Sphinx Behave [SD]

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Sphinx Behave [SD]
Again, fabiano sphinx behave, just edited to work for sd without having to download the needed behavior files and shit;p
tested on my serv
works fine
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using wServer.logic.behaviors;
using wServer.logic.loot;
using wServer.logic.transitions;

namespace wServer.logic
{
    partial class BehaviorDb
    {
        private _ GrandSphinx = () => Behav()
            .Init("Grand Sphinx",
                    new State(
                        new Spawn("Horrid Reaper", maxChildren: 8, initialSpawn: 1),
                        new State("BlindAttack",
                            new Wander(0.0005),
                            new StayCloseToSpawn(0.5, 8),
                            new Taunt("You hide like cowards... but you can't hide from this!"),
                            new State("1",
                                new Shoot(10, projectileIndex: 1, count: 10, shootAngle: 10, fixedAngle: 0),
                                new Shoot(10, projectileIndex: 1, count: 10, shootAngle: 10, fixedAngle: 180),
                                new TimedTransition(1500, "2")
                            ),
                            new State("2",
                                new Shoot(10, projectileIndex: 1, count: 10, shootAngle: 10, fixedAngle: 270),
                                new Shoot(10, projectileIndex: 1, count: 10, shootAngle: 10, fixedAngle: 90),
                                new TimedTransition(1500, "1")
                            ),
                            new TimedTransition(10000, "Ilde")
                        ),
                        new State("Ilde",
                            new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                            new Flash(0xff00ff00, 0.01, 50),
                            new TimedTransition(2000, "ArmorBreakAttack")
                        ),
                        new State("ArmorBreakAttack",
                            new Wander(0.0005),
                            new StayCloseToSpawn(0.5, 8),
                            new Shoot(0, projectileIndex: 2, count: 8, shootAngle: 5, coolDown: 300),
                            new TimedTransition(10000, "Ilde2")
                        ),
                        new State("Ilde2",
                            new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                            new Flash(0xff00ff00, 0.01, 50),
                            new TimedTransition(2000, "WeakenAttack")
                        ),
                        new State("WeakenAttack",
                            new Wander(0.0005),
                            new StayCloseToSpawn(0.5, 8),
                            new Shoot(10, projectileIndex: 3, count: 3, shootAngle: 120, coolDown: 900),
                            new Shoot(10, projectileIndex: 2, count: 3, shootAngle: 15, fixedAngle: 40, coolDown: 1600, coolDownOffset: 0),
                            new Shoot(10, projectileIndex: 2, count: 3, shootAngle: 15, fixedAngle: 220, coolDown: 1600, coolDownOffset: 0),
                            new Shoot(10, projectileIndex: 2, count: 3, shootAngle: 15, fixedAngle: 130, coolDown: 1600, coolDownOffset: 800),
                            new Shoot(10, projectileIndex: 2, count: 3, shootAngle: 15, fixedAngle: 310, coolDown: 1600, coolDownOffset: 800),
                            new TimedTransition(10000, "Ilde3")
                        ),
                        new State("Ilde3",
                            new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                            new Flash(0xff00ff00, 0.01, 50),
                            new TimedTransition(2000, "BlindAttack")
                        )
                    ),
                    new Threshold(0.05,
                        new ItemLoot("Potion of Vitality", 1),
                        new ItemLoot("Potion of Wisdom", 1)
                    ),
                    new Threshold(0.05,
                        new ItemLoot("Helm of the Juggernaut", 0.005)
                        )
                    )
                .Init("Horrid Reaper",
                    new State(
                        new Shoot(radius: 25, shootAngle: 10 * (float)Math.PI / 180, count: 1, projectileIndex: 0, coolDown: 1000),
                        new State("Idle",
                            new StayCloseToSpawn(0.5, 15),
                            new Wander(0.5)
                        ),
                        new State("Go away",
                            new TimedTransition(5000, "I AM OUT"),
                            new Taunt("OOaoaoAaAoaAAOOAoaaoooaa!!!")
                        ),
                        new State("I AM OUT",
                            new Decay(0)
                        )
                    )
                );
    }
}
tenksssss
finally u doing something useful and not only sucking dick

jk.
You should continue releasing SD behaviors very much appreciated.
thanks! need it so much
Posts 1–4 of 4 · Page 1 of 1

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