Cave of Thousand Treasures Behavior [Fabiano Swagger of Doom]
Cave of Thousand Treasures
Behavior
Hello everyone. So as many of you have noticed and some haven't. I have not made a release in a while, so i thought it was about time to make something for you guys, as a apology on the flame thread i made few weeks ago.
I've done the whole Cave of Thousand Treasures, behavior.
Xml codes will not be used in this tutorial becaues their already in the fabiano source.
Step1:
Go to: Wserver>logic>db and make a new file called: BehaviorDb.TreasureCave.cs
When thats done, replace everything with this:
Hope you like it! Enjoy
Behavior
Hello everyone. So as many of you have noticed and some haven't. I have not made a release in a while, so i thought it was about time to make something for you guys, as a apology on the flame thread i made few weeks ago.
I've done the whole Cave of Thousand Treasures, behavior.
Xml codes will not be used in this tutorial becaues their already in the fabiano source.
Step1:
Go to: Wserver>logic>db and make a new file called: BehaviorDb.TreasureCave.cs
When thats done, replace everything with this:
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Runtime.Remoting.Messaging;
using System.Text;
using wServer.realm;
using wServer.logic.behaviors;
using wServer.logic.loot;
using wServer.logic.transitions;
namespace wServer.logic
{
partial class BehaviorDb
{
private _ TreasureCave = () => Behav() //this Behavior is made by NoobHereo. If you have it your a lucky man and should give credits.
.Init("Golden Oryx Effigy",
new State(
new State("default",
new PlayerWithinTransition(8, "setsize1")
),
new State("setsize1",
new ChangeSize(20, 165),
new TimedTransition(1100, "spawnminions1")
),
new State("spawnminions1",
new ConditionalEffect(ConditionEffectIndex.Invulnerable, true),
new TossObject("Gold Planet", range: 9.9, angle: 90),
new TossObject("Gold Planet", range: 9.9, angle: 50),
new TossObject("Gold Planet", range: 9.9, angle: 360),
new TossObject("Gold Planet", range: 9.9, angle: 320),
new TossObject("Gold Planet", range: 9.9, angle: 270),
new TossObject("Gold Planet", range: 9.9, angle: 220),
new TossObject("Gold Planet", range: 9.9, angle: 180),
new TossObject("Gold Planet", range: 9.9, angle: 130),
new TossObject("Treasure Oryx Defender", range: 2.0, angle: 90),
new TossObject("Treasure Oryx Defender", range: 2.0, angle: 360),
new TossObject("Treasure Oryx Defender", range: 2.0, angle: 270),
new TossObject("Treasure Oryx Defender", range: 2.0, angle: 180),
new TimedTransition(750, "setsize2")
),
new State("setsize2",
new ChangeSize(20, 120),
new TimedTransition(250, "checkprotectors")
),
new State("checkprotectors",
new ConditionalEffect(ConditionEffectIndex.Invulnerable, false),
new EntityNotExistsTransition("Treasure Oryx Defender", 50, "blink1")
),
new State("blink1",
new SetAltTexture(1),
new TimedTransition(100, "Grenade")
),
new State("Grenade",
new Grenade(2, 5, 8, fixedAngle: 225, coolDown: 1000),
new Grenade(4, 5, 8, fixedAngle: 315, coolDown: 1000),
new Grenade(4, 5, 8, fixedAngle: 45, coolDown: 1000),
new Grenade(4, 5, 8, fixedAngle: 135, coolDown: 1000),
new Grenade(2, 5, 2, fixedAngle: 270, coolDown: 1300),
new Grenade(4, 5, 2, fixedAngle: 0, coolDown: 1300),
new Grenade(4, 5, 2, fixedAngle: 90, coolDown: 1300),
new Grenade(4, 5, 2, fixedAngle: 180, coolDown: 1300)
)))
.Init("Treasure Oryx Defender",
new State(
new Orbit(5, 2, acquireRange: 10, target: null, speedVariance: null, radiusVariance: null),
new Shoot(10, count: 7, projectileIndex: 0, fixedAngle: fixedAngle_RingAttack2)
))
.Init("Gold Planet",
new State(
new Orbit(5, 8, acquireRange: 10, target: null, speedVariance: null, radiusVariance: null)
));
}
}
