💬 [FSOD] Proper Tomb

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💬 [FSOD] Proper Tomb
Hello, a lot of people have said their fabiano tomb messes up, which is true, i've had this happen to me a lot, so today i've done about 1-2 hours of recoding on all of the statues to make sure they work properly, and tested it multiple times.


•Replace the Behaviordb.Tomb.cs encoding, with the coding here.
•Make sure wServer && server.exe are both closed
•After replacing the code, re-build the file/server in visual studio.
•It will then work, /give tomb of the ancients key and then just test it out.
•There are 4 normal sarcs, and one golden sarc, as soon as you finish the 5 sarcs the bosses will activate and begin circling.





 
C# Code
Code:
#region

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

namespace wServer.logic
{
    partial class BehaviorDb
    {
        private _ Tomb = () => Behav()
            .Init("Tomb Defender",                                         //Tomb Defender == Bes; His rage phase is perfectly working, needs no adjustments, but
                                                                           //Feel free to change drops and anything you want if you'd like, just be careful so that
                                                                           //The behaviorDB.cs doesn't fuck up and not work anymore, happened to me a lot, had to recompile
                                                                           //This about 5 times prior to posting, so you guys didn't yell at me for it not working. -KO
                new State(
                    new State("idle",
                        new Taunt("THIS WILL NOW BE YOUR TOMB!"),
                        new ConditionalEffect(ConditionEffectIndex.Armored),
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new HpLessTransition(.99, "weakning")
                        ),
                    new State("weakning",
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Taunt("Impudence! I am an immortal, I needn't take you seriously."),
                        new Shoot(50, 24, projectileIndex: 3, coolDown: 6000, coolDownOffset: 2000),
                        new HpLessTransition(.97, "active")
                        ),
                    new State("active",
                        new Orbit(.7, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Taunt("The others use tricks, but I shall stun you with my brute strength!"),
                        new Shoot(50, 8, projectileIndex: 2, coolDown: 1000, coolDownOffset: 500),
                        new Shoot(50, 4, projectileIndex: 1, coolDown: 3000, coolDownOffset: 500),
                        new Shoot(50, 6, projectileIndex: 0, coolDown: 3100, coolDownOffset: 500),
                        new HpLessTransition(.9, "boomerang")
                        ),
                    new State("boomerang",
                        new ConditionalEffect(ConditionEffectIndex.Armored),
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Taunt("Nut, disable our foes!"),
                        new Shoot(50, 8, projectileIndex: 2, coolDown: 1000, coolDownOffset: 500),
                        new Shoot(50, 8, 10, 1, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 1, 10, 0, coolDown: 4750, coolDownOffset: 500),
                        new HpLessTransition(.66, "double shot")
                        ),
                    new State("double shot",
                        new ConditionalEffect(ConditionEffectIndex.Armored),
                        new Orbit(.7, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Shoot(50, 8, projectileIndex: 2, coolDown: 1000, coolDownOffset: 500),
                        new Shoot(50, 8, 10, 1, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 2, 10, 0, coolDown: 4750, coolDownOffset: 500),
                        new HpLessTransition(.5, "artifacts")
                        ),
                    new State("triple shot",
                        new ConditionalEffect(ConditionEffectIndex.Armored),
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Taunt("Awe at my wondrous defense!"),
                        new Shoot(50, 8, projectileIndex: 2, coolDown: 1000, coolDownOffset: 500),
                        new Shoot(50, 8, 10, 1, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 3, 10, 0, coolDown: 4750, coolDownOffset: 500),
                        new HpLessTransition(.2, "rage")
                        ),
                    new State("artifacts",
                        new ConditionalEffect(ConditionEffectIndex.Armored),
                        new Taunt("My artifacts shall prove my wall of defense is impenetrable!"),
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Shoot(50, 8, projectileIndex: 2, coolDown: 1000, coolDownOffset: 500),
                        new Shoot(50, 8, 10, 1, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 2, 10, 0, coolDown: 4750, coolDownOffset: 500),
                        new Spawn("Pyramid Artifact 1", 3, 3, 2000),
                        new Reproduce("Pyramid Artifact 1", 10, 3, 1500),
                        new Spawn("Pyramid Artifact 2", 3, 0, 3500000),
                        new Reproduce("Pyramid Artifact 2", 10, 3, 1500),
                        new Spawn("Pyramid Artifact 3", 3, 0, 3500000),
                        new Reproduce("Pyramid Artifact 3", 10, 3, 1500),
                        new HpLessTransition(.33, "triple shot")
                        ),
                    new State("rage",
                        new Taunt("The end of your path is here!"),
                        new Follow(1.3, range: 1, duration: 5000, coolDown: 0),
                        new Flash(0xfFF0000, 1, 9000001),
                        new Shoot(50, 8, 10, 1, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 4, 10, 4, coolDown: 300),
                        new Shoot(50, 3, 10, 0, coolDown: 4750, coolDownOffset: 500)
                        )
                    ),
                    new Threshold(0.32,
                        new ItemLoot("Potion of Life", 1)
                    ),
                    new Threshold(0.1,
                        new ItemLoot("Ring of the Pyramid", 0.2),
                        new ItemLoot("Tome of Holy Protection", 0.1),
                        new ItemLoot("Wine Cellar Incantation", 0.6)
                    ),
                    new Threshold(0.2
                    )
            )
            .Init("Tomb Support",                                               //tomb support == Nut; I added my own rage phase, because Fabiano's didn't have
                                                                                //One set-up properly, she just raged at 20% and did nothing from 100-21 lol
                                                                                //Feel free to make your own idiosyncratic phases, I left a example above the rage code -KO
                new State(
                    new State("idle",
                        new Taunt("ENOUGH OF YOUR VANDALISM!"),
                        new ConditionalEffect(ConditionEffectIndex.Armored),
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new HpLessTransition(.99, "weakning")
                        ),
                    new State("weakning",
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Taunt("Geb, eradicate these cretins from our tomb!"),
                        new Shoot(50, 24, projectileIndex: 3, coolDown: 6000, coolDownOffset: 2000),
                        new HpLessTransition(.97, "active")
                        ),
                    new State("active",
                        new Orbit(.7, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Taunt("Bes, become my wall of defense!"),
                        new Shoot(50, 1, projectileIndex: 6, coolDown: 8000, shootAngle: 10, coolDownOffset: 500),
                        new Shoot(50, 1, projectileIndex: 5, coolDown: 5000, coolDownOffset: 3000),
                        new Shoot(50, 1, projectileIndex: 5, coolDown: 6000, coolDownOffset: 4000),
                        new HpLessTransition(.9, "boomerang")
                        ),
                    new State("boomerang",
                        new ConditionalEffect(ConditionEffectIndex.Armored),
                        new Taunt("My attacks shall make your lethargic lives end much more switfly!"),
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Shoot(50, 4, projectileIndex: 2, coolDown: 3000, coolDownOffset: 1000),
                        new Shoot(50, 5, projectileIndex: 3, coolDown: 4000, coolDownOffset: 3000),
                        new Shoot(50, 5, projectileIndex: 4, coolDown: 5000, coolDownOffset: 5000),
                        new Shoot(50, 6, projectileIndex: 3, coolDown: 4000, coolDownOffset: 3000), 
                                                                                                                                    
                        
                                                            //template for adding new shots into here, if it's the last line remember not to put a coma after the )
                                                            //new shoot( ,  , projectileIndex: , coolDown: (time in MS[1000=1sec]), coolDownOffset: )
                        new HpLessTransition(.2, "rage")
                                                            //example: new Shoot(50, 4, protjectileIndex 2, coolDown 1250, coolDownOffset: 1000),
                        ),
                    new State("rage",
                        new Taunt("This cannot be! You shall not succeed!"),

                        new Follow(1.3, range: 1, duration: 5000, coolDown: 0),
                        new Flash(0xfFF0000, 1, 9000001),
                        new Shoot(50, 3, projectileIndex: 2, coolDown: 3000, coolDownOffset: 1000),
                        new Shoot(50, 6, projectileIndex: 3, coolDown: 4000, coolDownOffset: 3000),
                        new Shoot(50, 3, projectileIndex: 2, coolDown: 3000, coolDownOffset: 1000),
                        new InvisiToss("Scarab", 1, 0, coolDown: 1500),
                        new Shoot(50, 8, 10, 1, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 4, 10, 4, coolDown: 300),
                        new Shoot(50, 3, 10, 0, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 6, projectileIndex: 4, coolDown: 4000, coolDownOffset: 2500),
                        new Shoot(50, 4, projectileIndex: 4, coolDown: 5000, coolDownOffset: 5000) //,
                        )
                    ),
                    new Threshold(0.32,
                        new ItemLoot("Potion of Life", 1)
                    ),
                    new Threshold(0.1,
                        new ItemLoot("Ring of the Sphinx", 0.2),
                        new ItemLoot("Wine Cellar Incantation", 0.6)
                                                                        //new ItemLoot("Legendary Food", 0.09),
                    ),
                    new Threshold(0.2
                    )
            )

            .Init("Tomb Attacker",                                    //Tomb Attacker == Geb; I added my own rage phase, again, because Fabiano's didn't have anything from
                                                                     //Below 60% hp threshhold, it just shot weaks from 100->60% and then stood still from 60% till death
                                                                     //Feel free to edit it, yet again, I want no credit for your work, make it how you like it. -KO
                new State(
                    new DropPortalOnDeath("Glowing Realm Portal", 100, PortalDespawnTimeSec: 360),
                    new State("idle",
                        new Taunt("YOU HAVE AWAKENED US"),
                        new ConditionalEffect(ConditionEffectIndex.Armored),
                        new Orbit(1, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new HpLessTransition(.99, "weakning")
                    ),
                    new State("weakning",
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Taunt("I shall destroy you from your soul to your flesh!"),
                        new Shoot(50, 24, projectileIndex: 3, coolDown: 6000, coolDownOffset: 2000),
                        new Shoot(50, 2, projectileIndex: 2, coolDown: 1900, coolDownOffset: 2000),
                        new Shoot(50, 12, projectileIndex: 2, coolDown: 2500, coolDownOffset: 2000),
                    new HpLessTransition(.2, "rage")
                    ),

                    new State("rage",
                        new Taunt("Argh! You shall pay for your crimes!"),

                        new Follow(1.3, range: 1, duration: 5000, coolDown: 0),
                        new Flash(0xfFF0000, 1, 9000001),
                        new Shoot(50, 24, projectileIndex: 3, coolDown: 6000, coolDownOffset: 2500),
                        new Shoot(50, 8, 10, 1, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 4, 10, 4, coolDown: 300),
                        new Shoot(50, 3, 10, 0, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 6, projectileIndex: 2, coolDown: 3100, coolDownOffset: 2000),

                        new Shoot(50, 3, projectileIndex: 1, coolDown: 1500, coolDownOffset: 2000)
                    )
                ),
                new Threshold(0.32,
                        new ItemLoot("Potion of Life", 1)
                ),
                new Threshold(0.1,
                    new ItemLoot("Ring of the Nile", 0.2),
                    new ItemLoot("Wine Cellar Incantation", 0.6)
                                                                            //new ItemLoot("Legendary Food", 0.09),
                ),
                new Threshold(0.2
                )
            )

            //Minions
            .Init("Pyramid Artifact 1",
                new State(
                    new Prioritize(
                        new Orbit(1, 2, target: "Tomb Defender", radiusVariance: 0.5),
                        new Follow(0.85, range: 1, duration: 5000, coolDown: 0)
                        ),
                    new Shoot(3, coolDown: 2500)
                    ))

            .Init("Pyramid Artifact 2",
                new State(
                    new Prioritize(
                        new Orbit(1, 2, target: "Tomb Attacker", radiusVariance: 0.5),
                        new Follow(0.85, range: 1, duration: 5000, coolDown: 0)
                        ),
                    new Shoot(3, coolDown: 2500)
                    ))

            .Init("Pyramid Artifact 3",
                new State(
                    new Prioritize(
                        new Orbit(1, 2, target: "Tomb Support", radiusVariance: 0.5),
                        new Follow(0.85, range: 1, duration: 5000, coolDown: 0)
                        ),
                    new Shoot(3, coolDown: 2500)
                    ))

            .Init("Tomb Defender Statue",
                new State(
                    new State(
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Inactive Sarcophagus", 1000, "checkActive"),
                        new EntityNotExistsTransition("Active Sarcophagus", 1000, "checkInactive")
                        ),
                    new State("checkActive",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Active Sarcophagus", 1000, "ItsGoTime")
                        ),
                    new State("checkInactive",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Inactive Sarcophagus", 1000, "ItsGoTime")
                        ),
                    new State("ItsGoTime",
                        new Taunt("THIS WILL NOW BE YOUR TOMB!"),
                        new Transform("Tomb Defender")
                        )
                    ))

            .Init("Tomb Support Statue",
                new State(
                    new State(
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Inactive Sarcophagus", 1000, "checkActive"),
                        new EntityNotExistsTransition("Active Sarcophagus", 1000, "checkInactive")
                        ),
                    new State("checkActive",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Active Sarcophagus", 1000, "ItsGoTime")
                        ),
                    new State("checkInactive",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Inactive Sarcophagus", 1000, "ItsGoTime")
                        ),
                    new State("ItsGoTime",
                        new Taunt("ENOUGH OF YOUR VANDALISM!"),
                        new Transform("Tomb Support")
                        )
                    ))

            .Init("Tomb Attacker Statue",
                new State(
                    new State(
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Inactive Sarcophagus", 1000, "checkActive"),
                        new EntityNotExistsTransition("Active Sarcophagus", 1000, "checkInactive")
                        ),
                    new State("checkActive",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Active Sarcophagus", 1000, "ItsGoTime")
                        ),
                    new State("checkInactive",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Inactive Sarcophagus", 1000, "ItsGoTime")
                        ),
                    new State("ItsGoTime",
                        new Taunt("YOU HAVE AWAKENED US"),
                        new Transform("Tomb Attacker")
                        )
                    ))

            .Init("Inactive Sarcophagus",
                new State(
                    new State(
                        new EntityNotExistsTransition("Beam Priestess", 14, "checkPriest"),
                        new EntityNotExistsTransition("Beam Priest", 1000, "checkPriestess")
                        ),
                    new State("checkPriest",
                        new EntityNotExistsTransition("Beam Priest", 1000, "activate")
                        ),
                    new State("checkPriestess",
                        new EntityNotExistsTransition("Beam Priestess", 1000, "activate")
                        ),
                    new State("activate",
                        new Transform("Active Sarcophagus")
                        )
                    ))

            .Init("Scarab",
                new State(
                    new NoPlayerWithinTransition(7, "Idle"),
                    new PlayerWithinTransition(7, "Chase"),
                    new State("Idle",
                        new Wander(.1)
                    ),
                    new State("Chase",
                        new Follow(1.5, 7, 0),
                        new Shoot(3, projectileIndex: 1, coolDown: 500)
                    )
                )
                )

         .Init("Eagle Sentry",
                new State(
                    new NoPlayerWithinTransition(12, "Idle"),
                    new PlayerWithinTransition(12, "Chase"),
                    new State("Idle",
                        new Wander(.03)
                    ),
                    new State("Chase",
                        new Follow(.7, 7, 0),
                        new Shoot(25, 12, projectileIndex: 1, coolDown: 3000)
                    )
                )
                )

           .Init("Bloated Mummy",
                new State(
                    new NoPlayerWithinTransition(12, "Idle"),
                    new PlayerWithinTransition(12, "Chase"),
                    new State("Idle",
                        new Wander(.03)
                    ),
                    new State("Chase",
                        new Follow(.6, 7, 0),
                        new Reproduce("Scarab", 10, 3, 3000),
                        new Shoot(25, 22, projectileIndex: 0, coolDown: 2250)
                    )
                )
                )

             .Init("Lion Archer",
                new State(
                    new NoPlayerWithinTransition(12, "Idle"),
                    new PlayerWithinTransition(12, "Chase"),
                    new State("Idle",
                        new Wander(.03)
                    ),
                    new State("Chase",
                        new Follow(.4, 7, 0),
                        new Shoot(25, 3, projectileIndex: 1, coolDown: 1250),
                        new Shoot(25, 1, projectileIndex: 3, fixedAngle: 0, coolDown: 6000),
                        new Shoot(25, 1, projectileIndex: 3, fixedAngle: 90, coolDown: 6000),
                        new Shoot(25, 1, projectileIndex: 3, fixedAngle: 180, coolDown: 6000),
                        new Shoot(25, 1, projectileIndex: 3, fixedAngle: 270, coolDown: 6000)
                    )
                )
                )

        .Init("Jackal Warrior",
                new State(
                    new NoPlayerWithinTransition(12, "Idle"),
                    new PlayerWithinTransition(12, "Chase"),
                    new State("Idle",
                        new Wander(.03)
                    ),
                    new State("Chase",
                        new Follow(.9, 7, 0),

                        new Shoot(25, 1, shootAngle: 25, projectileIndex: 0, coolDown: 1250)
                    )
                )
                )

        .Init("Jackal Assassin",
                new State(
                    new NoPlayerWithinTransition(12, "Idle"),
                    new PlayerWithinTransition(12, "Chase"),
                    new State("Idle",
                        new Wander(.03)
                    ),
                    new State("Chase",
                        new Follow(.9, 7, 0),

                        new Shoot(25, 1, shootAngle: 25, projectileIndex: 0, coolDown: 1250)
                    )
                )
              )

            .Init("Jackal Veteran",
                new State(
                    new NoPlayerWithinTransition(12, "Idle"),
                    new PlayerWithinTransition(12, "Chase"),
                    new State("Idle",
                        new Wander(.03)
                    ),
                    new State("Chase",
                        new Follow(.9, 7, 0),

                        new Shoot(25, 1, shootAngle: 25, projectileIndex: 0, coolDown: 1250)
                    )
                )
             )

             .Init("Jackal Lord",
                new State(
                    new NoPlayerWithinTransition(12, "Idle"),
                    new PlayerWithinTransition(12, "Chase"),
                    new State("Idle",
                        new Wander(.03)
                    ),
                    new State("Chase",
                        new Follow(.9, 7, 0),

                        new InvisiToss("Jackal Warrior", 1, 180, coolDown: 6000),
                        new InvisiToss("Jackal Veteran", 1, 90, coolDown: 6000),
                        new InvisiToss("Jackal Assassin", 1, 0, coolDown: 600),
                        new Shoot(25, 4, shootAngle: 25, projectileIndex: 0, coolDown: 1250)
                    )
                )
              )

            .Init("Active Sarcophagus",
                new State(
                    new State(
                        new HpLessTransition(95, "stun")
                        ),
                    new State("stun",
                        new Shoot(50, 8, 10, 0, coolDown: 1250, coolDownOffset: 500),
                        new Shoot(50, 8, 10, 0, coolDown: 1500, coolDownOffset: 1000),
                        new Shoot(50, 8, 10, 0, coolDown: 1750, coolDownOffset: 1500),
                        new TimedTransition(1500, "idle")
                        ),
                    new State("idle",
                        new ChangeSize(100, 100)
                        )
                    ),

                    new Threshold(0.32,
                        new ItemLoot("Tincture of Mana", 0.15),
                        new ItemLoot("Tincture of Dexterity", 0.15),
                        new ItemLoot("Tincture of Life", 0.15)
                    ),
                    new Threshold(0.2
                    )
            )

                    .Init("Beam Priest",
                new State(
                    new State("weakning",
                        new Orbit(.4, 6, target: "Active Sarcophagus", radiusVariance: 0.5),
                        new Shoot(50, 3, projectileIndex: 1, coolDown: 3500),
                        new Shoot(50, 6, projectileIndex: 0, coolDown: 7210)


                        )
                    )
            )
              .Init("Tomb Thunder Turret",
                new State(
                    new State("Idle",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                        new TimedTransition(2500, "Spin")
                    ),
                    new State("Spin",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                        new TimedTransition(2000, "Pause"),
                        new State("Quadforce1",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 0, coolDown: 300),
                            new TimedTransition(150, "Quadforce2")
                        ),
                        new State("Quadforce2",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 15, coolDown: 300),
                            new TimedTransition(150, "Quadforce3")
                        ),
                        new State("Quadforce3",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 30, coolDown: 300),
                            new TimedTransition(150, "Quadforce4")
                        ),
                        new State("Quadforce4",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 45, coolDown: 300),
                            new TimedTransition(150, "Quadforce5")
                        ),
                        new State("Quadforce5",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 60, coolDown: 300),
                            new TimedTransition(150, "Quadforce6")
                        ),
                        new State("Quadforce6",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 75, coolDown: 300),
                            new TimedTransition(150, "Quadforce7")
                        ),
                        new State("Quadforce7",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 90, coolDown: 300),
                            new TimedTransition(150, "Quadforce8")
                        ),
                        new State("Quadforce8",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 105, coolDown: 300),
                            new TimedTransition(150, "Quadforce1")
                        )
                    ),
                    new State("Pause",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                       new TimedTransition(5000, "Spin")
                    )
                )
            )

              .Init("Tomb Fire Turret",
                new State(
                    new State("Idle",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                        new TimedTransition(2500, "Spin")
                    ),
                    new State("Spin",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                        new TimedTransition(2000, "Pause"),
                        new State("Quadforce1",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 0, coolDown: 300),
                            new TimedTransition(150, "Quadforce2")
                        ),
                        new State("Quadforce2",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 15, coolDown: 300),
                            new TimedTransition(150, "Quadforce3")
                        ),
                        new State("Quadforce3",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 30, coolDown: 300),
                            new TimedTransition(150, "Quadforce4")
                        ),
                        new State("Quadforce4",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 45, coolDown: 300),
                            new TimedTransition(150, "Quadforce5")
                        ),
                        new State("Quadforce5",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 60, coolDown: 300),
                            new TimedTransition(150, "Quadforce6")
                        ),
                        new State("Quadforce6",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 75, coolDown: 300),
                            new TimedTransition(150, "Quadforce7")
                        ),
                        new State("Quadforce7",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 90, coolDown: 300),
                            new TimedTransition(150, "Quadforce8")
                        ),
                        new State("Quadforce8",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 105, coolDown: 300),
                            new TimedTransition(150, "Quadforce1")
                        )
                    ),
                    new State("Pause",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                       new TimedTransition(5000, "Spin")
                    )
                )
            )

        .Init("Tomb Frost Turret",
                new State(
                    new State("Idle",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                        new TimedTransition(2500, "Spin")
                    ),
                    new State("Spin",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                        new TimedTransition(2000, "Pause"),
                        new State("Quadforce1",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 0, coolDown: 300),
                            new TimedTransition(150, "Quadforce2")
                        ),
                        new State("Quadforce2",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 15, coolDown: 300),
                            new TimedTransition(150, "Quadforce3")
                        ),
                        new State("Quadforce3",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 30, coolDown: 300),
                            new TimedTransition(150, "Quadforce4")
                        ),
                        new State("Quadforce4",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 45, coolDown: 300),
                            new TimedTransition(150, "Quadforce5")
                        ),
                        new State("Quadforce5",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 60, coolDown: 300),
                            new TimedTransition(150, "Quadforce6")
                        ),
                        new State("Quadforce6",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 75, coolDown: 300),
                            new TimedTransition(150, "Quadforce7")
                        ),
                        new State("Quadforce7",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 90, coolDown: 300),
                            new TimedTransition(150, "Quadforce8")
                        ),
                        new State("Quadforce8",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 105, coolDown: 300),
                            new TimedTransition(150, "Quadforce1")
                        )
                    ),
                    new State("Pause",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                       new TimedTransition(5000, "Spin")
                    )
                )
            )

        .Init("Beam Priestess",
                new State(
                    new State("weakning",
                        new Orbit(.6, 9, target: "Active Sarcophagus", radiusVariance: 0.5),
                        new Shoot(50, 6, projectileIndex: 1, coolDown: 3500),
                        new Shoot(50, 2, projectileIndex: 0, coolDown: 7210)


                        )
                    )
            )

            .Init("Tomb Boss Anchor",
                new State(
                    new ConditionalEffect(ConditionEffectIndex.Invincible, true),
                    new RealmPortalDrop(),
                    new State("Idle",
                        new EntitiesNotExistsTransition(300, "Death", "Tomb Support", "Tomb Attacker", "Tomb Defender",
                            "Active Sarcophagus", "Tomb Defender Statue", "Tomb Support Statue", "Tomb Attacker Statue")
                    ),
                    new State("Death",
                        new RemoveEntity(10, "Tomb Portal of Cowardice"),
                        new Suicide()
                    )
                )

            );
    }
}



Virus Scan(s) for the file:
1. https://www.virustotal.com/en/file/a...is/1484209703/

2. https://virusscan.jotti.org/en-US/fi...job/sz918d22n3
BehaviorDb.Tomb_mpgh.net.rar3 KB · 133 downloads Clean
What is the download for?
Quote Originally Posted by Yul0627 View Post
What is the download for?
The download is for people to just replace the code or if when they copy it online it doesn't space it out properly, so they are able to copy it directly from the code itself.

The file was actually uploaded by a Moderator of this board, so that people could access it easier.
Uploaded text file attachments and are fine
Quote Originally Posted by Ahl View Post
Uploaded text file attachments and are fine
I've updated the file to a .cs file, would you mind approving it?

The file a .cs file which is proper spacing for you guys.
Quote Originally Posted by reveng3d View Post
I've updated the file to a .cs file, would you mind approving it?

The file a .cs file which is proper spacing for you guys.
Next time, scan the .rar file rather than the .cs

Anyways, approved
Quote Originally Posted by Ahl View Post
Next time, scan the .rar file rather than the .cs

Anyways, approved
Hello Ahlwong, I have updated the virus totals with updated links pointing to the .rar file, so nobody needs to worry.

Thanks for the approval.
u can find version made by someone from nillys... on my git aka behavior tester repo
Quote Originally Posted by HGAEHaeheadhetdhtertherh View Post
u can find version made by someone from nillys... on my git aka behavior tester repo
Ok lol, I'm not saying this is the only version out there or even able to be used, just giving people looking for one on mpgh some help.

- - - Updated - - -

Quote Originally Posted by Nikolai Belinski View Post
This is nice, nice work
I'm glad you enjoyed it, I wish I could of made it 100% proper, but I much appreciate your thanks.
Quote Originally Posted by reveng3d View Post



I'm glad you enjoyed it, I wish I could of made it 100% proper, but I much appreciate your thanks.
What was in your way?
Quote Originally Posted by Nikolai Belinski View Post
What was in your way?
Uhm, well when I originally obtained the tomb code, there was no shots from geb and nut, but a few weak shots, but I added more to them. The problem was, I don't exactly know the 100% speed Geb and Nut shoot as (interval wise), or exactly what 100% speed they rotate around each other, or even exactly how many shots they shoot at what percentage of HP, so i'm still updating this code to make it way better, but for now I figured this would be better than no shots at all for new server owners/people looking for a simple tomb code.
Quote Originally Posted by reveng3d View Post
Uhm, well when I originally obtained the tomb code, there was no shots from geb and nut, but a few weak shots, but I added more to them. The problem was, I don't exactly know the 100% speed Geb and Nut shoot as (interval wise), or exactly what 100% speed they rotate around each other, or even exactly how many shots they shoot at what percentage of HP, so i'm still updating this code to make it way better, but for now I figured this would be better than no shots at all for new server owners/people looking for a simple tomb code.
It makes sense, but it's is most likely unnoticeable, so going that deep in depth is not worth the scripting. But your way of scripting behaviors is pretty.....professional c:
Quote Originally Posted by reveng3d View Post
Hello, a lot of people have said their fabiano tomb messes up, which is true, i've had this happen to me a lot, so today i've done about 1-2 hours of recoding on all of the statues to make sure they work properly, and tested it multiple times.


•Replace the Behaviordb.Tomb.cs encoding, with the coding here.
•Make sure wServer && server.exe are both closed
•After replacing the code, re-build the file/server in visual studio.
•It will then work, /give tomb of the ancients key and then just test it out.
•There are 4 normal sarcs, and one golden sarc, as soon as you finish the 5 sarcs the bosses will activate and begin circling.





 
C# Code
Code:
#region

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

namespace wServer.logic
{
    partial class BehaviorDb
    {
        private _ Tomb = () => Behav()
            .Init("Tomb Defender",                                         //Tomb Defender == Bes; His rage phase is perfectly working, needs no adjustments, but
                                                                           //Feel free to change drops and anything you want if you'd like, just be careful so that
                                                                           //The behaviorDB.cs doesn't fuck up and not work anymore, happened to me a lot, had to recompile
                                                                           //This about 5 times prior to posting, so you guys didn't yell at me for it not working. -KO
                new State(
                    new State("idle",
                        new Taunt("THIS WILL NOW BE YOUR TOMB!"),
                        new ConditionalEffect(ConditionEffectIndex.Armored),
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new HpLessTransition(.99, "weakning")
                        ),
                    new State("weakning",
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Taunt("Impudence! I am an immortal, I needn't take you seriously."),
                        new Shoot(50, 24, projectileIndex: 3, coolDown: 6000, coolDownOffset: 2000),
                        new HpLessTransition(.97, "active")
                        ),
                    new State("active",
                        new Orbit(.7, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Taunt("The others use tricks, but I shall stun you with my brute strength!"),
                        new Shoot(50, 8, projectileIndex: 2, coolDown: 1000, coolDownOffset: 500),
                        new Shoot(50, 4, projectileIndex: 1, coolDown: 3000, coolDownOffset: 500),
                        new Shoot(50, 6, projectileIndex: 0, coolDown: 3100, coolDownOffset: 500),
                        new HpLessTransition(.9, "boomerang")
                        ),
                    new State("boomerang",
                        new ConditionalEffect(ConditionEffectIndex.Armored),
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Taunt("Nut, disable our foes!"),
                        new Shoot(50, 8, projectileIndex: 2, coolDown: 1000, coolDownOffset: 500),
                        new Shoot(50, 8, 10, 1, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 1, 10, 0, coolDown: 4750, coolDownOffset: 500),
                        new HpLessTransition(.66, "double shot")
                        ),
                    new State("double shot",
                        new ConditionalEffect(ConditionEffectIndex.Armored),
                        new Orbit(.7, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Shoot(50, 8, projectileIndex: 2, coolDown: 1000, coolDownOffset: 500),
                        new Shoot(50, 8, 10, 1, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 2, 10, 0, coolDown: 4750, coolDownOffset: 500),
                        new HpLessTransition(.5, "artifacts")
                        ),
                    new State("triple shot",
                        new ConditionalEffect(ConditionEffectIndex.Armored),
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Taunt("Awe at my wondrous defense!"),
                        new Shoot(50, 8, projectileIndex: 2, coolDown: 1000, coolDownOffset: 500),
                        new Shoot(50, 8, 10, 1, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 3, 10, 0, coolDown: 4750, coolDownOffset: 500),
                        new HpLessTransition(.2, "rage")
                        ),
                    new State("artifacts",
                        new ConditionalEffect(ConditionEffectIndex.Armored),
                        new Taunt("My artifacts shall prove my wall of defense is impenetrable!"),
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Shoot(50, 8, projectileIndex: 2, coolDown: 1000, coolDownOffset: 500),
                        new Shoot(50, 8, 10, 1, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 2, 10, 0, coolDown: 4750, coolDownOffset: 500),
                        new Spawn("Pyramid Artifact 1", 3, 3, 2000),
                        new Reproduce("Pyramid Artifact 1", 10, 3, 1500),
                        new Spawn("Pyramid Artifact 2", 3, 0, 3500000),
                        new Reproduce("Pyramid Artifact 2", 10, 3, 1500),
                        new Spawn("Pyramid Artifact 3", 3, 0, 3500000),
                        new Reproduce("Pyramid Artifact 3", 10, 3, 1500),
                        new HpLessTransition(.33, "triple shot")
                        ),
                    new State("rage",
                        new Taunt("The end of your path is here!"),
                        new Follow(1.3, range: 1, duration: 5000, coolDown: 0),
                        new Flash(0xfFF0000, 1, 9000001),
                        new Shoot(50, 8, 10, 1, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 4, 10, 4, coolDown: 300),
                        new Shoot(50, 3, 10, 0, coolDown: 4750, coolDownOffset: 500)
                        )
                    ),
                    new Threshold(0.32,
                        new ItemLoot("Potion of Life", 1)
                    ),
                    new Threshold(0.1,
                        new ItemLoot("Ring of the Pyramid", 0.2),
                        new ItemLoot("Tome of Holy Protection", 0.1),
                        new ItemLoot("Wine Cellar Incantation", 0.6)
                    ),
                    new Threshold(0.2
                    )
            )
            .Init("Tomb Support",                                               //tomb support == Nut; I added my own rage phase, because Fabiano's didn't have
                                                                                //One set-up properly, she just raged at 20% and did nothing from 100-21 lol
                                                                                //Feel free to make your own idiosyncratic phases, I left a example above the rage code -KO
                new State(
                    new State("idle",
                        new Taunt("ENOUGH OF YOUR VANDALISM!"),
                        new ConditionalEffect(ConditionEffectIndex.Armored),
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new HpLessTransition(.99, "weakning")
                        ),
                    new State("weakning",
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Taunt("Geb, eradicate these cretins from our tomb!"),
                        new Shoot(50, 24, projectileIndex: 3, coolDown: 6000, coolDownOffset: 2000),
                        new HpLessTransition(.97, "active")
                        ),
                    new State("active",
                        new Orbit(.7, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Taunt("Bes, become my wall of defense!"),
                        new Shoot(50, 1, projectileIndex: 6, coolDown: 8000, shootAngle: 10, coolDownOffset: 500),
                        new Shoot(50, 1, projectileIndex: 5, coolDown: 5000, coolDownOffset: 3000),
                        new Shoot(50, 1, projectileIndex: 5, coolDown: 6000, coolDownOffset: 4000),
                        new HpLessTransition(.9, "boomerang")
                        ),
                    new State("boomerang",
                        new ConditionalEffect(ConditionEffectIndex.Armored),
                        new Taunt("My attacks shall make your lethargic lives end much more switfly!"),
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Shoot(50, 4, projectileIndex: 2, coolDown: 3000, coolDownOffset: 1000),
                        new Shoot(50, 5, projectileIndex: 3, coolDown: 4000, coolDownOffset: 3000),
                        new Shoot(50, 5, projectileIndex: 4, coolDown: 5000, coolDownOffset: 5000),
                        new Shoot(50, 6, projectileIndex: 3, coolDown: 4000, coolDownOffset: 3000), 
                                                                                                                                    
                        
                                                            //template for adding new shots into here, if it's the last line remember not to put a coma after the )
                                                            //new shoot( ,  , projectileIndex: , coolDown: (time in MS[1000=1sec]), coolDownOffset: )
                        new HpLessTransition(.2, "rage")
                                                            //example: new Shoot(50, 4, protjectileIndex 2, coolDown 1250, coolDownOffset: 1000),
                        ),
                    new State("rage",
                        new Taunt("This cannot be! You shall not succeed!"),

                        new Follow(1.3, range: 1, duration: 5000, coolDown: 0),
                        new Flash(0xfFF0000, 1, 9000001),
                        new Shoot(50, 3, projectileIndex: 2, coolDown: 3000, coolDownOffset: 1000),
                        new Shoot(50, 6, projectileIndex: 3, coolDown: 4000, coolDownOffset: 3000),
                        new Shoot(50, 3, projectileIndex: 2, coolDown: 3000, coolDownOffset: 1000),
                        new InvisiToss("Scarab", 1, 0, coolDown: 1500),
                        new Shoot(50, 8, 10, 1, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 4, 10, 4, coolDown: 300),
                        new Shoot(50, 3, 10, 0, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 6, projectileIndex: 4, coolDown: 4000, coolDownOffset: 2500),
                        new Shoot(50, 4, projectileIndex: 4, coolDown: 5000, coolDownOffset: 5000) //,
                        )
                    ),
                    new Threshold(0.32,
                        new ItemLoot("Potion of Life", 1)
                    ),
                    new Threshold(0.1,
                        new ItemLoot("Ring of the Sphinx", 0.2),
                        new ItemLoot("Wine Cellar Incantation", 0.6)
                                                                        //new ItemLoot("Legendary Food", 0.09),
                    ),
                    new Threshold(0.2
                    )
            )

            .Init("Tomb Attacker",                                    //Tomb Attacker == Geb; I added my own rage phase, again, because Fabiano's didn't have anything from
                                                                     //Below 60% hp threshhold, it just shot weaks from 100->60% and then stood still from 60% till death
                                                                     //Feel free to edit it, yet again, I want no credit for your work, make it how you like it. -KO
                new State(
                    new DropPortalOnDeath("Glowing Realm Portal", 100, PortalDespawnTimeSec: 360),
                    new State("idle",
                        new Taunt("YOU HAVE AWAKENED US"),
                        new ConditionalEffect(ConditionEffectIndex.Armored),
                        new Orbit(1, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new HpLessTransition(.99, "weakning")
                    ),
                    new State("weakning",
                        new Orbit(.6, 5, target: "Tomb Boss Anchor", radiusVariance: 0.5),
                        new Taunt("I shall destroy you from your soul to your flesh!"),
                        new Shoot(50, 24, projectileIndex: 3, coolDown: 6000, coolDownOffset: 2000),
                        new Shoot(50, 2, projectileIndex: 2, coolDown: 1900, coolDownOffset: 2000),
                        new Shoot(50, 12, projectileIndex: 2, coolDown: 2500, coolDownOffset: 2000),
                    new HpLessTransition(.2, "rage")
                    ),

                    new State("rage",
                        new Taunt("Argh! You shall pay for your crimes!"),

                        new Follow(1.3, range: 1, duration: 5000, coolDown: 0),
                        new Flash(0xfFF0000, 1, 9000001),
                        new Shoot(50, 24, projectileIndex: 3, coolDown: 6000, coolDownOffset: 2500),
                        new Shoot(50, 8, 10, 1, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 4, 10, 4, coolDown: 300),
                        new Shoot(50, 3, 10, 0, coolDown: 4750, coolDownOffset: 500),
                        new Shoot(50, 6, projectileIndex: 2, coolDown: 3100, coolDownOffset: 2000),

                        new Shoot(50, 3, projectileIndex: 1, coolDown: 1500, coolDownOffset: 2000)
                    )
                ),
                new Threshold(0.32,
                        new ItemLoot("Potion of Life", 1)
                ),
                new Threshold(0.1,
                    new ItemLoot("Ring of the Nile", 0.2),
                    new ItemLoot("Wine Cellar Incantation", 0.6)
                                                                            //new ItemLoot("Legendary Food", 0.09),
                ),
                new Threshold(0.2
                )
            )

            //Minions
            .Init("Pyramid Artifact 1",
                new State(
                    new Prioritize(
                        new Orbit(1, 2, target: "Tomb Defender", radiusVariance: 0.5),
                        new Follow(0.85, range: 1, duration: 5000, coolDown: 0)
                        ),
                    new Shoot(3, coolDown: 2500)
                    ))

            .Init("Pyramid Artifact 2",
                new State(
                    new Prioritize(
                        new Orbit(1, 2, target: "Tomb Attacker", radiusVariance: 0.5),
                        new Follow(0.85, range: 1, duration: 5000, coolDown: 0)
                        ),
                    new Shoot(3, coolDown: 2500)
                    ))

            .Init("Pyramid Artifact 3",
                new State(
                    new Prioritize(
                        new Orbit(1, 2, target: "Tomb Support", radiusVariance: 0.5),
                        new Follow(0.85, range: 1, duration: 5000, coolDown: 0)
                        ),
                    new Shoot(3, coolDown: 2500)
                    ))

            .Init("Tomb Defender Statue",
                new State(
                    new State(
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Inactive Sarcophagus", 1000, "checkActive"),
                        new EntityNotExistsTransition("Active Sarcophagus", 1000, "checkInactive")
                        ),
                    new State("checkActive",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Active Sarcophagus", 1000, "ItsGoTime")
                        ),
                    new State("checkInactive",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Inactive Sarcophagus", 1000, "ItsGoTime")
                        ),
                    new State("ItsGoTime",
                        new Taunt("THIS WILL NOW BE YOUR TOMB!"),
                        new Transform("Tomb Defender")
                        )
                    ))

            .Init("Tomb Support Statue",
                new State(
                    new State(
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Inactive Sarcophagus", 1000, "checkActive"),
                        new EntityNotExistsTransition("Active Sarcophagus", 1000, "checkInactive")
                        ),
                    new State("checkActive",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Active Sarcophagus", 1000, "ItsGoTime")
                        ),
                    new State("checkInactive",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Inactive Sarcophagus", 1000, "ItsGoTime")
                        ),
                    new State("ItsGoTime",
                        new Taunt("ENOUGH OF YOUR VANDALISM!"),
                        new Transform("Tomb Support")
                        )
                    ))

            .Init("Tomb Attacker Statue",
                new State(
                    new State(
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Inactive Sarcophagus", 1000, "checkActive"),
                        new EntityNotExistsTransition("Active Sarcophagus", 1000, "checkInactive")
                        ),
                    new State("checkActive",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Active Sarcophagus", 1000, "ItsGoTime")
                        ),
                    new State("checkInactive",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new EntityNotExistsTransition("Inactive Sarcophagus", 1000, "ItsGoTime")
                        ),
                    new State("ItsGoTime",
                        new Taunt("YOU HAVE AWAKENED US"),
                        new Transform("Tomb Attacker")
                        )
                    ))

            .Init("Inactive Sarcophagus",
                new State(
                    new State(
                        new EntityNotExistsTransition("Beam Priestess", 14, "checkPriest"),
                        new EntityNotExistsTransition("Beam Priest", 1000, "checkPriestess")
                        ),
                    new State("checkPriest",
                        new EntityNotExistsTransition("Beam Priest", 1000, "activate")
                        ),
                    new State("checkPriestess",
                        new EntityNotExistsTransition("Beam Priestess", 1000, "activate")
                        ),
                    new State("activate",
                        new Transform("Active Sarcophagus")
                        )
                    ))

            .Init("Scarab",
                new State(
                    new NoPlayerWithinTransition(7, "Idle"),
                    new PlayerWithinTransition(7, "Chase"),
                    new State("Idle",
                        new Wander(.1)
                    ),
                    new State("Chase",
                        new Follow(1.5, 7, 0),
                        new Shoot(3, projectileIndex: 1, coolDown: 500)
                    )
                )
                )

         .Init("Eagle Sentry",
                new State(
                    new NoPlayerWithinTransition(12, "Idle"),
                    new PlayerWithinTransition(12, "Chase"),
                    new State("Idle",
                        new Wander(.03)
                    ),
                    new State("Chase",
                        new Follow(.7, 7, 0),
                        new Shoot(25, 12, projectileIndex: 1, coolDown: 3000)
                    )
                )
                )

           .Init("Bloated Mummy",
                new State(
                    new NoPlayerWithinTransition(12, "Idle"),
                    new PlayerWithinTransition(12, "Chase"),
                    new State("Idle",
                        new Wander(.03)
                    ),
                    new State("Chase",
                        new Follow(.6, 7, 0),
                        new Reproduce("Scarab", 10, 3, 3000),
                        new Shoot(25, 22, projectileIndex: 0, coolDown: 2250)
                    )
                )
                )

             .Init("Lion Archer",
                new State(
                    new NoPlayerWithinTransition(12, "Idle"),
                    new PlayerWithinTransition(12, "Chase"),
                    new State("Idle",
                        new Wander(.03)
                    ),
                    new State("Chase",
                        new Follow(.4, 7, 0),
                        new Shoot(25, 3, projectileIndex: 1, coolDown: 1250),
                        new Shoot(25, 1, projectileIndex: 3, fixedAngle: 0, coolDown: 6000),
                        new Shoot(25, 1, projectileIndex: 3, fixedAngle: 90, coolDown: 6000),
                        new Shoot(25, 1, projectileIndex: 3, fixedAngle: 180, coolDown: 6000),
                        new Shoot(25, 1, projectileIndex: 3, fixedAngle: 270, coolDown: 6000)
                    )
                )
                )

        .Init("Jackal Warrior",
                new State(
                    new NoPlayerWithinTransition(12, "Idle"),
                    new PlayerWithinTransition(12, "Chase"),
                    new State("Idle",
                        new Wander(.03)
                    ),
                    new State("Chase",
                        new Follow(.9, 7, 0),

                        new Shoot(25, 1, shootAngle: 25, projectileIndex: 0, coolDown: 1250)
                    )
                )
                )

        .Init("Jackal Assassin",
                new State(
                    new NoPlayerWithinTransition(12, "Idle"),
                    new PlayerWithinTransition(12, "Chase"),
                    new State("Idle",
                        new Wander(.03)
                    ),
                    new State("Chase",
                        new Follow(.9, 7, 0),

                        new Shoot(25, 1, shootAngle: 25, projectileIndex: 0, coolDown: 1250)
                    )
                )
              )

            .Init("Jackal Veteran",
                new State(
                    new NoPlayerWithinTransition(12, "Idle"),
                    new PlayerWithinTransition(12, "Chase"),
                    new State("Idle",
                        new Wander(.03)
                    ),
                    new State("Chase",
                        new Follow(.9, 7, 0),

                        new Shoot(25, 1, shootAngle: 25, projectileIndex: 0, coolDown: 1250)
                    )
                )
             )

             .Init("Jackal Lord",
                new State(
                    new NoPlayerWithinTransition(12, "Idle"),
                    new PlayerWithinTransition(12, "Chase"),
                    new State("Idle",
                        new Wander(.03)
                    ),
                    new State("Chase",
                        new Follow(.9, 7, 0),

                        new InvisiToss("Jackal Warrior", 1, 180, coolDown: 6000),
                        new InvisiToss("Jackal Veteran", 1, 90, coolDown: 6000),
                        new InvisiToss("Jackal Assassin", 1, 0, coolDown: 600),
                        new Shoot(25, 4, shootAngle: 25, projectileIndex: 0, coolDown: 1250)
                    )
                )
              )

            .Init("Active Sarcophagus",
                new State(
                    new State(
                        new HpLessTransition(95, "stun")
                        ),
                    new State("stun",
                        new Shoot(50, 8, 10, 0, coolDown: 1250, coolDownOffset: 500),
                        new Shoot(50, 8, 10, 0, coolDown: 1500, coolDownOffset: 1000),
                        new Shoot(50, 8, 10, 0, coolDown: 1750, coolDownOffset: 1500),
                        new TimedTransition(1500, "idle")
                        ),
                    new State("idle",
                        new ChangeSize(100, 100)
                        )
                    ),

                    new Threshold(0.32,
                        new ItemLoot("Tincture of Mana", 0.15),
                        new ItemLoot("Tincture of Dexterity", 0.15),
                        new ItemLoot("Tincture of Life", 0.15)
                    ),
                    new Threshold(0.2
                    )
            )

                    .Init("Beam Priest",
                new State(
                    new State("weakning",
                        new Orbit(.4, 6, target: "Active Sarcophagus", radiusVariance: 0.5),
                        new Shoot(50, 3, projectileIndex: 1, coolDown: 3500),
                        new Shoot(50, 6, projectileIndex: 0, coolDown: 7210)


                        )
                    )
            )
              .Init("Tomb Thunder Turret",
                new State(
                    new State("Idle",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                        new TimedTransition(2500, "Spin")
                    ),
                    new State("Spin",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                        new TimedTransition(2000, "Pause"),
                        new State("Quadforce1",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 0, coolDown: 300),
                            new TimedTransition(150, "Quadforce2")
                        ),
                        new State("Quadforce2",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 15, coolDown: 300),
                            new TimedTransition(150, "Quadforce3")
                        ),
                        new State("Quadforce3",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 30, coolDown: 300),
                            new TimedTransition(150, "Quadforce4")
                        ),
                        new State("Quadforce4",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 45, coolDown: 300),
                            new TimedTransition(150, "Quadforce5")
                        ),
                        new State("Quadforce5",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 60, coolDown: 300),
                            new TimedTransition(150, "Quadforce6")
                        ),
                        new State("Quadforce6",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 75, coolDown: 300),
                            new TimedTransition(150, "Quadforce7")
                        ),
                        new State("Quadforce7",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 90, coolDown: 300),
                            new TimedTransition(150, "Quadforce8")
                        ),
                        new State("Quadforce8",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 105, coolDown: 300),
                            new TimedTransition(150, "Quadforce1")
                        )
                    ),
                    new State("Pause",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                       new TimedTransition(5000, "Spin")
                    )
                )
            )

              .Init("Tomb Fire Turret",
                new State(
                    new State("Idle",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                        new TimedTransition(2500, "Spin")
                    ),
                    new State("Spin",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                        new TimedTransition(2000, "Pause"),
                        new State("Quadforce1",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 0, coolDown: 300),
                            new TimedTransition(150, "Quadforce2")
                        ),
                        new State("Quadforce2",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 15, coolDown: 300),
                            new TimedTransition(150, "Quadforce3")
                        ),
                        new State("Quadforce3",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 30, coolDown: 300),
                            new TimedTransition(150, "Quadforce4")
                        ),
                        new State("Quadforce4",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 45, coolDown: 300),
                            new TimedTransition(150, "Quadforce5")
                        ),
                        new State("Quadforce5",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 60, coolDown: 300),
                            new TimedTransition(150, "Quadforce6")
                        ),
                        new State("Quadforce6",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 75, coolDown: 300),
                            new TimedTransition(150, "Quadforce7")
                        ),
                        new State("Quadforce7",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 90, coolDown: 300),
                            new TimedTransition(150, "Quadforce8")
                        ),
                        new State("Quadforce8",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 105, coolDown: 300),
                            new TimedTransition(150, "Quadforce1")
                        )
                    ),
                    new State("Pause",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                       new TimedTransition(5000, "Spin")
                    )
                )
            )

        .Init("Tomb Frost Turret",
                new State(
                    new State("Idle",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                        new TimedTransition(2500, "Spin")
                    ),
                    new State("Spin",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                        new TimedTransition(2000, "Pause"),
                        new State("Quadforce1",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 0, coolDown: 300),
                            new TimedTransition(150, "Quadforce2")
                        ),
                        new State("Quadforce2",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 15, coolDown: 300),
                            new TimedTransition(150, "Quadforce3")
                        ),
                        new State("Quadforce3",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 30, coolDown: 300),
                            new TimedTransition(150, "Quadforce4")
                        ),
                        new State("Quadforce4",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 45, coolDown: 300),
                            new TimedTransition(150, "Quadforce5")
                        ),
                        new State("Quadforce5",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 60, coolDown: 300),
                            new TimedTransition(150, "Quadforce6")
                        ),
                        new State("Quadforce6",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 75, coolDown: 300),
                            new TimedTransition(150, "Quadforce7")
                        ),
                        new State("Quadforce7",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 90, coolDown: 300),
                            new TimedTransition(150, "Quadforce8")
                        ),
                        new State("Quadforce8",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new Shoot(0, projectileIndex: 0, count: 5, shootAngle: 60, fixedAngle: 105, coolDown: 300),
                            new TimedTransition(150, "Quadforce1")
                        )
                    ),
                    new State("Pause",
                    new ConditionalEffect(ConditionEffectIndex.Invincible),
                       new TimedTransition(5000, "Spin")
                    )
                )
            )

        .Init("Beam Priestess",
                new State(
                    new State("weakning",
                        new Orbit(.6, 9, target: "Active Sarcophagus", radiusVariance: 0.5),
                        new Shoot(50, 6, projectileIndex: 1, coolDown: 3500),
                        new Shoot(50, 2, projectileIndex: 0, coolDown: 7210)


                        )
                    )
            )

            .Init("Tomb Boss Anchor",
                new State(
                    new ConditionalEffect(ConditionEffectIndex.Invincible, true),
                    new RealmPortalDrop(),
                    new State("Idle",
                        new EntitiesNotExistsTransition(300, "Death", "Tomb Support", "Tomb Attacker", "Tomb Defender",
                            "Active Sarcophagus", "Tomb Defender Statue", "Tomb Support Statue", "Tomb Attacker Statue")
                    ),
                    new State("Death",
                        new RemoveEntity(10, "Tomb Portal of Cowardice"),
                        new Suicide()
                    )
                )

            );
    }
}



Virus Scan(s) for the file:
1. https://www.virustotal.com/en/file/a...is/1484209703/

2. https://virusscan.jotti.org/en-US/fi...job/sz918d22n3
shame it wont work for me i rewrote my behavior system xd
Posts 1–15 of 21 · Page 1 of 2

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