Math.PI / 180, 0))
                        //Once.Instance(SpawnMinionImmediate.Instance(0x5005, 1, 2, 3)
                        )
    
                    ));
    
    
    
            static _ Blobomb = Behav()
                         .Init(0x75c7, Behaves("Blobomb",
                                 new RunBehaviors(
                                    Chasing.Instance(6, 50, 0, null),
                                     CooldownExact.Instance(7500, new SetKey(-1, 1)),
                                     HpLesser.Instance(1000, new SetKey(-1, 1)),
                                     IfEqual.Instance(-1, 1,
                                         new RunBehaviors(
                                          Flashing.Instance(40, 0xFF0000),
                                            Cooldown.Instance(2000, RingAttack.Instance(30, 0, 360 * (float)Math.PI / 180, 0)),
                                             Cooldown.Instance(2200, Despawn.Instance)
                                             ))
                                     )
                                 ));
    
    
    
    
    
    
    
    
    
    
    
    
           
    
    
    
    
    
    
    
    
    
    
    
    
    
    
                        }
    }

  2. The Following 8 Users Say Thank You to Doctorcherio For This Useful Post:

    gmtor123 (08-20-2015),jotstabel1 (01-07-2015),KieronZeCoder69 (09-26-2014),Matrix1101 (01-01-2016),sacredmike (09-26-2014),SaltyButSpeedy (10-11-2014),sebastianfra12 (01-17-2015),TJRAE%TJAJAZetjtjtjjt (09-26-2014)

  3. #2
    sacredmike's Avatar
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    It's nice to see that people still release behaviors. Good work!

    Also the texture files for lazy people?
    Last edited by sacredmike; 09-25-2014 at 04:17 PM.
    i'm actually just a horny boy

  4. #3
    Omniraptor's Avatar
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    Yeah what mike said good work now I shall commence my copy and paste skills

  5. #4
    KieronZeCoder69's Avatar
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    Quote Originally Posted by sacredmike View Post
    It's nice to see that people still release behaviors. Good work!

    Also the texture files for lazy people?
    use remote textures there much easier

  6. #5
    donran's Avatar
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    Quote Originally Posted by KieronZeCoder69 View Post
    use remote textures there much easier
    Textures in client > Remote textures

  7. The Following User Says Thank You to donran For This Useful Post:

    filenub (09-28-2014)

  8. #6
    sacredmike's Avatar
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    Quote Originally Posted by donran View Post
    Textures in client > Remote textures
    amirite?
    /10fuckingchars
    i'm actually just a horny boy

  9. The Following User Says Thank You to sacredmike For This Useful Post:

    filenub (09-28-2014)

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