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  1. #1
    TJRAE%TJAJAZetjtjtjjt's Avatar
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    Post Belladonna behavior :D (noob version)

    This 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>

  2. #2
    KieronZeCoder69's Avatar
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    Quote Originally Posted by GhostMareeX View Post
    This 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>
    step 1.stop copying prod's stuff xD
    <KeepDamageRecord/> = crash
    <DisplayId>{belladonna.vlntns_Botany_Bella}</DisplayId>=fucked up name

    EDIT: good work, for a first behavior
    Last edited by KieronZeCoder69; 10-30-2014 at 08:12 PM.

  3. #3
    filenub's Avatar
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    You could have done better even though it was
    Quote Originally Posted by GhostMareeX View Post
    my frist behavior

  4. The Following 2 Users Say Thank You to filenub For This Useful Post:

    [MPGH]Ahl (10-30-2014),KieronZeCoder69 (10-30-2014)

  5. #4
    Ahl's Avatar
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    Not really full behavior considering all the things she spawns need behavior and herself and the chest.
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  6. #5
    TJRAE%TJAJAZetjtjtjjt's Avatar
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    l noob in create behaviors

  7. #6
    Kithio's Avatar
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    Quote Originally Posted by KieronZeCoder69 View Post
    step 1.stop copying prod's stuff xD
    <KeepDamageRecord/> = crash
    <DisplayId>{belladonna.vlntns_Botany_Bella}</DisplayId>=fucked up name

    EDIT: good work, for a first behavior
    Step 1: Learn to continue a step based system if you start it...

    Step 2: KeepDamageRecord doesn't crash the server, you've probably just managed to fuck things up somehow

    Step 3: Learn to refactor names yourself.. {belladonna.vlntns_Botany_Bella} => Botany Belladonna
    I is pansexual furry and proud

    Server Information:
    Status: Confused

  8. #7
    sacredmike's Avatar
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    Quote Originally Posted by KieronZeCoder69 View Post
    step 1.stop copying prod's stuff xD
    <KeepDamageRecord/> = crash
    <DisplayId>{belladonna.vlntns_Botany_Bella}</DisplayId>=fucked up name

    EDIT: good work, for a first behavior
    You realize there is no point to rewrite the XML. If its been written already in prod then just copy and paste. You would be wasting your time.
    i'm actually just a horny boy

  9. #8
    KieronZeCoder69's Avatar
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    Quote Originally Posted by Kithio View Post
    Step 3: Learn to refactor names yourself.. {belladonna.vlntns_Botany_Bella} => Botany Belladonna
    or i can just have normal names :/

  10. #9
    TJRAE%TJAJAZetjtjtjjt's Avatar
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    yea lk now this

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