make for club .-. XD
Get the sprites yourself please.
Gigacorn XML
Projectiles XMLCode:<Object ext="true" id="Gigacorn"> <Group>Candyland</Group> <Enemy/> <Class>Character</Class> <AnimatedTexture> <File>chars16x16rEncounters</File> <Index>58</Index> </AnimatedTexture> <HitSound>spell/light_heal</HitSound> <DeathSound>spell/major_heal</DeathSound> <Size>200</Size> <MaxHitPoints>16000</MaxHitPoints> <Defense>35</Defense> <God/> <Quest/> <Projectile id="0"> <ObjectId>Unicorn Horn</ObjectId> <Damage>90</Damage> <Speed>70</Speed> <LifetimeMS>2000</LifetimeMS> <Size>160</Size> <ArmorPiercing/> <MultiHit/> </Projectile> <Projectile id="1"> <ObjectId>Rainbow Brick</ObjectId> <Damage>70</Damage> <Speed>65</Speed> <LifetimeMS>1000</LifetimeMS> <Size>160</Size> <ArmorPiercing/> <MultiHit/> </Projectile> </Object>
Make a file called BehaviorDb.Gigacorn.cs and put this code in itCode:<Object ext="true" id="Unicorn Horn"> <Class>Projectile</Class> <Texture> <File>lofiObj3</File> <Index>0x2a6</Index> </Texture> <AngleCorrection>1</AngleCorrection> </Object> <Object ext="true" id="Rainbow Brick"> <Class>Projectile</Class> <Texture> <File>lofiObj3</File> <Index>0x2b2</Index> </Texture> <AngleCorrection>1</AngleCorrection> </Object>
You might get errors because of the loot, just remove the items you don't haveCode:using System; using System.Collections.Generic; using System.Linq; using System.Text; using wServer.realm; using wServer.logic.behaviors; using wServer.logic.loot; using wServer.logic.transitions; namespace wServer.logic { partial class BehaviorDb { _ Gigacorn = () => Behav() .Init("Gigacorn", new State( new Wander(0.5), new Charge(2.0, 10f, 4000), new Shoot(20, 1, 40, angleOffset: 60 / 3, projectileIndex: 0, coolDown: 2100), new Shoot(20, 1, 40, angleOffset: 60 / 3, projectileIndex: 0, coolDown: 2200), new Shoot(20, 1, 40, angleOffset: 60 / 3, projectileIndex: 0, coolDown: 2300), new Shoot(20, 1, 40, angleOffset: 60 / 3, projectileIndex: 0, coolDown: 2400), new Shoot(20, 3, 15, angleOffset: 40 / 3, projectileIndex: 1, coolDown: 4000), new Shoot(20, 3, 15, angleOffset: 20 / 3, projectileIndex: 1, coolDown: 2000) ), //LOOT new TierLoot(6, ItemType.Weapon, 0.04), new TierLoot(7, ItemType.Weapon, 0.02), new TierLoot(8, ItemType.Weapon, 0.01), new TierLoot(7, ItemType.Armor, 0.04), new TierLoot(8, ItemType.Armor, 0.02), new TierLoot(9, ItemType.Armor, 0.01), new TierLoot(3, ItemType.Ring, 0.015), new TierLoot(4, ItemType.Ring, 0.005), new Threshold(0.18, new ItemLoot("Potion of Defense", 0.02), new ItemLoot("Potion of Attack", 0.02), new ItemLoot("Yellow Gumball", 0.3), new ItemLoot("Green Gumball", 0.3), new ItemLoot("Blue Gumball", 0.3), new ItemLoot("Red Gumball", 0.3), new ItemLoot("Blue Gumball", 0.3), new ItemLoot("Fairy Plate", 0.009), new ItemLoot("Pixie-Enchanted Sword", 0.009), new ItemLoot("Seal of the Enchanted Forest", 0.009), new ItemLoot("Candy-Coated Armor", 0.01), new ItemLoot("Wine Cellar Incantation", 0.01), new ItemLoot("Ring of Pure Wishes", 0.009), new ItemLoot("Potion of Defense", 0.005) )); } }
make for club .-. XD
Last edited by sebastianfra12; 05-03-2015 at 05:37 AM.
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All you really need to focus on converting is
The loot bit isn't much of a difficulty.Code:.Init("Gigacorn", new State( new Wander(0.5), new Charge(2.0, 10f, 4000), new Shoot(20, 1, 40, angleOffset: 60 / 3, projectileIndex: 0, coolDown: 2100), new Shoot(20, 1, 40, angleOffset: 60 / 3, projectileIndex: 0, coolDown: 2200), new Shoot(20, 1, 40, angleOffset: 60 / 3, projectileIndex: 0, coolDown: 2300), new Shoot(20, 1, 40, angleOffset: 60 / 3, projectileIndex: 0, coolDown: 2400), new Shoot(20, 3, 15, angleOffset: 40 / 3, projectileIndex: 1, coolDown: 4000), new Shoot(20, 3, 15, angleOffset: 20 / 3, projectileIndex: 1, coolDown: 2000) ),
All you are really doing in this is removing the cooldown and putting it to the front and the rest is pretty self-explanatory
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