[FSOD] Janus the Doorwarden Behavior!

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[FSOD] Janus the Doorwarden Behavior!
Janus the Doorwarden Behavior!
Not 100% correct but im to lazy to make it more prodlike.

Code:
#region

using wServer.logic.behaviors;
using wServer.logic.loot;
using wServer.logic.transitions;

#endregion

namespace wServer.logic
{
    partial class BehaviorDb
    {
        private _ Janus = () => Behav()
        .Init("md Janus the Doorwarden",
            new State(
                new HpLessTransition(0.10, "Death"),
                new State("PreEverything",
                    new EntityNotExistsTransition("Suit of Armor", 666, "Idle")
                    ),
                new State("Death",
                    new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                    new Taunt("You have defeated me, well done champion!"),
                    new TimedTransition(2500, "Suicide")
                    ),
                new State("Suicide",
                new TransformOnDeath("md Loot Balloon Doorwarden"),
                    new Order(500, "Md LightKey", "Suicide"),
                    new Order(500, "Md LightKey1", "Suicide"),
                    new Order(500, "Md LightKey2", "Suicide"),
                    new Order(500, "Md LightKey3", "Suicide"),
                    new Order(500, "Md DarkKey", "Suicide"),
                    new Order(500, "Md DarkKey1", "Suicide"),
                    new Order(500, "Md DarkKey2", "Suicide"),
                    new Order(500, "Md DarkKey3", "Suicide"),
                    new Suicide()
                    ),
                new State("Idle",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                    new Taunt("You trash His Lordshop's castle, kill his brothers, and challenge us. Come if you dare."),
                    new PlayerWithinTransition(10, "Begin")
                    ),
                new State("Begin",
                    new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                    new Taunt("Keys! Defend me!"),
                    new TimedTransition(3000, "Toss")
                    ),
                new State("Toss",
                    new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                    new TossObject("md LightKey2", 10, 45, coolDown: 3000, randomToss: false),
                    new TossObject("md DarkKey1", 8, 90, coolDown: 3000, randomToss: false),
                    new TossObject("md LightKey1", 10, 135, coolDown: 3000, randomToss: false),
                    new TossObject("md Darkkey2", 8, 180, coolDown: 3000, randomToss: false),
                    new TossObject("md LightKey3", 10, 225, coolDown: 3000, randomToss: false),
                    new TossObject("md DarkKey", 8, 270, coolDown: 3000, randomToss: false),
                    new TossObject("md LightKey", 10, 315, coolDown: 3000, randomToss: false),
                    new TossObject("md DarkKey3", 8, 360, coolDown: 3000, randomToss: false),
                    new TimedTransition(2000, "Start")
                    ),
                new State("Start",
                    new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                    new Shoot(8, 10, projectileIndex: 0, coolDown: 50),
                    new TimedTransition(5000, "ComeCloser")
                    ),
                new State("ComeCloser",
                    new Shoot(8, 10, projectileIndex: 0, coolDown: 50),
                    new Taunt("Keys! Defend me!"),
                    new Order(500, "md LightKey", "GoToMaster"),
                    new Order(500, "md LightKey1", "GoToMaster"),
                    new Order(500, "md LightKey2", "GoToMaster"),
                    new Order(500, "md LightKey3", "GoToMaster"),
                    new Order(500, "md DarkKey", "GoToMaster"),
                    new Order(500, "md DarkKey1", "GoToMaster"),
                    new Order(500, "md DarkKey2", "GoToMaster"),
                    new Order(500, "md DarkKey3", "GoToMaster"),
                    new TimedTransition(1, "MoreShooting")
                    ),
                new State("MoreShooting",
                    new Shoot(8, 10, projectileIndex: 0, coolDown: 50),
                    new TimedTransition(6000, "GoAway")
                    ),
                    new State("GoAway",
                    new Shoot(8, 10, projectileIndex: 0, coolDown: 50),
                    new Order(500, "Md LightKey", "GoAwayFromMaster"),
                    new Order(500, "Md LightKey1", "GoAwayFromMaster"),
                    new Order(500, "Md LightKey2", "GoAwayFromMaster"),
                    new Order(500, "Md LightKey3", "GoAwayFromMaster"),
                    new Order(500, "Md DarkKey", "GoAwayFromMaster"),
                    new Order(500, "Md DarkKey1", "GoAwayFromMaster"),
                    new Order(500, "Md DarkKey2", "GoAwayFromMaster"),
                    new Order(500, "Md DarkKey3", "GoAwayFromMaster"),
                    new TimedTransition(1, "PreHourglass2")
                    ),
                new State("PreHourglass2",
                    new Shoot(8, 10, projectileIndex: 0, coolDown: 50),
                    new TimedTransition(1500, "PreHourglass")
                    ),
                new State("PreHourglass",
                    new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                    new Taunt("I will now shoot like an hourglass! Watch your steps!"),
                    new Order(500, "Md LightKey", "Suicide"),
                    new Order(500, "Md LightKey1", "Suicide"),
                    new Order(500, "Md LightKey2", "Suicide"),
                    new Order(500, "Md LightKey3", "Suicide"),
                    new Order(500, "Md DarkKey", "Suicide"),
                    new Order(500, "Md DarkKey1", "Suicide"),
                    new Order(500, "Md DarkKey2", "Suicide"),
                    new Order(500, "Md DarkKey3", "Suicide"),
                    new TimedTransition(2000, "shootup")
                    ),
                new State("shootup",
                        new Shoot(10, count: 8, fixedAngle: 0, shootAngle: 6, projectileIndex: 1, coolDown: 50),
                        new Shoot(10, count: 8, fixedAngle: 180, shootAngle: 6, projectileIndex: 1, coolDown: 50),
                    new TimedTransition(6000, "Pause1")
                    ),
                new State("shootsides",
                        new Shoot(10, count: 8, fixedAngle: 90, shootAngle: 6, projectileIndex: 1, coolDown: 50),
                        new Shoot(10, count: 8, fixedAngle: 270, shootAngle: 6, projectileIndex: 1, coolDown: 50),
                    new TimedTransition(6000, "Pause2")
                    ),
                new State("Pause1",
                    new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                    new TimedTransition(3000, "shootsides")
                    ),
                new State("Pause2",
                    new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                    new TimedTransition(3000, "Begin")
                )))
        .Init("md LightKey",
            new State(
                new State("standstillshit",
                    new Shoot(500, count: 15, projectileIndex: 0, coolDown: 800)
                    ),
                new State("GoToMaster",
                    new MoveTo(-5, 5, speed: 0.5),
                    new TimedTransition(2000, "standstillshit")
                    ),
                new State("GoAwayFromMaster",
                    new MoveTo(5, -5, speed: 0.5),
                    new TimedTransition(2000, "standstillshit")
                    ),
                new State("Suicide",
                    new Suicide()
                    )
                )
            )
        .Init("md LightKey1",
            new State(
                new State("standstillshit",
                    new Shoot(500, count: 15, projectileIndex: 0, coolDown: 800)
                    ),
                new State("GoToMaster",
                    new MoveTo(5, -5, speed: 0.5),
                    new TimedTransition(2000, "standstillshit")
                    ),
                new State("GoAwayFromMaster",
                    new MoveTo(-5, 5, speed: 0.5),
                    new TimedTransition(2000, "standstillshit")
                    ),
                new State("Suicide",
                    new Suicide()
                    )
                )
            )
        .Init("md LightKey2",
            new State(
                new State("standstillshit",
                    new Shoot(500, count: 15, projectileIndex: 0, coolDown: 800)
                    ),
                new State("GoToMaster",
                    new MoveTo(-5, -5, speed: 0.5),
                    new TimedTransition(2000, "standstillshit")
                    ),
                new State("GoAwayFromMaster",
                    new MoveTo(5, 5, speed: 0.5),
                    new TimedTransition(2000, "standstillshit")
                    ),
                new State("Suicide",
                    new Suicide()
                    )
                )
            )
        .Init("md LightKey3",
            new State(
                new State("standstillshit",
                    new Shoot(500, count: 15, projectileIndex: 0, coolDown: 800)
                    ),
                new State("GoToMaster",
                    new MoveTo(5, 5, speed: 0.5),
                    new TimedTransition(2000, "standstillshit")
                    ),
                new State("GoAwayFromMaster",
                    new MoveTo(-5, -5, speed: 0.5),
                    new TimedTransition(2000, "standstillshit")
                    ),
                new State("Suicide",
                    new Suicide()
                    )
                )
            )
        .Init("md DarkKey",
            new State(
                new State("standstillshit",
                    new Shoot(500, count: 15, projectileIndex: 0, coolDown: 800)
                    ),
                new State("GoToMaster",
                    new MoveTo(0, 6, speed: 0.5),
                    new TimedTransition(2000, "standstillshit")
                    ),
                new State("GoAwayFromMaster",
                    new MoveTo(0, -6, speed: 0.5),
                    new TimedTransition(2000, "standstillshit")
                    ),
                new State("Suicide",
                    new Suicide()
                    )
                )
            )
        .Init("md DarkKey1",
            new State(
                new State("standstillshit",
                    new Shoot(500, count: 15, projectileIndex: 0, coolDown: 800)
                    ),
                new State("GoToMaster",
                    new MoveTo(0, -6, speed: 0.5),
                    new TimedTransition(2000, "standstillshit")
                    ),
                new State("GoAwayFromMaster",
                    new MoveTo(0, 6, speed: 0.5),
                    new TimedTransition(2000, "standstillshit")
                    ),
                new State("Suicide",
                    new Suicide()
                    )
                )
            )
        .Init("md DarkKey2",
            new State(
                new State("standstillshit",
                    new Shoot(500, count: 15, projectileIndex: 0, coolDown: 800)
                    ),
                new State("GoToMaster",
                    new MoveTo(6, 0, speed: 0.5),
                    new TimedTransition(2000, "standstillshit")
                    ),
                new State("GoAwayFromMaster",
                    new MoveTo(-6, 0, speed: 0.5),
                    new TimedTransition(2000, "standstillshit")
                    ),
                new State("Suicide",
                    new Suicide()
                    )
                )
            )
        .Init("md DarkKey3",
            new State(
                new State("standstillshit",
                    new Shoot(500, count: 15, projectileIndex: 0, coolDown: 800)
                    ),
                new State("GoToMaster",
                    new MoveTo(-6, 0, speed: 0.5),
                    new TimedTransition(2000, "standstillshit")
                    ),
                new State("GoAwayFromMaster",
                    new MoveTo(6, 0, speed: 0.5),
                    new TimedTransition(2000, "standstillshit")
                    ),
                new State("Suicide",
                    new Suicide()
                    )
                )
            )
        .Init("md dwspawner",
            new State(
                new ConditionalEffect(ConditionEffectIndex.Invincible)
                )
            )
        .Init("md Loot Balloon Doorwarden",
                new State(
                    new State("Idle",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new TimedTransition(5000, "Janus")
                    ),
                    new State("Janus")
                ),
                new Threshold(0.1,
                    new TierLoot(11, ItemType.Weapon, 0.01),
                    new TierLoot(12, ItemType.Weapon, 0.01),
                    new TierLoot(6, ItemType.Ability, 0.01),
                    new TierLoot(12, ItemType.Armor, 0.01),
                    new TierLoot(13, ItemType.Armor, 0.01),
                    new TierLoot(6, ItemType.Ring, 0.01),
                new Threshold(0.32,
                    new ItemLoot("Potion of Vitality", 1)
                    ))
                )
            ;
    }
}
XMLS:
Code:
  <Object type="0xc888" id="md LightKey1">
    <DisplayId>{miniDungeonHub.md_LightKey}</DisplayId>
    <Class>Character</Class>
    <Enemy/>
    <Texture>
      <File>lofiCharBig</File>
      <Index>0x04</Index>
    </Texture>
    <MaxHitPoints>5000</MaxHitPoints>
    <Defense>50</Defense>
    <XpMult>0</XpMult>
    <Size>100</Size>
    <ShadowSize>30</ShadowSize>
    <Z>0.26</Z>
    <Flying/>
    <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>
    <Animation prob="1" period="0">
      <Frame time="0.2">
        <Texture>
          <File>lofiCharBig</File>
          <Index>0x05</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>lofiCharBig</File>
          <Index>0x04</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>lofiCharBig</File>
          <Index>0x06</Index>
        </Texture>
      </Frame>
      <Frame time="0.4">
        <Texture>
          <File>lofiCharBig</File>
          <Index>0x07</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>lofiCharBig</File>
          <Index>0x06</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>lofiCharBig</File>
          <Index>0x04</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>lofiCharBig</File>
          <Index>0x05</Index>
        </Texture>
      </Frame>
      <Frame time="0.4">
        <Texture>
          <File>lofiCharBig</File>
          <Index>0x08</Index>
        </Texture>
      </Frame>
    </Animation>
  </Object>
  
   <Object type="0xc889" id="md LightKey2">
      <DisplayId>{miniDungeonHub.md_LightKey}</DisplayId>
      <Class>Character</Class>
      <Enemy/>
      <Texture>
         <File>lofiCharBig</File>
         <Index>0x04</Index>
      </Texture>
      <MaxHitPoints>5000</MaxHitPoints>
      <Defense>50</Defense>
      <XpMult>0</XpMult>
      <Size>100</Size>
      <ShadowSize>30</ShadowSize>
      <Z>0.26</Z>
      <Flying/>
      <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>
      <Animation prob="1" period="0">
         <Frame time="0.2">
            <Texture>
               <File>lofiCharBig</File>
               <Index>0x05</Index>
            </Texture>
         </Frame>
         <Frame time="0.2">
            <Texture>
               <File>lofiCharBig</File>
               <Index>0x04</Index>
            </Texture>
         </Frame>
         <Frame time="0.2">
            <Texture>
               <File>lofiCharBig</File>
               <Index>0x06</Index>
            </Texture>
         </Frame>
         <Frame time="0.4">
            <Texture>
               <File>lofiCharBig</File>
               <Index>0x07</Index>
            </Texture>
         </Frame>
         <Frame time="0.2">
            <Texture>
               <File>lofiCharBig</File>
               <Index>0x06</Index>
            </Texture>
         </Frame>
         <Frame time="0.2">
            <Texture>
               <File>lofiCharBig</File>
               <Index>0x04</Index>
            </Texture>
         </Frame>
         <Frame time="0.2">
            <Texture>
               <File>lofiCharBig</File>
               <Index>0x05</Index>
            </Texture>
         </Frame>
         <Frame time="0.4">
            <Texture>
               <File>lofiCharBig</File>
               <Index>0x08</Index>
            </Texture>
         </Frame>
      </Animation>
   </Object>

  <Object type="0xc890" id="md LightKey3">
    <DisplayId>{miniDungeonHub.md_LightKey}</DisplayId>
    <Class>Character</Class>
    <Enemy/>
    <Texture>
      <File>lofiCharBig</File>
      <Index>0x04</Index>
    </Texture>
    <MaxHitPoints>5000</MaxHitPoints>
    <Defense>50</Defense>
    <XpMult>0</XpMult>
    <Size>100</Size>
    <ShadowSize>30</ShadowSize>
    <Z>0.26</Z>
    <Flying/>
    <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>
    <Animation prob="1" period="0">
      <Frame time="0.2">
        <Texture>
          <File>lofiCharBig</File>
          <Index>0x05</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>lofiCharBig</File>
          <Index>0x04</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>lofiCharBig</File>
          <Index>0x06</Index>
        </Texture>
      </Frame>
      <Frame time="0.4">
        <Texture>
          <File>lofiCharBig</File>
          <Index>0x07</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>lofiCharBig</File>
          <Index>0x06</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>lofiCharBig</File>
          <Index>0x04</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>lofiCharBig</File>
          <Index>0x05</Index>
        </Texture>
      </Frame>
      <Frame time="0.4">
        <Texture>
          <File>lofiCharBig</File>
          <Index>0x08</Index>
        </Texture>
      </Frame>
    </Animation>
  </Object>
  <Object type="0xc891" id="md DarkKey1">
    <DisplayId>{miniDungeonHub.md_DarkKey}</DisplayId>
    <Class>Character</Class>
    <Enemy/>
    <Texture>
      <File>d1lofiObjBig</File>
      <Index>0x13</Index>
    </Texture>
    <MaxHitPoints>10000</MaxHitPoints>
    <Defense>20</Defense>
    <XpMult>0</XpMult>
    <Size>100</Size>
    <ShadowSize>30</ShadowSize>
    <Z>0.26</Z>
    <Flying/>
    <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>
    <Animation prob="1" period="0">
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x14</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x13</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x15</Index>
        </Texture>
      </Frame>
      <Frame time="0.4">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x16</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x15</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x13</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x14</Index>
        </Texture>
      </Frame>
      <Frame time="0.4">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x17</Index>
        </Texture>
      </Frame>
    </Animation>
  </Object>

  <Object type="0xc892" id="md DarkKey2">
    <DisplayId>{miniDungeonHub.md_DarkKey}</DisplayId>
    <Class>Character</Class>
    <Enemy/>
    <Texture>
      <File>d1lofiObjBig</File>
      <Index>0x13</Index>
    </Texture>
    <MaxHitPoints>10000</MaxHitPoints>
    <Defense>20</Defense>
    <XpMult>0</XpMult>
    <Size>100</Size>
    <ShadowSize>30</ShadowSize>
    <Z>0.26</Z>
    <Flying/>
    <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>
    <Animation prob="1" period="0">
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x14</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x13</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x15</Index>
        </Texture>
      </Frame>
      <Frame time="0.4">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x16</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x15</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x13</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x14</Index>
        </Texture>
      </Frame>
      <Frame time="0.4">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x17</Index>
        </Texture>
      </Frame>
    </Animation>
  </Object>

  <Object type="0xc893" id="md DarkKey3">
    <DisplayId>{miniDungeonHub.md_DarkKey}</DisplayId>
    <Class>Character</Class>
    <Enemy/>
    <Texture>
      <File>d1lofiObjBig</File>
      <Index>0x13</Index>
    </Texture>
    <MaxHitPoints>10000</MaxHitPoints>
    <Defense>20</Defense>
    <XpMult>0</XpMult>
    <Size>100</Size>
    <ShadowSize>30</ShadowSize>
    <Z>0.26</Z>
    <Flying/>
    <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>
    <Animation prob="1" period="0">
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x14</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x13</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x15</Index>
        </Texture>
      </Frame>
      <Frame time="0.4">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x16</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x15</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x13</Index>
        </Texture>
      </Frame>
      <Frame time="0.2">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x14</Index>
        </Texture>
      </Frame>
      <Frame time="0.4">
        <Texture>
          <File>d1lofiObjBig</File>
          <Index>0x17</Index>
        </Texture>
      </Frame>
    </Animation>
  </Object>
The XMLS is meant to go in the client and dat1.xml but they can be put into additions aswell just put the type to ext="true"

Anyways @Desire made a tutorial on how to put shit in dat1.xml and client.
http://www.mpgh.net/forum/showthread.php?t=1114813
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaa
Quote Originally Posted by Desire View Post
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaa
wadafak LOL
Quote Originally Posted by MikeRaarupBirk View Post
Not 100% correct but im to lazy to make it more prodlike.
Quote Originally Posted by HGAEHaeheadhetdhtertherh View Post
where is red phase?
@HGAEHaeheadhetdhtertherh Use your skills, and add it yourself.
Quote Originally Posted by MikeRaarupBirk View Post
Janus the Doorwarden Behavior!
Not 100% correct but im to lazy to make it more prodlike.

The XMLS is meant to go in the client and dat1.xml but they can be put into additions aswell just put the type to ext="true"

Complete noob here, how do I activate/spawn the boss now that I have placed xml in client and dat1?
Quote Originally Posted by gunit99 View Post
Complete noob here, how do I activate/spawn the boss now that I have placed xml in client and dat1?
you either spawn it or make the behavior go with oryx castle.
Quote Originally Posted by MikeRaarupBirk View Post
you either spawn it or make the behavior go with oryx castle.
Hey Mike do you have a skype? I'd like to learn how to make it go with oryx castle/make the red phase.
Thanks works nice, had to tweak it a bit to make it more prodlike as you said, but saved me a ton of work. lol
Quote Originally Posted by Nefi View Post
Thanks works nice, had to tweak it a bit to make it more prodlike as you said, but saved me a ton of work. lol
@Luis @Danny @Raple
Can anyone tell this guy to stop bumping threads just to say thanks? And help him understand that he could just use the thanks button
Quote Originally Posted by AzzyG View Post
@Luis @Danny @Raple
Can anyone tell this guy to stop bumping threads just to say thanks? And help him understand that he could just use the thanks button
He obviously wanted to add a personal note rather than just clicking thanks
Quote Originally Posted by Danny View Post


He obviously wanted to add a personal note rather than just clicking thanks
Thanks man ecks dee
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