[FSOD] Some missing oryx mobs behaviors.

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[FSOD] Some missing oryx mobs behaviors.
Just here to release random shit.

Oryx Missing Mobs Behaviors. (Mostly winecellar mobs)

Code:
#region

using wServer.logic.behaviors;
using wServer.logic.loot;
using wServer.logic.transitions;

#endregion

namespace wServer.logic
{
    partial class BehaviorDb
    {
        private _ Missing = () => Behav()
            .Init("Abomination of Oryx",
                new State(
                    new Follow(0.7, range: 0.7),
                    new State("Shoot",
                    new Shoot(1, 2, 2, projectileIndex: 0, coolDown: 1200),
                    new Shoot(2, 4, 4, projectileIndex: 1, coolDown: 1200),
                    new Shoot(3, 6, 6, projectileIndex: 2, coolDown: 1200),
                    new Shoot(4, 7, 7, projectileIndex: 3, coolDown: 1200),
                    new Shoot(5, 8, 8, projectileIndex: 4, coolDown: 1200),
                    new TimedTransition(100, "Pause")
                    ),
                new State("Pause",
                    new TimedTransition(300, "Shoot")
                    )
                    )
            )
        .Init("Monstrosity of Oryx",
            new State(
                new Wander(0.3),
                new TossObject("Monstrosity Scarab", coolDown: 4000, randomToss: true)
                )
            )
//        .Init("Bile of Oryx",
//            new State(
//                new Wander(0.2),
//                new Spawn("Purple Goo", coolDown: 300, maxChildren: 7) //BUGGED
//                )
//            )
        .Init("Vintner of Oryx",
            new State(
                new State("Shoot",
                new Wander(0.2),               
                new Shoot(8, 1, projectileIndex: 0, coolDown: 60),
                new Shoot(8, 1, projectileIndex: 0, coolDown: 60, coolDownOffset: 40),
                new Shoot(8, 1, projectileIndex: 0, coolDown: 60, coolDownOffset: 60),
                new TimedTransition(60, "Pause")
                ),
            new State("Pause",
                new TimedTransition(500, "Shoot")
                ))
            )
        .Init("Aberrant of Oryx",
            new State(
                new Wander(0.1),
                new TossObject("Aberrant Blaster", coolDown: 5000, randomToss: true)
                )
            )
        .Init("Aberrant Blaster",
            new State(
                new ConditionalEffect(ConditionEffectIndex.Invincible, true),
                new State("Shoot",
                    new Shoot(5, 9, 3, projectileIndex: 0, coolDown: 5000),
                    new TimedTransition(1000, "Suicide")
                    ),
                new State("Suicide",
                    new Suicide()
                    )
                )
            )
        .Init("Assassin of Oryx",
            new State(
                new Follow(0.5, range: 2),
                new Shoot(3, 4, projectileIndex: 1, coolDown: 600),
                new Shoot(5, 3, 5, projectileIndex: 0, coolDown: 200)
                )
            )
                ;
    }
}
Please give me a "thanks" if this was useful.
Quote Originally Posted by MikeRaarupBirk View Post
Missing Mobs Behaviors
Code:
        .Init("Oryx's Living Floor",
            new State(
                new State("idle",
                    new PlayerWithinTransition(8, "Shoot")
                    ),
            new State("Shoot",
                new Shoot(10, 20, shootAngle: 18, projectileIndex: 0, fixedAngle: 0),
                new TimedTransition(4000, "throwdatshit")
                ),
            new State("throwdatshit",
                new TossObject("Quiet Bomb", 7, randomToss: false),
                new TimedTransition(10, "Shoot")
                )))
Quote Originally Posted by Desire View Post
Code:
        .Init("Oryx's Living Floor",
            new State(
                new State("idle",
                    new PlayerWithinTransition(8, "Shoot")
                    ),
            new State("Shoot",
                new Shoot(10, 20, shootAngle: 18, projectileIndex: 0, fixedAngle: 0),
                new TimedTransition(4000, "throwdatshit")
                ),
            new State("throwdatshit",
                new TossObject("Quiet Bomb", 7, randomToss: false),
                new TimedTransition(10, "Shoot")
                )))
That behavior is already implemented, just goes by the name "Oryx's Living Floor Fire Down"
The Amb. of oryx should have a wander state, whenever player is out of distance.
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