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Home › Forum › MultiPlayer Game Hacks & Cheats › Realm of the Mad God Hacks & Cheats › Realm of the Mad God Private Servers › Realm of the Mad God Private Servers Tutorials/Source Code › Lair of Shaitan Behavior

Lair of Shaitan Behavior

Posts 1–15 of 22 · Page 1 of 2
toby2449
toby2449
Lair of Shaitan Behavior
Alright. Its not 100% perfect but it took me 2 days.

Make a behavior class that is called BehaviorDb.Shaitan.cs <-- for da noobies

Behavior:
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System;
using wServer.logic.attack;
using wServer.logic.loot;
using wServer.logic.movement;
using wServer.logic.taunt;
using System.Text;
using wServer.logic.cond;

namespace wServer.logic
{
    partial class BehaviorDb
    {
        static _ Shaitan = Behav()
            .Init(0x247e, Behaves("Shaitan The Advisor",
        	     new RunBehaviors(
        	       HpLesser.Instance(4000, SetState.Instance("end")),
                 	new State("idle", new QueuedBehavior(
                        SetConditionEffect.Instance(ConditionEffectIndex.I  nvulnerable),
                        CooldownExact.Instance(300, SetSize.Instance(20)),
                        CooldownExact.Instance(300, SetSize.Instance(30)),
                        CooldownExact.Instance(300, SetSize.Instance(40)),
                        CooldownExact.Instance(300, SetSize.Instance(60)),
                        CooldownExact.Instance(300, SetSize.Instance(80)),
                        CooldownExact.Instance(300, SetSize.Instance(90)),
                        CooldownExact.Instance(300, SetSize.Instance(100)),
                        CooldownExact.Instance(300, SetSize.Instance(120)),
                        CooldownExact.Instance(300, SetSize.Instance(140)),
                        CooldownExact.Instance(300, SetSize.Instance(150)),
                        CooldownExact.Instance(300, SetSize.Instance(170)),
                        CooldownExact.Instance(300, SetSize.Instance(190)),
                        CooldownExact.Instance(300, SetSize.Instance(210)),
                        CooldownExact.Instance(300, SetSize.Instance(230)),
                        CooldownExact.Instance(1000, SetState.Instance("idle1"))
                        
                       )),
        	         new State("idle1",
        	            SetConditionEffect.Instance(ConditionEffectIndex.I  nvulnerable),
        	            //TossEnemy.Instance(360 * (float)Math.PI / 180, 5, 0x247f),
                        //TossEnemy.Instance(180 * (float)Math.PI / 180, 5, 0x248a),
                        Reproduce.Instance(0x249e, 4, 2000, 4),
        	         	Reproduce.Instance(0x249f, 4, 2000, 4),
        	         	Reproduce.Instance(0x250a, 4, 4000, 4),
                        CooldownExact.Instance(15000, SetState.Instance("stage1"))
                       ),
        	         new State("stage1", new QueuedBehavior (
        	            SetConditionEffect.Instance(ConditionEffectIndex.I  nvulnerable),
        	            CooldownExact.Instance(1, MultiAttack.Instance(15, 15 * (float)Math.PI / 180, 5, projectileIndex: 0)),
        	            Reproduce.Instance(0x249e, 4, 1, 4),
        	            Reproduce.Instance(0x250a, 4, 1, 4),
        	            SetAltTexture.Instance(4),
        	            AngleMove.Instance(10.0f, 19.25f, 5.35f),
                        Cooldown.Instance(4000),
                        StateOnce.Instance(UnsetConditionEffect.Instance(C  onditionEffectIndex.Invulnerable)),
                        SetAltTexture.Instance(0),
                        CooldownExact.Instance(1000, MultiAttack.Instance(15, 15 * (float)Math.PI / 180, 5, projectileIndex: 0)),
                        CooldownExact.Instance(1800, MultiAttack.Instance(15, 15 * (float)Math.PI / 180, 5, projectileIndex: 0)),
                        Cooldown.Instance(100),
                        SetAltTexture.Instance(4),
                        SetConditionEffect.Instance(ConditionEffectIndex.I  nvulnerable),
                        AngleMove.Instance(10.0f, 59.715f, 4.5f),
                        Cooldown.Instance(3000),
                        StateOnce.Instance(UnsetConditionEffect.Instance(C  onditionEffectIndex.Invulnerable)),
                        SetAltTexture.Instance(0),
                        CooldownExact.Instance(1000, MultiAttack.Instance(15, 15 * (float)Math.PI / 180, 5, projectileIndex: 0)),
                        CooldownExact.Instance(1800, MultiAttack.Instance(15, 15 * (float)Math.PI / 180, 5, projectileIndex: 0)),
                        Cooldown.Instance(100),
                        SetAltTexture.Instance(4),
                        SetConditionEffect.Instance(ConditionEffectIndex.I  nvulnerable),
                        AngleMove.Instance(10.0f, 59.715f, 4.5f),
                        Cooldown.Instance(2800),
                        StateOnce.Instance(UnsetConditionEffect.Instance(C  onditionEffectIndex.Invulnerable)),
                        SetAltTexture.Instance(0),
                        CooldownExact.Instance(1000, MultiAttack.Instance(15, 15 * (float)Math.PI / 180, 5, projectileIndex: 0)),
                        CooldownExact.Instance(1800, MultiAttack.Instance(15, 15 * (float)Math.PI / 180, 5, projectileIndex: 0)),
                        Cooldown.Instance(100),
                        SetAltTexture.Instance(4),
                        SetConditionEffect.Instance(ConditionEffectIndex.I  nvulnerable),
                        AngleMove.Instance(10.0f, -19.25f, 4.65f),
                        Cooldown.Instance(3000),
                        SetAltTexture.Instance(0),
        	            CooldownExact.Instance(1, SetState.Instance("run1"))
        	           )),
        	        new State("run1", new QueuedBehavior (
        	       	Reproduce.Instance(0x249e, 4, 1, 4),
        	         Reproduce.Instance(0x249f, 4, 1, 4),
        	         Reproduce.Instance(0x250a, 4, 1, 4),
        	         CooldownExact.Instance(1, MultiAttack.Instance(15, 15 * (float)Math.PI / 180, 5, projectileIndex: 0)),
        	         CooldownExact.Instance(1, TossEnemy.Instance(360 * (float)Math.PI / 180, 4, 0x299b)),
        	         CooldownExact.Instance(1, TossEnemy.Instance(180 * (float)Math.PI / 180, 4, 0x299a)),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         CooldownExact.Instance(1, MultiAttack.Instance(15, 15 * (float)Math.PI / 180, 5, projectileIndex: 0)),
        	         CooldownExact.Instance(1, TossEnemy.Instance(360 * (float)Math.PI / 180, 4, 0x299b)),
        	         CooldownExact.Instance(1, TossEnemy.Instance(180 * (float)Math.PI / 180, 4, 0x299a)),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         CooldownExact.Instance(1, MultiAttack.Instance(15, 15 * (float)Math.PI / 180, 5, projectileIndex: 0)),
        	         CooldownExact.Instance(1, TossEnemy.Instance(360 * (float)Math.PI / 180, 4, 0x299b)),
        	         CooldownExact.Instance(1, TossEnemy.Instance(180 * (float)Math.PI / 180, 4, 0x299a)),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         CooldownExact.Instance(1, MultiAttack.Instance(15, 15 * (float)Math.PI / 180, 5, projectileIndex: 0)),
        	         CooldownExact.Instance(1, TossEnemy.Instance(360 * (float)Math.PI / 180, 4, 0x299b)),
        	         CooldownExact.Instance(1, TossEnemy.Instance(180 * (float)Math.PI / 180, 4, 0x299a)),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         CooldownExact.Instance(1, MultiAttack.Instance(15, 15 * (float)Math.PI / 180, 5, projectileIndex: 0)),
        	         CooldownExact.Instance(1, TossEnemy.Instance(360 * (float)Math.PI / 180, 4, 0x299b)),
        	         CooldownExact.Instance(1, TossEnemy.Instance(180 * (float)Math.PI / 180, 4, 0x299a)),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(3),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(2),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(1),
        	         Cooldown.Instance(70),
        	         SetAltTexture.Instance(0),
        	         Reproduce.Instance(0x249e, 4, 1, 4),
        	         Reproduce.Instance(0x249f, 4, 1, 4),
        	         Reproduce.Instance(0x250a, 4, 1, 4),
				     CooldownExact.Instance(1, SetState.Instance("run4"))        	         
				    )),
        	        new State("run4",
        	        SetAltTexture.Instance(0),
        	        CooldownExact.Instance(1, MultiAttack.Instance(15, 15 * (float)Math.PI / 180, 5, projectileIndex: 0)),
					CooldownExact.Instance(1, SetState.Instance("stage1"))        	         
        	        ),
        	           new State("restart", new QueuedBehavior(
        	            new SimpleTaunt("YOU ARE STARTING TO UPSET ME! PREPARE FOR A FAST DEATH!"),
        	           
        	            CooldownExact.Instance(50, SetState.Instance("run1"))
                       )),
        	          new State("end", new QueuedBehavior(
        	       		SetConditionEffect.Instance(ConditionEffectIndex.I  nvulnerable),
        	       		ReturnSpawn.Instance(20.0f),
						Cooldown.Instance(1000),        	       		
        	            new SimpleTaunt("THE MAD GOD SHALL KNOW ABOUT THESE TRANSGRESSIONS!"),
        	            CooldownExact.Instance(100, RingAttack.Instance(5, projectileIndex: 0)),
        	            TossEnemy.Instance(90 * (float)Math.PI / 180, 4, 0x250f),
        	            CooldownExact.Instance(1000),
                        Die.Instance
                       ))            		
        	      )
            ))
        	.Init(0x247f, Behaves("Right Hand of Shaitan",
        	     new RunBehaviors(
                 	new State("idle", new QueuedBehavior(
                        SetConditionEffect.Instance(ConditionEffectIndex.I  nvulnerable),
                        CooldownExact.Instance(300, SetSize.Instance(20)),
                        CooldownExact.Instance(300, SetSize.Instance(30)),
                        CooldownExact.Instance(300, SetSize.Instance(40)),
                        CooldownExact.Instance(300, SetSize.Instance(60)),
                        CooldownExact.Instance(300, SetSize.Instance(80)),
                        CooldownExact.Instance(300, SetSize.Instance(90)),
                        CooldownExact.Instance(300, SetSize.Instance(100)),
                        CooldownExact.Instance(300, SetSize.Instance(120)),
                        CooldownExact.Instance(300, SetSize.Instance(140)),
                        CooldownExact.Instance(300, SetSize.Instance(150)),
                        CooldownExact.Instance(300, SetSize.Instance(170)),
                        CooldownExact.Instance(1000, SetState.Instance("idle1"))
                        
                       )),
        	         new State("idle1", new QueuedBehavior (
        	            SetAltTexture.Instance(1),
        	            new SimpleTaunt("You are in the presence of demi-god, mortal"),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(2),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(1),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(2),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(1),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(2),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(1),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(2),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(1),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(2),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(0),
                        CooldownExact.Instance(2500, SetState.Instance("stage1"))
                       )),
        	          new State("stage1",
        	            SetAltTexture.Instance(0),
        	            StateOnce.Instance(UnsetConditionEffect.Instance(C  onditionEffectIndex.Invulnerable)),
        	            CooldownExact.Instance(350, RingAttack.Instance(13, projectileIndex: 0)),
        	            HpLesserPercent.Instance(0.60f, SetState.Instance("stage2"))
                       ),
        	         new State("stage2",
						SetAltTexture.Instance(0),        	                      	          
        	            StateOnce.Instance(UnsetConditionEffect.Instance(C  onditionEffectIndex.Invulnerable)),
        	            Charge.Instance(10, 5, null),
        	            CooldownExact.Instance(700, RingAttack.Instance(6, projectileIndex: 1)),
        	            HpLesserPercent.Instance(0.70f, SetState.Instance("stage3"))
                       ),
        	         new State("stage3", 
        	            SetAltTexture.Instance(0),
        	            StateOnce.Instance(UnsetConditionEffect.Instance(C  onditionEffectIndex.Invulnerable)),
        	            Flashing.Instance(500, 0xffff0000),
        	            Charge.Instance(10, 6, null),
        	            CooldownExact.Instance(700, RingAttack.Instance(6, projectileIndex: 1)),
        	            HpLesserPercent.Instance(0.20f, SetState.Instance("stage4"))
                       ),
        	         new State("stage4",
						SetAltTexture.Instance(0),        	                      	          
        	            ReturnSpawn.Instance(20.0f), 
        	            StateOnce.Instance(UnsetConditionEffect.Instance(C  onditionEffectIndex.Invulnerable)),
        	            Flashing.Instance(500, 0xffff0000),
        	            CooldownExact.Instance(300, RingAttack.Instance(13, projectileIndex: 0))
                       )
        	      )
            ))
        	.Init(0x248a, Behaves("Left Hand of Shaitan",
        	     new RunBehaviors(
                 	new State("idle", new QueuedBehavior(
                        SetConditionEffect.Instance(ConditionEffectIndex.I  nvulnerable),
                        CooldownExact.Instance(300, SetSize.Instance(20)),
                        CooldownExact.Instance(300, SetSize.Instance(30)),
                        CooldownExact.Instance(300, SetSize.Instance(40)),
                        CooldownExact.Instance(300, SetSize.Instance(60)),
                        CooldownExact.Instance(300, SetSize.Instance(80)),
                        CooldownExact.Instance(300, SetSize.Instance(90)),
                        CooldownExact.Instance(300, SetSize.Instance(100)),
                        CooldownExact.Instance(300, SetSize.Instance(120)),
                        CooldownExact.Instance(300, SetSize.Instance(140)),
                        CooldownExact.Instance(300, SetSize.Instance(150)),
                        CooldownExact.Instance(300, SetSize.Instance(170)),
                        CooldownExact.Instance(1000, SetState.Instance("idle1"))
                        
                       )),
        	         new State("idle1", new QueuedBehavior (
        	            Cooldown.Instance(2600),
        	            SetAltTexture.Instance(1),
        	            new SimpleTaunt("Yes, little mortals. Meet your doom at the hands of SHAITAN!"),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(2),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(1),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(2),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(1),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(2),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(1),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(2),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(1),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(2),
        	            Cooldown.Instance(250),
        	            SetAltTexture.Instance(0),
                        CooldownExact.Instance(1000, SetState.Instance("stage1"))
                       )),
        	          new State("stage1",
        	            SetAltTexture.Instance(0),
        	            StateOnce.Instance(UnsetConditionEffect.Instance(C  onditionEffectIndex.Invulnerable)),
        	            CooldownExact.Instance(350, RingAttack.Instance(13, projectileIndex: 0)),
        	            HpLesserPercent.Instance(0.60f, SetState.Instance("stage2"))
                       ),
        	         new State("stage2",
						SetAltTexture.Instance(0),        	                      	          
        	            StateOnce.Instance(UnsetConditionEffect.Instance(C  onditionEffectIndex.Invulnerable)),
        	            Charge.Instance(10, 5, null),
        	            CooldownExact.Instance(700, RingAttack.Instance(6, projectileIndex: 1)),
        	            HpLesserPercent.Instance(0.70f, SetState.Instance("stage3"))
                       ),
        	         new State("stage3", 
        	            SetAltTexture.Instance(0),
        	            StateOnce.Instance(UnsetConditionEffect.Instance(C  onditionEffectIndex.Invulnerable)),
        	            Flashing.Instance(500, 0xffff0000),
        	            Charge.Instance(10, 6, null),
        	            CooldownExact.Instance(700, RingAttack.Instance(6, projectileIndex: 1)),
        	            HpLesserPercent.Instance(0.20f, SetState.Instance("stage4"))
                       ),
        	         new State("stage4",
						SetAltTexture.Instance(0),        	                      	          
        	            ReturnSpawn.Instance(20.0f), 
        	            StateOnce.Instance(UnsetConditionEffect.Instance(C  onditionEffectIndex.Invulnerable)),
        	            Flashing.Instance(500, 0xffff0000),
        	            CooldownExact.Instance(300, RingAttack.Instance(13, projectileIndex: 0))
                       )
        	      )
            ))
        	.Init(0x299a, Behaves("Right Hand of Shaitan1",
        	     new RunBehaviors(
        	            Charge.Instance(10, 8, null),
        	            StateOnce.Instance(UnsetConditionEffect.Instance(C  onditionEffectIndex.Invulnerable)),
        	            CooldownExact.Instance(300, RingAttack.Instance(6, projectileIndex: 1))
        	      )
            ))
        	.Init(0x299b, Behaves("Left Hand of Shaitan1",
        	     new RunBehaviors(
						Charge.Instance(10, 8, null),        	                      	          
        	            StateOnce.Instance(UnsetConditionEffect.Instance(C  onditionEffectIndex.Invulnerable)),
        	            CooldownExact.Instance(300, RingAttack.Instance(6, projectileIndex: 1))
        	      )
            ))
        	.Init(0x249e, Behaves("Small Creepy Right Hand",
        	     new RunBehaviors(
        	            SmoothWandering.Instance(10f, 4f),
        	            StateOnce.Instance(UnsetConditionEffect.Instance(C  onditionEffectIndex.Invulnerable)),
        	            CooldownExact.Instance(500, RingAttack.Instance(6, projectileIndex: 0))
        	      )
            ))
        	.Init(0x249f, Behaves("Small Creepy Left Hand",
        	     new RunBehaviors(
						SmoothWandering.Instance(10f, 4f),       	                      	          
        	            StateOnce.Instance(UnsetConditionEffect.Instance(C  onditionEffectIndex.Invulnerable)),
        	            CooldownExact.Instance(500, RingAttack.Instance(6, projectileIndex: 0))
        	      )
            ))
        	.Init(0x250a, Behaves("Creepy Small Head",
        	     new RunBehaviors(
						SmoothWandering.Instance(10f, 4f),        	                      	          
        	            StateOnce.Instance(UnsetConditionEffect.Instance(C  onditionEffectIndex.Invulnerable)),
        	            CooldownExact.Instance(300, MultiAttack.Instance(15, 15 * (float)Math.PI / 180, 1, projectileIndex: 0))
        	      )
            ))
        	.Init(0x250f, Behaves("ShaitanChest",
			            new RunBehaviors(
			            new QueuedBehavior(
			            StateOnce.Instance(SetConditionEffect.Instance(Con  ditionEffectIndex.Invulnerable)),
			            CooldownExact.Instance(7500, UnsetConditionEffect.Instance(ConditionEffectIndex  .Invulnerable))
			            )),
			            loot: new LootBehavior(LootDef.Empty,
                        Tuple.Create(100, new LootDef(0, 5, 0, 8,
							Tuple.Create(0.004, (ILoot)new ItemLoot("Skull of Endless Torment")),
                            Tuple.Create(0.1, (ILoot)new StatPotionLoot(StatPotion.Att)),
                            Tuple.Create(0.2, (ILoot)new StatPotionLoot(StatPotion.Def))
                    ))),
					condBehaviors: new ConditionalBehavior[] {
                    new DeathPortal(0x071d, 100)
                    }        	                      
            ));
     }
}
XML:
Code:
<Object type="0x247d" id="Purple Bullet Round">
		<Class>Projectile</Class>
		<Texture><File>lofiObj5</File><Index>0xf1</Index></Texture>
		<Rotation>80</Rotation>
	</Object>
<Object type="0x247e" id="Shaitan the Advisor">
        <Enemy/>
        <Class>Character</Class>
		<Level>20</Level>	
		<NoArticle/>
		<StasisImmune/>
		<StunImmune/>
		<ParalyzeImmune/>
		<DazedImmune/>
         
        <AnimatedTexture><File>chars16x16dEncounters2</File><Index>62</Index></AnimatedTexture>
	
	<AltTexture id="1">
			<AnimatedTexture><File>chars16x16dEncounters2</File><Index>63</Index></AnimatedTexture> 
		</AltTexture>
	
	<AltTexture id="2">
			<AnimatedTexture><File>chars16x16dEncounters2</File><Index>55</Index></AnimatedTexture> 
		</AltTexture>
	
	<AltTexture id="3">
			<AnimatedTexture><File>chars16x16dEncounters2</File><Index>54</Index></AnimatedTexture> 
		</AltTexture>
	<AltTexture id="4">
		<Texture><File>invisible</File><Index>0</Index></Texture>
	</AltTexture>
	
	<HitSound>monster/skeletons_hit</HitSound>
		<DeathSound>monster/skeletons_death</DeathSound>
		
		<Projectile id="0">
      <ObjectId>Purple Bullet Round</ObjectId>
      <Speed>60</Speed>
      <Damage>170</Damage>
      <Size>160</Size>
      <LifetimeMS>4000</LifetimeMS>
	  <ArmorPiercing/>
	  <MultiHit/>
    </Projectile>
        
        <MaxHitPoints>150000</MaxHitPoints>
        <Size>0</Size>
        <Defense>60</Defense>
	</Object>
<Object type="0x247f" id="Right Hand of Shaitan">
        <Enemy/>
        <Class>Character</Class>
		<Level>20</Level>	
		<NoArticle/>
         
        <AnimatedTexture><File>chars16x16dEncounters2</File><Index>56</Index></AnimatedTexture>
	
	<AltTexture id="1">
			<AnimatedTexture><File>chars16x16dMountains1</File><Index>10</Index></AnimatedTexture> 
		</AltTexture>
	<AltTexture id="2">
			<AnimatedTexture><File>chars16x16dMountains1</File><Index>11</Index></AnimatedTexture> 
		</AltTexture>
	
	<HitSound>monster/skeletons_hit</HitSound>
		<DeathSound>monster/skeletons_death</DeathSound>
		
	<Projectile id="0">
      <ObjectId>White Bullet</ObjectId>
      <Speed>65</Speed>
      <Damage>170</Damage>
      <Size>80</Size>
      <LifetimeMS>1600</LifetimeMS>
	  <MultiHit/>
    </Projectile>
	<Projectile id="1">
      <ObjectId>Yellow Bullet Round</ObjectId>
      <Speed>35</Speed>
      <Damage>50</Damage>
      <Size>120</Size>
      <LifetimeMS>400</LifetimeMS>
	  <MultiHit/>
	<ConditionEffect duration="0.5">Paralyzed</ConditionEffect>
    </Projectile>
        
        <MaxHitPoints>25000</MaxHitPoints>
        <Size>0</Size>
        <Defense>70</Defense>
	</Object>
<Object type="0x248a" id="Left Hand of Shaitan">
        <Enemy/>
        <Class>Character</Class>
		<Level>20</Level>	
		<NoArticle/>
         
        <AnimatedTexture><File>chars16x16dEncounters2</File><Index>57</Index></AnimatedTexture>
	
	<AltTexture id="1">
			<AnimatedTexture><File>chars16x16dMountains1</File><Index>9</Index></AnimatedTexture> 
		</AltTexture>
	<AltTexture id="2">
			<AnimatedTexture><File>chars16x16dMountains1</File><Index>12</Index></AnimatedTexture> 
		</AltTexture>
	
	<HitSound>monster/skeletons_hit</HitSound>
		<DeathSound>monster/skeletons_death</DeathSound>
		
	<Projectile id="0">
      <ObjectId>White Bullet</ObjectId>
      <Speed>65</Speed>
      <Damage>170</Damage>
      <Size>80</Size>
      <LifetimeMS>1600</LifetimeMS>
	  <MultiHit/>
    </Projectile>
	<Projectile id="1">
      <ObjectId>Yellow Bullet Round</ObjectId>
      <Speed>35</Speed>
      <Damage>50</Damage>
      <Size>120</Size>
      <LifetimeMS>400</LifetimeMS>
	  <MultiHit/>
	<ConditionEffect duration="0.5">Paralyzed</ConditionEffect>
    </Projectile>
        
        <MaxHitPoints>25000</MaxHitPoints>
        <Size>0</Size>
        <Defense>70</Defense>
	</Object>
<Object type="0x299a" id="Right Hand of Shaitan1">
        <Enemy/>
        <Class>Character</Class>
		<Level>20</Level>	
		<NoArticle/>
         
        <AnimatedTexture><File>chars16x16dEncounters2</File><Index>56</Index></AnimatedTexture>
	
	<HitSound>monster/skeletons_hit</HitSound>
		<DeathSound>monster/skeletons_death</DeathSound>
		
	<Projectile id="0">
      <ObjectId>White Bullet</ObjectId>
      <Speed>100</Speed>
      <Damage>170</Damage>
      <Size>110</Size>
      <LifetimeMS>1600</LifetimeMS>
	  <MultiHit/>
    </Projectile>
	<Projectile id="1">
      <ObjectId>Blue Bullet Round</ObjectId>
      <Speed>35</Speed>
      <Damage>50</Damage>
      <Size>120</Size>
      <LifetimeMS>400</LifetimeMS>
	  <MultiHit/>
	<ConditionEffect duration="1">Quiet</ConditionEffect>
    </Projectile>
        
        <MaxHitPoints>2000</MaxHitPoints>
        <Size>170</Size>
        <Defense>70</Defense>
	</Object>
<Object type="0x299b" id="Left Hand of Shaitan1">
        <Enemy/>
        <Class>Character</Class>
		<Level>20</Level>	
		<NoArticle/>
         
        <AnimatedTexture><File>chars16x16dEncounters2</File><Index>57</Index></AnimatedTexture>
	
	<HitSound>monster/skeletons_hit</HitSound>
		<DeathSound>monster/skeletons_death</DeathSound>
		
	<Projectile id="0">
      <ObjectId>White Bullet</ObjectId>
      <Speed>100</Speed>
      <Damage>170</Damage>
      <Size>110</Size>
      <LifetimeMS>1600</LifetimeMS>
	  <MultiHit/>
    </Projectile>
	<Projectile id="1">
      <ObjectId>Blue Bullet Round</ObjectId>
      <Speed>35</Speed>
      <Damage>50</Damage>
      <Size>120</Size>
      <LifetimeMS>400</LifetimeMS>
	  <MultiHit/>
	<ConditionEffect duration="1">Quiet</ConditionEffect>
    </Projectile>
        
        <MaxHitPoints>2000</MaxHitPoints>
        <Size>170</Size>
        <Defense>70</Defense>
	</Object>
<Object type="0x249e" id="Small Creepy Right Hand">
	<Group>shaitan</Group>
        <Enemy/>
        <Class>Character</Class>
		<Level>20</Level>	
		<NoArticle/>
         
        <AnimatedTexture><File>chars16x16dEncounters2</File><Index>56</Index></AnimatedTexture>
	
	<HitSound>monster/skeletons_hit</HitSound>
		<DeathSound>monster/skeletons_death</DeathSound>
		
	<Projectile id="0">
      <ObjectId>Purple Bullet Round</ObjectId>
      <Speed>100</Speed>
      <Damage>30</Damage>
      <Size>80</Size>
      <LifetimeMS>100</LifetimeMS>
	  <MultiHit/>
	  <ArmorPiercing/>
    </Projectile>
        
        <MaxHitPoints>3600</MaxHitPoints>
        <Size>60</Size>
        <Defense>0</Defense>
	</Object>
<Object type="0x249f" id="Small Creepy Left Hand">
	<Group>shaitan</Group>
        <Enemy/>
        <Class>Character</Class>
		<Level>20</Level>	
		<NoArticle/>
         
        <AnimatedTexture><File>chars16x16dEncounters2</File><Index>57</Index></AnimatedTexture>
	
	<HitSound>monster/skeletons_hit</HitSound>
		<DeathSound>monster/skeletons_death</DeathSound>
		
	<Projectile id="0">
      <ObjectId>Purple Bullet Round</ObjectId>
      <Speed>100</Speed>
      <Damage>30</Damage>
      <Size>80</Size>
      <LifetimeMS>150</LifetimeMS>
	  <MultiHit/>
	  <ArmorPiercing/>
    </Projectile>
        
        <MaxHitPoints>3600</MaxHitPoints>
        <Size>60</Size>
        <Defense>0</Defense>
	</Object>
<Object type="0x250a" id="Creepy Small Head">
		<Group>shaitan</Group>
        <Enemy/>
        <Class>Character</Class>
		<Level>20</Level>	
		<NoArticle/>
         
        <AnimatedTexture><File>chars16x16dEncounters2</File><Index>62</Index></AnimatedTexture>
	
	<HitSound>monster/skeletons_hit</HitSound>
		<DeathSound>monster/skeletons_death</DeathSound>
		
	<Projectile id="0">
      <ObjectId>Purple Bullet Round</ObjectId>
      <Speed>5</Speed>
      <Damage>60</Damage>
      <Size>80</Size>
      <LifetimeMS>200</LifetimeMS>
	  <MultiHit/>
	  <ArmorPiercing/>
    </Projectile>
        
        <MaxHitPoints>10000</MaxHitPoints>
        <Size>60</Size>
        <Defense>60</Defense>
	</Object>
<Object type="0x250d" id="Yellow Bullet Round">
		<Class>Projectile</Class>
		<Texture><File>lofiObj5</File><Index>0xfe</Index></Texture>
		<Rotation>80</Rotation>
	</Object>
<Object type="0x250e" id="Blue Bullet Round">
		<Class>Projectile</Class>
		<Texture><File>lofiObj5</File><Index>0xcf</Index></Texture>
		<Rotation>80</Rotation>
	</Object>
<Object type="0x250f" id="ShaitanChest">
        <Enemy/>
        <Class>Character</Class>
		<Level>20</Level>	
		<NoArticle/>
         
        <Texture><File>lofiObj5</File><Index>0xff</Index></Texture>
        
        <MaxHitPoints>120000</MaxHitPoints>
        <Size>150</Size>
        <Defense>35</Defense>
	</Object>
If you ask i'll give you the sprites privately

PLEASE REMEMBER TO GIVE CREDIT TO ME IF YOU PUT IT ONTO YOUR SERVER!!! THANKS!





#1 · edited 11y ago · 11y ago
Ahlwong
[MPGH]Ahl
Seems good. Only wished you made a video of it so we could see how the actual Shaitan went.

Anyways good job and great to see people releasing this type of stuff
#2 · 11y ago
sacredmike
sacredmike
Quote Originally Posted by Ahlwong View Post
Seems good. Only wished you made a video of it so we could see how the actual Shaitan went.

Anyways good job and great to see people releasing this type of stuff
Just wait.
#3 · 11y ago
BARm
BARm
Good job, seeing people making good behaviors makes me happy.
#4 · 11y ago
toby2449
toby2449
The most challenging part of making that was the anglemove's degrees :/

Quote Originally Posted by Color's Sheep View Post
Seems good. Only wished you made a video of it so we could see how the actual Shaitan went.

Anyways good job and great to see people releasing this type of stuff
I added the video
#5 · edited 11y ago · 11y ago
DY
DylanGM
Quote Originally Posted by toby2449 View Post
The most challenging part of making that was the anglemove's degrees :/



I added the video
It's private....
#6 · 11y ago
toby2449
toby2449
Quote Originally Posted by DylanGM View Post
It's private....
Arlight I fixed that.
#7 · 11y ago
DY
DylanGM
Quote Originally Posted by toby2449 View Post
Arlight I fixed that.
Looks fucking beautiful. Too bad i'm totally shit with sprites, so i'll never end up using it.
#8 · 11y ago
toby2449
toby2449
Quote Originally Posted by DylanGM View Post
Looks fucking beautiful. Too bad i'm totally shit with sprites, so i'll never end up using it.
Well I could give you the sprites
#9 · 11y ago
DY
DylanGM
Quote Originally Posted by toby2449 View Post
Well I could give you the sprites
Oh really?

- - - Updated - - -

new DeathPortal(0x071d,100) gave me an error, not including the random spaces in the code that i had to delete. Fixed it by just deleting new DeathPortal(0x071d,100). Error was something about it not existing.
#10 · 11y ago
toby2449
toby2449
The Death Portal line is with club559's source I think?
#11 · 11y ago
Ahlwong
[MPGH]Ahl
Quote Originally Posted by toby2449 View Post
The Death Portal line is with club559's source I think?
... New DeathPortal is not just from club's source...

Just that all sources before the New MMOE source (from club's git) never had dungeons so they never had the DeathPortal before.

Some changes that need to be noted.

The Small Heads shouldn't have that many spawned...

Give the Shaitan Adviser invincibility not invulnerability so that there isn't a symbol above him.
#12 · edited 11y ago · 11y ago
toby2449
toby2449
Quote Originally Posted by Color's Sheep View Post
... New DeathPortal is not just from club's source...

Just that all sources before the New MMOE source (from club's git) never had dungeons so they never had the DeathPortal before.

Some changes that need to be noted.

The Small Heads shouldn't have that many spawned...

Give the Shaitan Adviser invincibility not invulnerability so that there isn't a symbol above him.
Alright i'll work on that
#13 · 11y ago
PR
Prince Zuko
Quote Originally Posted by sacredmike View Post
Just wait.
Mr Mike. Do you have something to release for us

- - - Updated - - -

Quote Originally Posted by toby2449 View Post

PLEASE REMEMBER TO GIVE CREDIT TO ME IF YOU PUT IT ONTO YOUR SERVER!!! THANKS!
He wants deh creduts but great release
#14 · edited 11y ago · 11y ago
sacredmike
sacredmike
Quote Originally Posted by easton816 View Post
Mr Mike. Do you have something to release for us
Hehehe. Noooo
#15 · 11y ago
Posts 1–15 of 22 · Page 1 of 2

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