step 1.stop copying prod's stuff xDThis is my frist behavior
Code:using System; using System.Collections.Generic; using System.Linq; using System; using wServer.logic.attack; using wServer.logic.loot; using wServer.logic.movement; using wServer.logic.taunt; using System.Text; using wServer.logic.cond; namespace wServer.logic { partial class BehaviorDb { private static _ Bella = Behav() .Init(0x7410, Behaves("vlntns Loot Balloon Bella", 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(0.50, (ILoot)new ItemLoot("Diamond Bladed Katana")), Tuple.Create(0.50, (ILoot)new ItemLoot("Staff of Adoration")), Tuple.Create(0.50, (ILoot)new ItemLoot("Wand of Budding Romance")), Tuple.Create(0.50, (ILoot)new ItemLoot("Heartfind Dagger")), Tuple.Create(0.50, (ILoot)new ItemLoot("Vinesword")), Tuple.Create(0.50, (ILoot)new ItemLoot("Cupid's Bow")) )) ) ) ) .Init(0x738c, Behaves("vlntns Botany Bella", new RunBehaviors( SmoothWandering.Instance(2f, 2f), Cooldown.Instance(3000, RingAttack.Instance(12, 0, 0, projectileIndex: 1)), Cooldown.Instance(4000, RingAttack.Instance(12, 0, 0, projectileIndex: 3)), Cooldown.Instance(750, PredictiveMultiAttack.Instance(25, 3 * (float)Math.PI / 180, 3, 0)), InfiniteSpiralAttack.Instance(150, 2, 7, projectileIndex:2) ), condBehaviors: new ConditionalBehavior[] { new OnDeath( new QueuedBehavior( Once.Instance(SpawnMinionImmediate.Instance(0x7410, 1, 1, 1)))) } )); } }Code:<Object type="0x738c" id="vlntns Botany Bella"> <DisplayId>{belladonna.vlntns_Botany_Bella}</DisplayId> <Enemy/> <Class>Character</Class> <Group>Bella</Group> <AnimatedTexture> <File>chars16x16rEncounters</File> <Index>116</Index> </AnimatedTexture> <HitSound>monster/medusa_hit</HitSound> <DeathSound>monster/medusa_death</DeathSound> <MaxHitPoints>85000</MaxHitPoints> <StasisImmune/> <StunImmune/> <ParalyzeImmune/> <Defense>60</Defense> <God/> <XPMult>0.3</XPMult> <KeepDamageRecord/> <Size>200</Size> <Projectile id="0"> <ObjectId>BellaShot</ObjectId> <Speed>25</Speed> <MinDamage>96</MinDamage> <MaxDamage>103</MaxDamage> <LifetimeMS>3000</LifetimeMS> <ConditionEffect duration="3">Bleeding</ConditionEffect> </Projectile> <Projectile id="1"> <ObjectId>BellaBerry</ObjectId> <Speed>25</Speed> <MinDamage>75</MinDamage> <MaxDamage>143</MaxDamage> <LifetimeMS>6000</LifetimeMS> </Projectile> <Projectile id="2"> <ObjectId>BellaPetal</ObjectId> <Speed>35</Speed> <MinDamage>82</MinDamage> <MaxDamage>114</MaxDamage> <Size>90</Size> <ConditionEffect duration="3">Slowed</ConditionEffect> <LifetimeMS>6000</LifetimeMS> </Projectile> <Projectile id="3"> <ObjectId>BellaLeaf</ObjectId> <Speed>45</Speed> <MinDamage>91</MinDamage> <MaxDamage>155</MaxDamage> <Size>95</Size> <LifetimeMS>5000</LifetimeMS> </Projectile> </Object> <Object type="0x738d" id="BellaShot"> <Class>Projectile</Class> <Texture> <File>lofiObj3</File> <Index>0x4B7</Index> </Texture> <AngleCorrection>1</AngleCorrection> </Object> <Object type="0x738e" id="BellaBerry"> <Class>Projectile</Class> <Texture> <File>lofiObj3</File> <Index>0x4B5</Index> </Texture> <Rotation>185</Rotation> </Object> <Object type="0x738f" id="BellaPetal"> <Class>Projectile</Class> <Texture> <File>lofiObj3</File> <Index>0x4B8</Index> </Texture> </Object> <Object type="0x740d" id="BellaLeaf"> <Class>Projectile</Class> <Texture> <File>lofiObj3</File> <Index>0x4B6</Index> </Texture> </Object>
<KeepDamageRecord/> = crash
<DisplayId>{belladonna.vlntns_Botany_Bella}</DisplayId>=fucked up name
EDIT: good work, for a first behavior