RESIDENT-EVIL (05-17-2015)
Hey guys! ^^
So i decided to make a boss fight dungeon boss. Idk what to call it so i named it epic shaitan... :/
Well just to explain the codes. The epic shaitan is having 2 guards cicling on it. I've made spawners thats supposed to be in the cornors of the boss room (works best in a small room) The lava spawners, spawns things like blobombs thats gonna explode at you every 30rd second. But no worries might sound a bit OP so i turned demage down for them. Else than that. When you kill the 2 circling guards the boss starts shooting. And you can't kill the spawners
A remind from last time: I put all codes in the same file this time ;D
(please note: Get some sprites yourself...)XML:
Add that in addition.xml!Code:<Object type="0x5034" id="Epic shaitan"> <Enemy/> <Class>Character</Class> <Level>20</Level> <NoArticle/> <StasisImmune/> <StunImmune/> <ParalyzeImmune/> <DazedImmune/> <AnimatedTexture> <File>chars16x16dEncounters2</File> <Index>108</Index> </AnimatedTexture> <HitSound>monster/skeletons_hit</HitSound> <DeathSound>monster/skeletons_death</DeathSound> <Projectile id="0"> <ObjectId>Red Fire</ObjectId> <Speed>60</Speed> <Damage>170</Damage> <Size>160</Size> <LifetimeMS>4000</LifetimeMS> <ArmorPiercing/> <MultiHit/> </Projectile> <Projectile id="1"> <ObjectId>Illumination Fire</ObjectId> <Speed>60</Speed> <Damage>170</Damage> <Size>160</Size> <LifetimeMS>4000</LifetimeMS> <ArmorPiercing/> <MultiHit/> </Projectile> <Projectile id="2"> <ObjectId>White Bullet</ObjectId> <Speed>60</Speed> <Damage>170</Damage> <Size>160</Size> <LifetimeMS>4000</LifetimeMS> <ArmorPiercing/> <MultiHit/> </Projectile> <Projectile id="3"> <ObjectId>Red Fire</ObjectId> <Speed>60</Speed> <Damage>170</Damage> <Size>160</Size> <LifetimeMS>4000</LifetimeMS> <ArmorPiercing/> <MultiHit/> </Projectile> <Projectile id="4"> <ObjectId>Illumination Fire</ObjectId> <Speed>60</Speed> <Damage>170</Damage> <Size>160</Size> <LifetimeMS>4000</LifetimeMS> <ArmorPiercing/> <MultiHit/> </Projectile> <Projectile id="5"> <ObjectId>White Bullet</ObjectId> <Speed>60</Speed> <Damage>170</Damage> <Size>160</Size> <LifetimeMS>4000</LifetimeMS> <ArmorPiercing/> <MultiHit/> </Projectile> <Projectile id="6"> <ObjectId>Red Fire</ObjectId> <Speed>60</Speed> <Damage>170</Damage> <Size>160</Size> <LifetimeMS>4000</LifetimeMS> <ArmorPiercing/> <MultiHit/> </Projectile> <Projectile id="7"> <ObjectId>White Bullet</ObjectId> <Speed>60</Speed> <Damage>170</Damage> <Size>160</Size> <LifetimeMS>4000</LifetimeMS> <ArmorPiercing/> <MultiHit/> </Projectile> <Projectile id="8"> <ObjectId>Illumination Fire</ObjectId> <Speed>60</Speed> <Damage>170</Damage> <Size>160</Size> <LifetimeMS>4000</LifetimeMS> <ArmorPiercing/> <MultiHit/> </Projectile> <MaxHitPoints>150000</MaxHitPoints> <Size>0</Size> <Defense>60</Defense> </Object> <Object type="0xf79" id="The Devils Hand"> <Group>Shaitan</Group> <Enemy/> <Class>Character</Class> <Level>20</Level> <NoArticle/> <AnimatedTexture> <File>chars16x16dEncounters2</File> <Index>95</Index> </AnimatedTexture> <HitSound>monster/skeletons_hit</HitSound> <DeathSound>monster/skeletons_death</DeathSound> <Projectile id="0"> <ObjectId>White Bullet</ObjectId> <Speed>5</Speed> <Damage>60</Damage> <Size>80</Size> <LifetimeMS>200</LifetimeMS> <MultiHit/> <ArmorPiercing/> </Projectile> <MaxHitPoints>10000</MaxHitPoints> <Size>60</Size> <Defense>60</Defense> </Object> <Object type="0x1973" id="Epic Shaitan Minion Spawner"> <Class>Character</Class> <Enemy/> <NoMiniMap/> <StasisImmune/> <Texture> <File>invisible</File> <Index>0</Index> </Texture> <MaxHitPoints>9999</MaxHitPoints> <Defense>0</Defense> <XpMult>0</XpMult> <Size>100</Size> <ShadowSize>0</ShadowSize> <HitSound>monster/chicken_hit</HitSound> <DeathSound>monster/chicken_death</DeathSound> <Projectile id="0"> <ObjectId>Pink Dot</ObjectId> <Damage>100</Damage> <Speed>65</Speed> <Size>120</Size> <LifetimeMS>2000</LifetimeMS> <MultiHit /> </Projectile> </Object> <Object type="0x1974" id="Epic Flame Trigger"> <Enemy /> <Class>Character</Class> <Texture><File>lofiObjBig</File><Index>0x0a</Index></Texture> <HitSound>monster/medusa_hit</HitSound> <DeathSound>monster/trees_death</DeathSound> <Size>100</Size> <MaxHitPoints>50000</MaxHitPoints> <Defense>30</Defense> <XpMult>0.75</XpMult> <Projectile id="0"> <ObjectId>Directed Explosion</ObjectId> <Speed>150</Speed> <Damage>100</Damage> <Size>200</Size> <LifetimeMS>400</LifetimeMS> </Projectile> </Object>
Now make a file called: BehaviorDb.EpicShaitan.cs and copy paste this code:
Code:using System; using System.Collections.Generic; using System.Linq; using System.Text; using wServer.realm; using wServer.logic.attack; using wServer.logic.movement; using wServer.logic.loot; using wServer.logic.taunt; using wServer.logic.cond; namespace wServer.logic { partial class BehaviorDb { static _ EpicShaitan = Behav() .Init(0xf79, Behaves("The Devil's Hand", new RunBehaviors( Circling.Instance(2.0f, 25, 7, 0x5034), CooldownExact.Instance(500, RingAttack.Instance(15, projectileIndex: 0)) )) ) .Init(0x5034, Behaves("The Devil Shaitan", Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)), Cooldown.Instance(2500, RingAttack.Instance(20, 0, 90 * (float)Math.PI / 180, 1)),// blue circle of boomarang bullets at start If.Instance(EntityLesserThan.Instance(30, 1, 0xf79), // kill hands to start new RunBehaviors( Once.Instance(IsEntityPresent.Instance(1, null)), new RunBehaviors( UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable), Cooldown.Instance(3000, RingAttack.Instance(8, 0, 0, 0)), HpLesserPercent.Instance(0.2f, new SetKey(-1, 3)), Once.Instance(new SetKey(-1, 1)), Cooldown.Instance(10000, (RingAttack.Instance(6, 0, 2, projectileIndex: 5))), #region Awake IfEqual.Instance(-1, 1, new RunBehaviors( Cooldown.Instance(15000, (new SimpleTaunt("You dont know who your up against!"))), new QueuedBehavior( Cooldown.Instance(100, MultiAttack.Instance(10, 5 * (float)Math.PI / 100, 9, 0, projectileIndex: 0)), Cooldown.Instance(110, MultiAttack.Instance(10, 5 * (float)Math.PI / 100, 9, 0, projectileIndex: 1)), Cooldown.Instance(2000) ), new QueuedBehavior( Cooldown.Instance(3000, (SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable))), Cooldown.Instance(5000, (UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable))) ), new QueuedBehavior( Cooldown.Instance(15000), new SetKey(-1, 2)) ) ), #endregion #region Pissed IfEqual.Instance(-1, 2, new RunBehaviors( Cooldown.Instance(15000, (new SimpleTaunt("Let flames consume you minion!!"))), new QueuedBehavior( Cooldown.Instance(100, MultiAttack.Instance(10, 5 * (float)Math.PI / 100, 3, 0, projectileIndex: 2)), Cooldown.Instance(140, MultiAttack.Instance(10, 5 * (float)Math.PI / 100, 3, 0, projectileIndex: 3)), Cooldown.Instance(180, MultiAttack.Instance(10, 5 * (float)Math.PI / 100, 3, 0, projectileIndex: 4)), Cooldown.Instance(220, MultiAttack.Instance(10, 5 * (float)Math.PI / 100, 3, 0, projectileIndex: 5)), Cooldown.Instance(260, MultiAttack.Instance(10, 5 * (float)Math.PI / 100, 1, 0, projectileIndex: 6)), Cooldown.Instance(800) ), new QueuedBehavior( Cooldown.Instance(3000, (SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable))), Cooldown.Instance(5000, (UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable))) ), new QueuedBehavior( Cooldown.Instance(15000), new SetKey(-1, 1)) ) ), #endregion #region Extremely Pissed IfEqual.Instance(-1, 3, new RunBehaviors( SimpleWandering.Instance(2, 3f), Cooldown.Instance(860, MultiAttack.Instance(10, 5 * (float)Math.PI / 100, 1, 0, projectileIndex: 6)), Cooldown.Instance(15000, (new SimpleTaunt("DIE DIE DIE!!"))), new QueuedBehavior( Cooldown.Instance(100, MultiAttack.Instance(10, 5 * (float)Math.PI / 100, 3, 0, projectileIndex: 2)), Cooldown.Instance(140, MultiAttack.Instance(10, 5 * (float)Math.PI / 100, 3, 0, projectileIndex: 3)), Cooldown.Instance(180, MultiAttack.Instance(10, 5 * (float)Math.PI / 100, 3, 0, projectileIndex: 4)), Cooldown.Instance(220, MultiAttack.Instance(10, 5 * (float)Math.PI / 100, 3, 0, projectileIndex: 5)), Cooldown.Instance(260, MultiAttack.Instance(10, 5 * (float)Math.PI / 100, 1, 0, projectileIndex: 6)), Cooldown.Instance(600) ))))) ))); static _ EpicSSpawner = Behav() .Init(0x1973, Behaves("Epic Shaitans Spawner", new RunBehaviors( Once.Instance(IsEntityPresent.Instance(1, null)), new RunBehaviors( SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable), Cooldown.Instance(2500, SpawnMinionImmediate.Instance(0x1974, 1, 1, 1)) )) )) .Init(0x1974, Behaves("Epic flame trigger", new RunBehaviors( new SetKey(-1, 1), IfEqual.Instance(-1, 1, new RunBehaviors( Chasing.Instance(2.5f, 6, 1, null), If.Instance(IsEntityPresent.Instance(2, null), Flashing.Instance(150, 0xEB6CC2), new SetKey(-1, 2)) )), IfEqual.Instance(-1, 2, new QueuedBehavior( CooldownExact.Instance(2000), RingAttack.Instance(30, projectileIndex: 0), Die.Instance ))) )); } #endregion }
Thats it, if you have any questions quote this!
-Thanks
Enjoy!
RESIDENT-EVIL (05-17-2015)
maybe a video or gif, i don't own club source to test it xD
Kierze (05-04-2015),sebastianfra12 (05-04-2015)
Ik xD Demage is a bit op so i turned it down aaand something is wrong the main boss xml code server crashes if i put textures on it, lel but i'll salve it later :P At the end where it rages its gonna spawn a chest exacly the same place as it stands (tossenemyatplayer) and then go to rage phase. In the rageface its gonna chase you instead of SimpleWandering I'll quote the full code+xml when i've done the behavior. I spend like 15 minutes on this even tho it was late evening so when i get time i'll finish the behavior :P
Last edited by lkdjnfoskjednfblksjdfn; 05-06-2015 at 06:48 AM.
How you add this Inventory ? pls call me!
and my archives of Rabcdasm is ASASM
I really enjoy this behavior. I recommend you to the contest! I think you could make it pretty far.
lkdjnfoskjednfblksjdfn (12-15-2015)