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    pLolz's Avatar
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    Post Puppet Master and minnions

    So @Ahlwong asked me to make this , and I made it.
     
    @Sacredmike some help with wizard and other stuff

    Let's just go straight to it :
    XML CODE :
    Code:
      <Object type="0x2f95" id="Puppet Master Treasure">
        <Enemy />
        <Class>Character</Class>
        <Group>Puppets</Group>
        <RemoteTexture>
          <Id>948727721</Id>
          <Instance>draw</Instance>
        </RemoteTexture>
    
        <HitSound>monster/ents_hit</HitSound>
        <DeathSound>monster/ents_death</DeathSound>
        <Size>150</Size>
        <MaxHitPoints>10000</MaxHitPoints>
        <Defense>0</Defense>
    
    
      </Object>
      <Object type="0x2f8a" id="Wizard Puppet">
        <Enemy />
        <Group>Puppets</Group>
        <Class>Character</Class>
        <RemoteTexture>
          <Id>715119126</Id>
          <Instance>draw</Instance>
        </RemoteTexture>
        <HitSound>monster/ents_hit</HitSound>
        <DeathSound>monster/ents_death</DeathSound>
        <Size>100</Size>
        <MaxHitPoints>2200</MaxHitPoints>
        <Defense>35</Defense>
        <Projectile>
          <ObjectId>Fire Missile</ObjectId>
          <Speed>180</Speed>
          <MinDamage>50</MinDamage>
          <MaxDamage>65</MaxDamage>
          <LifetimeMS>475</LifetimeMS>
          <Amplitude>0.5</Amplitude>
          <Frequency>2</Frequency>
        </Projectile>
      </Object>
      
      <Object type="0x2f8b" id="Wizard Puppet Spell">
        <Enemy />
        <Group>Puppets</Group>
        <Class>Character</Class>
        <RemoteTexture>
          <Id>715093716</Id>
          <Instance>draw</Instance>
        </RemoteTexture>
        <HitSound>monster/ents_hit</HitSound>
        <DeathSound>monster/ents_death</DeathSound>
        <Size>0</Size>
        <Projectile>
          <ObjectId>Purple Bolt</ObjectId>
          <Speed>160</Speed>
          <MinDamage>40</MinDamage>
          <MaxDamage>55</MaxDamage>
          <LifetimeMS>1000</LifetimeMS>
          <Size>100</Size>
        </Projectile>
        <MaxHitPoints>1</MaxHitPoints>
        <Defense>0</Defense>
      </Object>
    
    
      <Object type="0x2f86" id="Rogue Puppet">
        <Enemy />
        <Group>Puppets</Group>
        <Class>Character</Class>
        <RemoteTexture>
          <Id>715093716</Id>
          <Instance>draw</Instance>
        </RemoteTexture>
        <HitSound>monster/ents_hit</HitSound>
        <DeathSound>monster/ents_death</DeathSound>
        <Size>100</Size>
        <MaxHitPoints>2500</MaxHitPoints>
        <Defense>35</Defense>
        <Projectile id="0">
          <ObjectId>Purple Magic</ObjectId>
          <Speed>90</Speed>
          <Damage>95</Damage>
          <LifetimeMS>480</LifetimeMS>
        </Projectile>
      </Object>
    
      <Object type="0x2f8c" id="Priest Puppet">
        <Enemy />
        <Group>Puppets</Group>
        <Class>Character</Class>
        <RemoteTexture>
          <Id>21083050</Id>
          <Instance>draw</Instance>
        </RemoteTexture>
        <HitSound>monster/ents_hit</HitSound>
        <DeathSound>monster/ents_death</DeathSound>
        <Size>100</Size>
        <MaxHitPoints>2000</MaxHitPoints>
        <Defense>35</Defense>
        <Projectile>
          <ObjectId>Blue Magic</ObjectId>
          <Speed>130</Speed>
          <MinDamage>60</MinDamage>
          <MaxDamage>75</MaxDamage>
          <LifetimeMS>770</LifetimeMS>
        </Projectile>
      </Object>
      <Object type="0x2f8d" id="Assasin Puppet">
        <Enemy />
        <Group>Puppets</Group>
        <Class>Character</Class>
        <RemoteTexture>
          <Id>715118552</Id>
          <Instance>draw</Instance>
        </RemoteTexture>
        <HitSound>monster/ents_hit</HitSound>
        <DeathSound>monster/ents_death</DeathSound>
        <Size>100</Size>
        <MaxHitPoints>2500</MaxHitPoints>
        <Defense>35</Defense>
          <Projectile id="0">
            <ObjectId>Purple Magic</ObjectId>
            <Speed>90</Speed>
            <Damage>95</Damage>
            <LifetimeMS>480</LifetimeMS>
          </Projectile>
      </Object>
    
      <Object type="0x2f8e" id="Archer Puppet">
        <Enemy />
        <Group>Puppets</Group>
        <Class>Character</Class>
        <RemoteTexture>
          <Id>21144059</Id>
          <Instance>draw</Instance>
        </RemoteTexture>
        <HitSound>monster/ents_hit</HitSound>
        <DeathSound>monster/ents_death</DeathSound>
        <Size>100</Size>
        <MaxHitPoints>2500</MaxHitPoints>
        <Defense>35</Defense>
        <Projectile id="0">
          <ObjectId>Blue Arrow</ObjectId>
          <Speed>160</Speed>
          <MinDamage>70</MinDamage>
          <MaxDamage>70</MaxDamage>
          <LifetimeMS>440</LifetimeMS>
          <MultiHit />
        </Projectile>
        <Projectile id="1">
          <ObjectId>Blue Arrow</ObjectId>
          <Speed>150</Speed>
          <MinDamage>80</MinDamage>
          <MaxDamage>80</MaxDamage>
          <LifetimeMS>1000</LifetimeMS>
          <Size>150</Size>
          <ConditionEffect duration="1">Paralyzed</ConditionEffect>
          <MultiHit />
          <PassesCover />
          <ParticleTrail />
        </Projectile>
      </Object>
    
    
      <Object type="0x2f8f" id="Puppet Master">
        <Enemy />
        <Class>Character</Class>
        <Group>Puppets</Group>
        <RemoteTexture>
          <Id>21062017</Id>
          <Instance>draw</Instance>
        </RemoteTexture>
    
        <HitSound>monster/ents_hit</HitSound>
        <DeathSound>monster/ents_death</DeathSound>
        <Size>150</Size>
        <MaxHitPoints>100000</MaxHitPoints>
        <Defense>30</Defense>
    
        <Projectile id="0">
          <ObjectId>Green Jinx</ObjectId>
          <Speed>90</Speed>
          <Damage>80</Damage>
          <LifetimeMS>4500</LifetimeMS>
        </Projectile>
        <Projectile id="1">
          <ObjectId>Purple Jinx</ObjectId>
          <Speed>40</Speed>
          <Damage>105</Damage>
          <LifetimeMS>4000</LifetimeMS>
          <Size>140</Size>
          <ConditionEffect duration="2.25">Slowed</ConditionEffect>
          <ArmorPiercing />
        </Projectile>
        <Projectile id="2">
          <ObjectId>Blue Bolt</ObjectId>
          <Speed>50</Speed>
          <Damage>90</Damage>
          <LifetimeMS>4000</LifetimeMS>
          <Size>140</Size>
        </Projectile>
        <God/>
    
      </Object>
    
      <Object type="0x2f92" id="Puppet Master Clone">
        <Enemy />
        <Class>Character</Class>
        <Group>Puppets</Group>
        <RemoteTexture>
          <Id>21062017</Id>
          <Instance>draw</Instance>
        </RemoteTexture>
    
        <HitSound>monster/ents_hit</HitSound>
        <DeathSound>monster/ents_death</DeathSound>
        <Size>100</Size>
        <MaxHitPoints>6500</MaxHitPoints>
        <Defense>10</Defense>
    
        <Projectile id="0">
          <ObjectId>Green Jinx</ObjectId>
          <Speed>90</Speed>
          <Damage>80</Damage>
          <LifetimeMS>2500</LifetimeMS>
        </Projectile>
        <Projectile id="1">
          <ObjectId>Purple Jinx</ObjectId>
          <Speed>60</Speed>
          <Damage>105</Damage>
          <LifetimeMS>4000</LifetimeMS>
          <Size>140</Size>
          <ArmorPiercing />
          <ConditionEffect duration="2.25">Slowed</ConditionEffect>
        </Projectile>
        <Projectile id="2">
          <ObjectId>Blue Bolt</ObjectId>
          <Speed>50</Speed>
          <Damage>90</Damage>
          <LifetimeMS>800</LifetimeMS>
          <Size>140</Size>
        </Projectile>
        <God/>
    
      </Object>
    
    
      <Object type="0x2f87" id="Knight Puppet">
        <Enemy />
        <Class>Character</Class>
        <Group>Puppets</Group>
        <RemoteTexture>
          <Id>715113323</Id>
          <Instance>draw</Instance>
        </RemoteTexture>
        
        <HitSound>monster/ents_hit</HitSound>
        <DeathSound>monster/ents_death</DeathSound>
        <Size>100</Size>
        <MaxHitPoints>3500</MaxHitPoints>
        <Defense>35</Defense>
        
        <Projectile id="0">
          <ObjectId>Purple Bolt</ObjectId>
          <Speed>90</Speed>
          <Damage>70</Damage>
          <LifetimeMS>390</LifetimeMS>
        </Projectile>
        <Projectile id="1">
          <ObjectId>Silver Shield</ObjectId>
          <Speed>120</Speed>
          <Damage>110</Damage>
          <LifetimeMS>190</LifetimeMS>
          <Size>140</Size>
          <ConditionEffect duration="1">Stunned</ConditionEffect>
          <MultiHit />
          <PassesCover />
          <ParticleTrail />
        </Projectile>
        
      </Object>
    
    
      <Object type="0x2f90" id="Green Jinx">
        <Class>Projectile</Class>
        <RemoteTexture>
          <Id>5213252494557184</Id>
          <Instance>draw</Instance>
        </RemoteTexture>
        <AngleCorrection>1</AngleCorrection>
      </Object>
    
      <Object type="0x2f91" id="Purple Jinx">
        <Class>Projectile</Class>
        <RemoteTexture>
          <Id>6671831978213376</Id>
          <Instance>draw</Instance>
        </RemoteTexture>
        <Rotation>100</Rotation>
      </Object>
    And for Behaviors go in wserver/logic/db and make a file named BehaviorDb.Puppets
    Code:
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System;
    using wServer.logic.attack;
    using wServer.logic.loot;
    using wServer.logic.movement;
    using wServer.logic.taunt;
    using System.Text;
    using wServer.logic.cond;
    
    namespace wServer.logic
    {
        partial class BehaviorDb
        {
            private static _ Puppets = Behav()
                .Init(0x2f86, Behaves("Rogue Puppet",
                   new RunBehaviors(
                       Once.Instance(new SetKey(-1, 1)),
                       Once.Instance(new SetKey(-3, 1)),
    
    
                    IfEqual.Instance(-3, 1, SmoothWandering.Instance(3, 2)),
                    IfEqual.Instance(-3, 2, SmoothWandering.Instance(4, 4)),
    
    
                    IfEqual.Instance(-1, 1,
                       new RunBehaviors(
                           CooldownExact.Instance(400, SimpleAttack.Instance(6, projectileIndex: 0)),
                           CooldownExact.Instance(4500, new RandomDo(25, new SetKey(-1, 2))
                           )
                        ),
                    IfEqual.Instance(-1, 2,
                    new RunBehaviors(
                        new QueuedBehavior(
                            new SetKey(-3, 2),
                            SetSize.Instance(0),
                            CooldownExact.Instance(3500),
                            SetSize.Instance(100),
                            new SetKey(-3, 1),
                            CooldownExact.Instance(3400),
                            new SetKey(-1, 1)
                            ),
                        new RunBehaviors(
                            CooldownExact.Instance(400, SimpleAttack.Instance(6, projectileIndex: 0))
                            )
                         )
                     )
    
                  )
    
              )))
                  .Init(0x2f87, Behaves("Knight Puppet",
                  new RunBehaviors(
                      Once.Instance(new SetKey(-1 ,1)),
                      IfEqual.Instance(-1,1, SmoothWandering.Instance(3, 2)),
                      IfEqual.Instance(-1,1,
                        new RunBehaviors(
                            CooldownExact.Instance(550, SimpleAttack.Instance(6)),
                            CooldownExact.Instance(4500, new SetKey(-1 ,2))
                            )),
                       IfEqual.Instance(-1,2, Chasing.Instance(9, 7, 0, null)),
                       IfEqual.Instance(-1,2,
                          new RunBehaviors(
                              If.Instance(IsEntityPresent.Instance(1, null), new SetKey(-1,3))
                              )),
                        IfEqual.Instance(-1,3,
                           new RunBehaviors(
                               CooldownExact.Instance(550, SimpleAttack.Instance(6)),
                               new QueuedBehavior(
                                   CooldownExact.Instance(300),
                                   MultiAttack.Instance(3, 15* (float) Math.PI/180, 4, 0* (float) Math.PI/180, projectileIndex: 1),
                                   CooldownExact.Instance(250),
                                   SimpleAttack.Instance(6),
                                   CooldownExact.Instance(250),
                                   new SetKey(-1,4)
                                   )
                                )),
                        IfEqual.Instance(-1,4, ReturnSpawn.Instance(8)),
                        IfEqual.Instance(-1,4,
                          new QueuedBehavior(
                              CooldownExact.Instance(1000),
                              new SetKey(-1,1)
                              ))
                        )
                    ))
                    .Init(0x2f8a, Behaves("Wizard Puppet",
                       new RunBehaviors(
                           Once.Instance(new SetKey(-2,1)),
    
                           IfEqual.Instance(-2,1,
                           new RunBehaviors(
                           CooldownExact.Instance(250, MultiAttack.Instance(7,5*(float) Math.PI/180,2,0)),
                           CooldownExact.Instance(2500, new SetKey(-1,1)),
                           SmoothWandering.Instance(3,2)
                           )),
                           IfEqual.Instance(-1,1,
                           new QueuedBehavior(
                               SpawnMinionImmediate.Instance(0x2f8b,1f,1,1),
                               CooldownExact.Instance(50),
                               new SetKey(-1,2)
                               )),
                            IfEqual.Instance(-1,2,
                            new QueuedBehavior(
                                OrderAllEntity.Instance(5,0x2f8b, new SetKey(-1,1)),
                                CooldownExact.Instance(10),
                                new SetKey(-1,3)
                                ))
    
                            )))
                    .Init(0x2f8b, Behaves("Wizard Puppet Spell",
                         new RunBehaviors(
                             Chasing.Instance(10, 30, 1, null),
                             SetSize.Instance(0),
                             SetConditionEffect.Instance(ConditionEffectIndex.Invincible),
                             IfEqual.Instance(-1,1,
                             new QueuedBehavior(
                                 CooldownExact.Instance(1500),
                                 RingAttack.Instance(20,2,0),
                                 CooldownExact.Instance(10),
                                 Die.Instance
                                 ))
                            ))
                        )
    
    
                    .Init(0x2f8c, Behaves("Priest Puppet",
                    new RunBehaviors(
                        SmoothWandering.Instance(3,2),
                        CooldownExact.Instance(350, SimpleAttack.Instance(7)),
                        CooldownExact.Instance(2500, HealGroup.Instance(8,250,"Puppets")),
                        CooldownExact.Instance(2500, Heal.Instance(1, 250, 0x2f8c))
                        ))
                    )
                    .Init(0x2f8d, Behaves("Assasin Puppet",
                    new RunBehaviors(
                        SmoothWandering.Instance(3,2),
                        CooldownExact.Instance(400, SimpleAttack.Instance(6, projectileIndex: 0)),
                        Cooldown.Instance(2500, ThrowAttack.Instance(3, 10, 80))
                    ))
                )
    
                    .Init(0x2f8e, Behaves("Archer Puppet",
                    new RunBehaviors(
                        SmoothWandering.Instance(3,2),
                        CooldownExact.Instance(400, MultiAttack.Instance(8, 15*(float) Math.PI/180,3,0,projectileIndex:0)),
                        CooldownExact.Instance(3000, SimpleAttack.Instance(12,projectileIndex:1))
                    ))
                )
    
                .Init(0x2f8f, Behaves("Puppet Master",
                   new RunBehaviors(
                       HpLesser.Instance(5000, new SetKey(-1,7)),
                       Once.Instance(new SetKey(-1,0)),
                       IfEqual.Instance(-1,0,
                       new RunBehaviors(
                        If.Instance(IsEntityPresent.Instance(8, null), new SetKey(-1,1))
                        )),
                        IfEqual.Instance(-1,1,
                        new QueuedBehavior(
                            SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                            new SimpleTaunt("Welcome to the Final Act, my friends. My Puppets require life essence in order to continue performing..."),
                            CooldownExact.Instance(3500),
                            new SimpleTaunt("Its not much, but your lives will have to do for now !"),
                            CooldownExact.Instance(2000),
                            new SetKey(-1,2)
                            )),
    
    
                        IfEqual.Instance(-1,2,
                         new RunBehaviors(
                         UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                         SetConditionEffect.Instance(ConditionEffectIndex.Armored),
                         InfiniteSpiralAttack.Instance(300, 5, -7.5f, projectileIndex: 1),
                         InfiniteSpiralAttack.Instance(301, 5, 7.5f, projectileIndex: 1),
                    new QueuedBehavior(
                        SpawnMinionImmediate.Instance(0x2f8c,3,2,3),
                        SpawnMinionImmediate.Instance(0x2f87,3,2,3),
                      CooldownExact.Instance(7000),
                      new SetKey(-1, 3)
                    )
                  )
                ),
                      IfEqual.Instance(-1,4,
                      new RunBehaviors(
                          UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                          InfiniteSpiralAttack.Instance(150, 5, 7, projectileIndex:1),
                          new QueuedBehavior(
                            new SimpleTaunt("Watch them dance, hero , as they drain your life away !"),
                            SpawnMinionImmediate.Instance(0x2f8c,3,0,1),
                            SpawnMinionImmediate.Instance(0x2f87,3,0,1),
                            CooldownExact.Instance(7000),
                            new SetKey(-1, 5)
                        )
                    )),
    
    
                       IfEqual.Instance(-1,3,
                         new RunBehaviors(
                    SmoothWandering.Instance(2, 3),
                    SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                    UnsetConditionEffect.Instance(ConditionEffectIndex.Armored),
                    Flashing.Instance(100, 0xff0000ff),
                    new QueuedBehavior(
                      CooldownExact.Instance(1800),
                      new SetKey(-1, 4)
                    )
                  )
                ),
                     IfEqual.Instance(-1,5,
                      new RunBehaviors(
                          SmoothWandering.Instance(2f, 4f),
                          UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                            CooldownExact.Instance(1000, RingAttack.Instance(7,4,0,2)),
                            CooldownExact.Instance(1500, MultiAttack.Instance(5, 15*(float) Math.PI/180, 3, 0)),
                        new QueuedBehavior(
                            new SimpleTaunt("Find me if you can hero ! Or die trying !"),
                            SpawnMinionImmediate.Instance(0x2f92,5,3,5),
                            CooldownExact.Instance(12000),
                            OrderAllEntity.Instance(50, 0x2f92 , new SetKey(-1,0)),
                            CooldownExact.Instance(100),
                            new SetKey(-1,6)
                        ))),
                        IfEqual.Instance(-1,6,
                          new RunBehaviors(
                         SmoothWandering.Instance(2, 3),
                         SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                         UnsetConditionEffect.Instance(ConditionEffectIndex.Armored),
                         Flashing.Instance(100, 0xff0000ff),
                         new QueuedBehavior(
                         CooldownExact.Instance(1800),
                         new SetKey(-1, 2)
                    )
                  )
                ),
                        IfEqual.Instance(-1,7,
                           new QueuedBehavior(
                               SetConditionEffect.Instance(ConditionEffectIndex.Invincible),
                               UnsetConditionEffect.Instance(ConditionEffectIndex.Armored),
                               new SimpleTaunt("NO!!! This cannot be how my story ends !! I WILL HAVE MY ENCORE, HERO !"),
                               CooldownExact.Instance(5000),
                               SpawnMinionImmediate.Instance(0x2f95,1,1,1),
                               Cooldown.Instance(1),
                               Die.Instance
                               )
                            ))
    
    
    
    
    
    
                        ))
    
                        .Init(0x2f92, Behaves("Puppet Master Clone",
                        new RunBehaviors(
                            Once.Instance(new SimpleTaunt("Find me if you can hero ! Or die trying !")),
                            SetSize.Instance(150),
                            CooldownExact.Instance(1000, RingAttack.Instance(7,4,0,2)),
                            CooldownExact.Instance(1500, MultiAttack.Instance(5, 15*(float) Math.PI/180, 3, 0)),
                            Circling.Instance(7, 20, 3, 0x2f8f),
                            IfEqual.Instance(-1,0, Die.Instance)
                             
                            ))
                        )
    
                        .Init(0x2f95, Behaves("Puppet Master Treasure",
                        new RunBehaviors(
                            Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
                            Once.Instance(new SetKey(-1,0)),
    
                        IfEqual.Instance(-1,0,
                         new QueuedBehavior(
                             CooldownExact.Instance(2500),
                             UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                             new SetKey(-1,1)
                            ))
                             ),
                            loot: new LootBehavior(LootDef.Empty,
                                Tuple.Create(100, new LootDef(1, 3, 1, 4,
                                Tuple.Create(0.025, (ILoot)new TierLoot(11, ItemType.Weapon)),
                                Tuple.Create(0.025, (ILoot)new TierLoot(12, ItemType.Armor)),
                                Tuple.Create(0.03, (ILoot)new TierLoot(11, ItemType.Armor)),
                                Tuple.Create(0.02, (ILoot)new TierLoot(5, ItemType.Ring)),
                                Tuple.Create(0.035, (ILoot)new TierLoot(10, ItemType.Weapon)),
                                Tuple.Create(0.035, (ILoot)new TierLoot(10, ItemType.Armor)),
                                Tuple.Create(0.055, (ILoot)new TierLoot(5, ItemType.Ability)),
                                Tuple.Create(1.0, (ILoot)new StatPotionLoot(StatPotion.Att))
                                ))
                            )
                        )
    
    
    
                                  
    
    
             );
    
    
    
    
    
            //0x2f8f
                    //          loot: new LootBehavior(LootDef.Empty,
                    //            Tuple.Create(100, new LootDef(1, 3, 1, 4,
                    //            Tuple.Create(0.015, (ILoot)new ItemLoot("Poop Sword")),
                    //            Tuple.Create(0.025, (ILoot)new TierLoot(11, ItemType.Weapon)),
                    //            Tuple.Create(0.025, (ILoot)new TierLoot(12, ItemType.Armor)),
                    //            Tuple.Create(0.03, (ILoot)new TierLoot(11, ItemType.Armor)),
                    //            Tuple.Create(0.02, (ILoot)new TierLoot(5, ItemType.Ring)),
                    //            Tuple.Create(0.035, (ILoot)new TierLoot(10, ItemType.Weapon)),
                    //            Tuple.Create(0.035, (ILoot)new TierLoot(10, ItemType.Armor)),
                    //            Tuple.Create(0.055, (ILoot)new TierLoot(5, ItemType.Ability)),
                    //            Tuple.Create(1.0, (ILoot)new StatPotionLoot(StatPotion.Att))
                    //            ))
                    //        )
    
    
    
    
                }
    }
    YOU WILL NEED RANDOMDO BEHAVIOR, It's found in older posts here
    NOTE : This behavior is close to the original from rotmg , BUT I made it harder and more challenging . Also I didn't make this so It can support the dungeon like prod ( move to center , go back ) , and it is kinda complete. Feel free to edit it , and also credit me if you do anything with it.
    Also the loot isn't like the original, If you do a better version by editing this , please send it to me so I can have it :3 , Missed oryx treasure.
    Last edited by pLolz; 10-15-2014 at 02:09 PM.
    CONTACT : Skype = Jailedfresh
    I guess I'm back..
     

    I'm a ROTMG private server coder... I make behaviors,setpieces,maps (bad ones just for maps !),add:items,grounds,walls,I rarely make any new commands and I also make behaviors classes (Not really everything).. I have a WIP Pserver but's just 4 friends

     

    pLolz comes from the world Lol , one of my best friends was saying Lolz in the case of Lol and I didn't wan't to copy him soo I added a p,result = p-Lol-z

  2. The Following 7 Users Say Thank You to pLolz For This Useful Post:

    [MPGH]Ahl (10-15-2014),KieronZeCoder69 (10-16-2014),Omniraptor (10-15-2014),sacredmike (12-26-2014),SaltyButSpeedy (10-15-2014),sebastianfra12 (12-21-2014),TJRAE%TJAJAZetjtjtjjt (10-16-2014)

  3. #2
    pLolz's Avatar
    Join Date
    Sep 2012
    Gender
    male
    Posts
    90
    Reputation
    10
    Thanks
    659
    My Mood
    Amazed
    Dammit ... wrong section. can someone move this ?
    CONTACT : Skype = Jailedfresh
    I guess I'm back..
     

    I'm a ROTMG private server coder... I make behaviors,setpieces,maps (bad ones just for maps !),add:items,grounds,walls,I rarely make any new commands and I also make behaviors classes (Not really everything).. I have a WIP Pserver but's just 4 friends

     

    pLolz comes from the world Lol , one of my best friends was saying Lolz in the case of Lol and I didn't wan't to copy him soo I added a p,result = p-Lol-z

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    rexssj's Avatar
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    dem drops
    // Tuple.Create(0.015, (ILoot)new ItemLoot("Poop Sword")),
    only 0.015 chance

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    Thanks for the behaviors, I'll port it to the new behavior system that the "Prod-Server" uses

  6. The Following User Says Thank You to ossimc82 For This Useful Post:

    BlackRayquaza (10-18-2014)

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    Great one! Plolz

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    Oh cool plolz thanks for this ^.^
    any news on dj manual knees?

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    Quote Originally Posted by ossimc82 View Post
    Thanks for the behaviors, I'll port it to the new behavior system that the "Prod-Server" uses
    As much as I wish I can be one of your developers.. it's nice to see that you actually enjoy it.. xD.. just curious doe . is the new behav simpler of harder to understand ?
    CONTACT : Skype = Jailedfresh
    I guess I'm back..
     

    I'm a ROTMG private server coder... I make behaviors,setpieces,maps (bad ones just for maps !),add:items,grounds,walls,I rarely make any new commands and I also make behaviors classes (Not really everything).. I have a WIP Pserver but's just 4 friends

     

    pLolz comes from the world Lol , one of my best friends was saying Lolz in the case of Lol and I didn't wan't to copy him soo I added a p,result = p-Lol-z

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    what else should I do ?
    CONTACT : Skype = Jailedfresh
    I guess I'm back..
     

    I'm a ROTMG private server coder... I make behaviors,setpieces,maps (bad ones just for maps !),add:items,grounds,walls,I rarely make any new commands and I also make behaviors classes (Not really everything).. I have a WIP Pserver but's just 4 friends

     

    pLolz comes from the world Lol , one of my best friends was saying Lolz in the case of Lol and I didn't wan't to copy him soo I added a p,result = p-Lol-z

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    Make the LoD Behavior

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    Quote Originally Posted by pLolz View Post
    what else should I do ?
    Belladonna
    LoD
    Ceme
    Deadwater Docks
    Woodland Labyrinth
    The Crawling Depths
    Cave of a Thousand Treasures
    Lair of Shaitan

    This should be it
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    Quote Originally Posted by Ahlwong View Post
    Belladonna
    LoD
    Ceme
    Deadwater Docks
    Woodland Labyrinth
    The Crawling Depths
    Cave of a Thousand Treasures
    Lair of Shaitan

    This should be it
    Sorry but I can't do all of that dungeon solo. It's too hard :/.. Even doe I have an idea for the whole red blue green black thing..
    Especially if it has precision. Like getting something right where it needs to so it can form the lava thing..
    Last edited by pLolz; 10-16-2014 at 01:37 AM.
    CONTACT : Skype = Jailedfresh
    I guess I'm back..
     

    I'm a ROTMG private server coder... I make behaviors,setpieces,maps (bad ones just for maps !),add:items,grounds,walls,I rarely make any new commands and I also make behaviors classes (Not really everything).. I have a WIP Pserver but's just 4 friends

     

    pLolz comes from the world Lol , one of my best friends was saying Lolz in the case of Lol and I didn't wan't to copy him soo I added a p,result = p-Lol-z

  14. #12
    nilly's Avatar
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    Quote Originally Posted by pLolz View Post
    As much as I wish I can be one of your developers.. it's nice to see that you actually enjoy it.. xD.. just curious doe . is the new behav simpler of harder to understand ?
    IMO, from someone who has made behaviors with new system and used old system as a reference here and there, it is way simpler.
    Be careful, stray too far from the pack and you'll get lost.

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    Quote Originally Posted by nilly View Post
    IMO, from someone who has made behaviors with new system and used old system as a reference here and there, it is way simpler.
    Ok. And how complex can the behavior go ? I mean with the old system you can do pretty much what you want to, it doesn't feel like it has any limitation. You might need to do a lot of background stuff to get some stuff working ( Wizard Puppet 's Spell was pretty hard )..
    CONTACT : Skype = Jailedfresh
    I guess I'm back..
     

    I'm a ROTMG private server coder... I make behaviors,setpieces,maps (bad ones just for maps !),add:items,grounds,walls,I rarely make any new commands and I also make behaviors classes (Not really everything).. I have a WIP Pserver but's just 4 friends

     

    pLolz comes from the world Lol , one of my best friends was saying Lolz in the case of Lol and I didn't wan't to copy him soo I added a p,result = p-Lol-z

  16. #14
    sacredmike's Avatar
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    Quote Originally Posted by pLolz View Post
    Sorry but I can't do all of that dungeon solo. It's too hard :/.. Even doe I have an idea for the whole red blue green black thing..
    Especially if it has precision. Like getting something right where it needs to so it can form the lava thing..
    I have an idea for ceme. I can probably do it in a day or to.

  17. #15
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    Quote Originally Posted by pLolz View Post
    Ok. And how complex can the behavior go ? I mean with the old system you can do pretty much what you want to, it doesn't feel like it has any limitation. You might need to do a lot of background stuff to get some stuff working ( Wizard Puppet 's Spell was pretty hard )..
    I would say that the old system gives you a little more flexibility, but new system easier to read and understand and you can code some pretty complex stuff in far few lines. If you need some kind of complex behavior that existing behavior logic wouldn't allow for, just code up the behavior logic for it.

    The biggest difference I see between the two is how timing is dealt with. Old system, you have full control over how events are timed. New system gives less control over timing actions (unless one resorts to making 10 million different states and exits them with a TimedTransistion, which is probably on par with how one codes using the old behavior system).

    One thing I haven't figure out how to do with new behavior system (that I think old behavior system handles) is conditionals. For example, limon does a ring attack with many projectiles when paralyzed. I don't know how to tell the new state system to move to a certain state based on what condition effects it has.
    Last edited by nilly; 10-16-2014 at 09:13 AM.
    Be careful, stray too far from the pack and you'll get lost.

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