[FSOD] Davy Jones Fixed.

Posts 1–14 of 14 · Page 1 of 1
[FSOD] Davy Jones Fixed.
Fixed Davy Jones.

Behavior:
Code:
#region

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

#endregion

namespace wServer.logic
{
    partial class BehaviorDb
    {
        private _ DavyJones = () => Behav()
            .Init("Davy Jones",
                new State(
                    new RealmPortalDrop(),
                    new State("Idle",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new State("Floating",
                            new ChangeSize(100, 100),
                            new SetAltTexture(1),
                            new SetAltTexture(3),
                            new Wander(.2),
                            new StayCloseToSpawn(0.2, 8),
                            new Shoot(10, 5, 10, 0, coolDown: 2000),
                            new Shoot(10, 1, 10, 1, coolDown: 4000),
                            new EntityExistsTransition("Ghost Lanturn On", 99, "CheckOffLanterns")
                            ),
                        new State("CheckOffLanterns",
                            new SetAltTexture(2),
                            new ReturnToSpawn(once: true, speed: 1),
                            new Shoot(10, 5, 10, 0, coolDown: 2000),
                            new Shoot(10, 1, 10, 1, coolDown: 1000),
                            new EntityNotExistsTransition("Ghost Lanturn Off", 99, "Vunerable")
                            )
                        ),
                    new State("Vunerable",
                        new Order(99, "Ghost Lanturn On", "Stay Here"),
                        new TimedTransition(3000, "deactivate 1")
                        ),
                    new State("deactivate 1",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new State("deactivate 2",
                            new SetAltTexture(5),
                            new TimedTransition(1000, "deactivate 3")
                            ),
                        new State("deactivate 3",
                            new Order(99, "Ghost Lanturn On", "Shoot"),
                            new SetAltTexture(6),
                            new TimedTransition(1000, "Idle")
                            )
                        )
                    ),
                new MostDamagers(2,
                    new ItemLoot("Potion of Wisdom", 1)
                    ),
                new MostDamagers(5,
                    new ItemLoot("Potion of Attack", 0.1)
                    ),
                new Threshold(0.01,
                new TierLoot(3, ItemType.Ring, 0.2),
                new TierLoot(7, ItemType.Armor, 0.2),
                new TierLoot(8, ItemType.Weapon, 0.2),
                new TierLoot(3, ItemType.Ability, 0.12),
                new TierLoot(4, ItemType.Ability, 0.1),
                new TierLoot(8, ItemType.Armor, 0.12),
                new TierLoot(4, ItemType.Ring, 0.07),
                new TierLoot(9, ItemType.Armor, 0.10),
                new TierLoot(5, ItemType.Ability, 0.04),
                new TierLoot(8, ItemType.Weapon, 0.12),
                new TierLoot(9, ItemType.Weapon, 0.10),
                new TierLoot(10, ItemType.Armor, 0.02),
                new TierLoot(10, ItemType.Weapon, 0.06),
                new TierLoot(11, ItemType.Armor, 0.01),
                new TierLoot(11, ItemType.Weapon, 0.01),
                new TierLoot(5, ItemType.Ring, 0.01),
                new ItemLoot("Spirit Dagger", 0.01),
                new ItemLoot("Wine Cellar Incantation", 0.01),
                new ItemLoot("Spectral Cloth Armor", 0.01),
                new ItemLoot("Ghostly Prism", 0.01),
                new ItemLoot("Captain's Ring", 0.01),
                new ItemLoot("Ghostly Prism", 0.01),
                new ItemLoot("Captain's Ring", 0.01),
                new ItemLoot("Golden Chalice", 0.03),
                new ItemLoot("Ruby Gemstone", 0.03),
                new ItemLoot("Pearl Necklace", 0.03)
                    )
            )
        .Init("Purple Key",
            new State(
                new ConditionalEffect(ConditionEffectIndex.Invincible, true),
             new State("Idle",
                new PlayerWithinTransition(1, "Despawn")
                ),
            new State("Despawn",
                new Suicide()
                )
            )
            )
        .Init("Green Key",
            new State(
                new ConditionalEffect(ConditionEffectIndex.Invincible, true),
             new State("Idle",
                new PlayerWithinTransition(1, "Despawn")
                ),
            new State("Despawn",
                new Suicide()
                )
            )
            )
        .Init("Red Key",
            new State(
                new ConditionalEffect(ConditionEffectIndex.Invincible, true),
             new State("Idle",
                new PlayerWithinTransition(1, "Despawn")
                ),
            new State("Despawn",
                new Suicide()
                )
            )
            )
        .Init("Yellow Key",
            new State(
                new ConditionalEffect(ConditionEffectIndex.Invincible, true),
             new State("Idle",
                new PlayerWithinTransition(1, "Despawn")
                ),
            new State("Despawn",
                new Suicide()
                )
            )
            )
        .Init("GhostShip PurpleDoor Rt",
            new State(
                new State("Idle",
                    new EntityNotExistsTransition("Purple Key", 999, "PreOpen")
                    ),
                new State("PreOpen",
                    new PlayerWithinTransition(2, "Open")
                    ),
                new State("Open",
                    new Decay(0)
                    )
                )
            )
        .Init("GhostShip PurpleDoor Lf",
            new State(
                new State("Idle",
                    new EntityNotExistsTransition("Purple Key", 999, "PreOpen")
                    ),
                new State("PreOpen",
                    new PlayerWithinTransition(2, "Open")
                    ),
                new State("Open",
                    new Decay(0)
                    )
                )
            )
        .Init("GhostShip GreenDoor Rt",
            new State(
                new State("Idle",
                    new EntityNotExistsTransition("Green Key", 999, "PreOpen")
                    ),
                new State("PreOpen",
                    new PlayerWithinTransition(2, "Open")
                    ),
                new State("Open",
                    new Decay(0)
                    )
                )
            )
        .Init("GhostShip GreenDoor Lf",
            new State(
                new State("Idle",
                    new EntityNotExistsTransition("Green Key", 999, "PreOpen")
                    ),
                new State("PreOpen",
                    new PlayerWithinTransition(2, "Open")
                    ),
                new State("Open",
                    new Decay(0)
                    )
                )
            )
        .Init("GhostShip RedDoor Rt",
            new State(
                new State("Idle",
                    new EntityNotExistsTransition("Red Key", 999, "PreOpen")
                    ),
                new State("PreOpen",
                    new PlayerWithinTransition(2, "Open")
                    ),
                new State("Open",
                    new Decay(0)
                    )
                )
            )
        .Init("GhostShip RedDoor Lf",
            new State(
                new State("Idle",
                    new EntityNotExistsTransition("Red Key", 999, "PreOpen")
                    ),
                new State("PreOpen",
                    new PlayerWithinTransition(2, "Open")
                    ),
                new State("Open",
                    new Decay(0)
                    )
                )
            )
        .Init("GhostShip YellowDoor Rt",
            new State(
                new State("Idle",
                    new EntityNotExistsTransition("Yellow Key", 999, "PreOpen")
                    ),
                new State("PreOpen",
                    new PlayerWithinTransition(2, "Open")
                    ),
                new State("Open",
                    new Decay(0)
                    )
                )
            )
        .Init("GhostShip YellowDoor Lf",
            new State(
                new State("Idle",
                    new EntityNotExistsTransition("Yellow Key", 999, "PreOpen")
                    ),
                new State("PreOpen",
                    new PlayerWithinTransition(2, "Open")
                    ),
                new State("Open",
                    new Decay(0)
                    )
                )
            )
        .Init("GhostShip Rat",
            new State(
                new Follow(0.1, range: 1),
                new Wander(0.3),
                new Shoot(3, 3, 1, 0, coolDown: 50, predictive: 0.3)
                )
            )
            .Init("Lil' Ghost Pirate",
                new State(
                    new NoPlayerWithinTransition(3, "Idle"),
                        new State("Shoot",
                            new Shoot(6, 1, 1, 0, coolDown: 50, predictive: 0.2)
                            ),
                        new State("Idle",
                            new ConditionalEffect(ConditionEffectIndex.Invincible),
                            new PlayerWithinTransition(3, "Shoot")
                            )
                        )
                    )
        .Init("Ghost of Roger",
            new State(
                new EntityNotExistsTransition("Lost Soul", 5, "ReSpawnSpirits"),
                new Wander(0.2),
                new State("Shoot",
                    new Shoot(8, 1, 1, 0, coolDown: 60),
                    new Shoot(8, 1, 1, 0, coolDown: 60, coolDownOffset: 40),
                    new Shoot(8, 1, 1, 0, coolDown: 60, coolDownOffset: 60),
                    new TimedTransition(60, "Pause")
                    ),
                new State("Pause",
                    new TimedTransition(500, "Shoot")
                    ),
                new State("ReSpawnSpirits",
                    new Spawn("Lost Soul", 5),
                    new TimedTransition(100, "Shoot")
                    )
                )
            )
            .Init("Lost Soul",
            new State(
                new Wander(0.1),
                new Shoot(2, 5, projectileIndex: 0, coolDown: 500)
            )
        )           
            .Init("Ghost Lanturn Off",
                new State(
                    new TransformOnDeath("Ghost Lanturn On")
                    )
            )
            .Init("Ghost Lanturn On",
                new State(
                    new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                    new State("idle",
                        new TimedTransition(8000, "gone")
                        ),
                    new State("Stay Here"),
                    new State("Shoot",
                        new Shoot(10, 6, coolDown: 9000001, coolDownOffset: 100),
                        new TimedTransition(250, "gone")
                        ),
                    new State("gone",
                        new Transform("Ghost Lanturn Off")
                        )
                    )
            );
    }
}
README:
go into Dat1.xml and find:
GhostShip PurpleDoor Rt
GhostShip PurpleDoor Lf
GhostShip GreenDoor Rt
GhostShip GreenDoor Lf
GhostShip RedDoor Rt
GhostShip RedDoor Lf
GhostShip YellowDoor Rt
GhostShip YellowDoor Lf

and remove </Static> from it, if you dont do this step the walls will NOT dissapear.


Hey, give me more "thanks" hehe xd
Quote Originally Posted by MikeRaarupBirk View Post
README:
go into Dat1.xml and find:
GhostShip PurpleDoor Rt
GhostShip PurpleDoor Lf
GhostShip GreenDoor Rt
GhostShip GreenDoor Lf
GhostShip RedDoor Rt
GhostShip RedDoor Lf
GhostShip YellowDoor Rt
GhostShip YellowDoor Lf

and remove </Static> from it, if you dont do this step the walls will NOT dissapear.


Hey, give me more "thanks" hehe xd
lolyw for kind of helping you on the keys. btw, keep static in client
Quote Originally Posted by Desire View Post
lolyw for kind of helping you on the keys. btw, keep static in client
The only thing you actually helped me with on this behavior was that i wanted to know if i were using new Suicide() or new Decay(0).
That moment when you need to remove a tag from something to make it work when it isn't designed to be that way...
having a bug , still same i get in this vault
Quote Originally Posted by badboyallan View Post
having a bug , still same i get in this vault
change the map
Quote Originally Posted by MrchickenWingz View Post
change the map
Quote Originally Posted by MikeRaarupBirk View Post
Fixed Davy Jones.


Is there a released davyjones map? I dont seem to have a davyjones.jm or wmap in my maps directory
Quote Originally Posted by gunit99 View Post
Is there a released davyjones map? I dont seem to have a davyjones.jm or wmap in my maps directory
I can release one whenever i get home, but it seems like you have to make your own map atm.
Quote Originally Posted by MikeRaarupBirk View Post
That map seems to miss walls, monsters etc. But just put that in.
oh rip, didnt check it, just knew there was a map in there
Quote Originally Posted by gunit99 View Post
Is there a released davyjones map? I dont seem to have a davyjones.jm or wmap in my maps directory
Just use krelay map ripper kek
http: // www. m e d i a f i r e . com / file / 51o1trb7dxre6ye / davy.jm
here is the map guys


also guys i use this behavior instead

#region

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

#endregion

namespace wServer.logic
{
partial class BehaviorDb
{
private _ DavyJones = () => Behav()
.Init("Davy Jones",
new State(
new State("Floating",
new ChangeSize(100, 100),
new SetAltTexture(1),
new SetAltTexture(3),
new Wander(.2),
new Shoot(10, 5, 10, 0, coolDown: 2000),
new Shoot(10, 1, 10, 1, coolDown: 4000),
new EntityNotExistsTransition("Ghost Lanturn Off", 10, "Vunerable"),
new ConditionalEffect(ConditionEffectIndex.Invulnerabl e)
),
new State("CheckOffLanterns",
new SetAltTexture(2),
new StayCloseToSpawn(.1, 3),
new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
new EntityNotExistsTransition("Ghost Lanturn Off", 10, "Vunerable")
),
new State("Vunerable",
new SetAltTexture(2),
new StayCloseToSpawn(.1, 0),
new TimedTransition(2500, "deactivate")
),
new State("deactivate",
new SetAltTexture(2),
new StayCloseToSpawn(.1, 0),
new EntityNotExistsTransition("Ghost Lanturn On", 10, "Floating")
)
),
new Threshold(0.15,
new TierLoot(3, ItemType.Ring, 0.2),
new TierLoot(7, ItemType.Armor, 0.2),
new TierLoot(8, ItemType.Weapon, 0.2),
new TierLoot(4, ItemType.Ability, 0.1),
new TierLoot(8, ItemType.Armor, 0.1),
new TierLoot(4, ItemType.Ring, 0.05),
new TierLoot(9, ItemType.Armor, 0.03),
new TierLoot(5, ItemType.Ability, 0.03),
new TierLoot(9, ItemType.Weapon, 0.03),
new TierLoot(10, ItemType.Armor, 0.02),
new TierLoot(10, ItemType.Weapon, 0.02),
new TierLoot(11, ItemType.Armor, 0.01),
new TierLoot(11, ItemType.Weapon, 0.01),
new TierLoot(5, ItemType.Ring, 0.01),
new ItemLoot("Spirit Dagger", 0.015),
new ItemLoot("Wine Cellar Incantation", 0.01),
new ItemLoot("Spectral Cloth Armor", 0.013),
new ItemLoot("Ghostly Prism", 0.01),
new ItemLoot("Captain's Ring", 0.03),
new ItemLoot("Potion of Wisdom", 1),
new ItemLoot("Potion of Attack", 0.5),
new ItemLoot("Ruby Gemstone", 0.02),
new ItemLoot("Golden Chalice", 0.025),
new ItemLoot("Pearl Necklace", 0.035)
)
).Init("Ghost Lanturn Off",
new State(
new State("default",
new ConditionalEffect(ConditionEffectIndex.Invincible) ,
new EntityNotExistsTransition("Yellow Key", 9999, "gogogo")
),
new State("gogogo",
new TransformOnDeath("Ghost Lanturn On")
)
)
)
.Init("GhostShip PurpleDoor Rt",
new State(
new State("Idle",
new EntityNotExistsTransition("Purple Key", 500, "Cycle")

),
new State("Cycle",
new PlayerWithinTransition(2, "Cycle2")

),
new State("Cycle2",
new Decay(1000)
)
//248, 305
)
)
.Init("GhostShip PurpleDoor Lf",
new State(
new State("Idle",
new EntityNotExistsTransition("Purple Key", 500, "Cycle")

),
new State("Cycle",
new PlayerWithinTransition(2, "Cycle2")

),
new State("Cycle2",
new Decay(1000)
)
//248, 305
)
)
.Init("Lost Soul",
new State(
new State("Default",
new Prioritize(
new Orbit(0.3, 3, 20, "Ghost of Roger"),
new Wander(0.1)
),
new PlayerWithinTransition(4, "Default1")
),
new State("Default1",
new Charge(0.5, 8, coolDown: 2000),
new TimedTransition(2200, "Blammo")
),
new State("Blammo",
new Shoot(10, count: 6, projectileIndex: 0, coolDown: 2000),
new Suicide()
)
)
).Init("Ghost of Roger",
new State(
new State("spawn",
new Spawn("Lost Soul", 3, 1, 5000),
new TimedTransition(100, "Attack")
),
new State("Attack",
new Shoot(13, 1, 0, 0, coolDown: 10),
new TimedTransition(20, "Attack2")
),
new State("Attack2",
new Shoot(13, 1, 0, 0, coolDown: 10),
new TimedTransition(20, "Attack3")
),
new State("Attack3",
new Shoot(13, 1, 0, 0, coolDown: 10),
new TimedTransition(20, "Wait")
),
new State("Wait",
new TimedTransition(1000, "Attack")
)
)
)
.Init("GhostShip GreenDoor Rt",
new State(
new State("Idle",
new EntityNotExistsTransition("Green Key", 500, "Cycle")

),
new State("Cycle",
new PlayerWithinTransition(2, "Cycle2")

),
new State("Cycle2",
new Decay(1000)
)
//248, 305
)
)
.Init("GhostShip GreenDoor Lf",
new State(
new State("Idle",
new EntityNotExistsTransition("Green Key", 500, "Cycle")

),
new State("Cycle",
new PlayerWithinTransition(2, "Cycle2")

),
new State("Cycle2",
new Decay(1000)
)
//248, 305
)
)
.Init("GhostShip YellowDoor Rt",
new State(
new State("Idle",
new EntityNotExistsTransition("Yellow Key", 500, "Cycle")

),
new State("Cycle",
new PlayerWithinTransition(2, "Cycle2")

),
new State("Cycle2",
new Decay(1000)
)
//248, 305
)
)
.Init("GhostShip YellowDoor Lf",
new State(
new State("Idle",
new EntityNotExistsTransition("Yellow Key", 500, "Cycle")

),
new State("Cycle",
new PlayerWithinTransition(2, "Cycle2")

),
new State("Cycle2",
new Decay(1000)
)
//248, 305
)
)
.Init("GhostShip RedDoor Rt",
new State(
new State("Idle",
new EntityNotExistsTransition("Red Key", 500, "Cycle")

),
new State("Cycle",
new PlayerWithinTransition(2, "Cycle2")

),
new State("Cycle2",
new Decay(1000)
)
//248, 305
)
)
.Init("GhostShip RedDoor Lf",
new State(
new State("Idle",
new EntityNotExistsTransition("Red Key", 500, "Cycle")

),
new State("Cycle",
new PlayerWithinTransition(2, "Cycle2")

),
new State("Cycle2",
new Decay(1000)
)
//248, 305
)
)
.Init("Purple Key",
new State(
new State("Idle",
new PlayerWithinTransition(1, "Cycle")

),
new State("Cycle",
new Taunt(true, "Purple Key has been found!"),
new Decay(200)



)
)
)
.Init("Red Key",
new State(
new State("Idle",
new PlayerWithinTransition(1, "Cycle")

),
new State("Cycle",
new Taunt(true, "Red Key has been found!"),
new Decay(200)



)
)
)
.Init("Green Key",
new State(
new State("Idle",
new PlayerWithinTransition(1, "Cycle")

),
new State("Cycle",
new Taunt(true, "Green Key has been found!"),
new Decay(200)



)
)
)
.Init("Yellow Key",
new State(
new State("Idle",
new PlayerWithinTransition(1, "Cycle")

),
new State("Cycle",
new Taunt(true, "Yellow Key has been found!"),
new Decay(200)



)
)
)
.Init("Ghost Lanturn On",
new State(
new State("idle",
new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
new TimedTransition(5000, "deactivate")
),
new State("deactivate",
new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
new EntityNotExistsTransition("Ghost Lanturn Off", 10, "shoot"),
new TimedTransition(10000, "gone")
),
new State("shoot",
new Shoot(10, 6, coolDown: 9000001, coolDownOffset: 100),
new TimedTransition(1000, "gone")
),
new State("gone",
new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
new Transform("Ghost Lanturn Off")
)
)
)
.Init("Lil' Ghost Pirate",
new State(
new ChangeSize(30, 120),
new Shoot(10, count: 1, projectileIndex: 0, coolDown: 2000),
new State("Default",
new Prioritize(
new Follow(0.6, 8, 1),
new Wander(0.1)
),
new TimedTransition(2850, "Default1")
),
new State("Default1",
new StayBack(0.2, 3),
new TimedTransition(1850, "Default")
)
)
)
.Init("Zombie Pirate Sr",
new State(
new Shoot(10, count: 1, projectileIndex: 0, coolDown: 2000),
new State("Default",
new Prioritize(
new Follow(0.3, 8, 1),
new Wander(0.1)
),
new TimedTransition(2850, "Default1")
),
new State("Default1",
new ConditionalEffect(ConditionEffectIndex.Armored),
new Prioritize(
new Follow(0.3, 8, 1),
new Wander(0.1)
),
new TimedTransition(2850, "Default")
)
)
)
.Init("Zombie Pirate Jr",
new State(
new Shoot(10, count: 1, projectileIndex: 0, coolDown: 2500),
new State("Default",
new Prioritize(
new Follow(0.4, 8, 1),
new Wander(0.1)
),
new TimedTransition(2850, "Default1")
),
new State("Default1",
new Swirl(0.2, 3),
new TimedTransition(1850, "Default")
)
)
)
.Init("Captain Summoner",
new State(
new State("Default",
new ConditionalEffect(ConditionEffectIndex.Invincible)
)
)
)
.Init("GhostShip Rat",
new State(
new State("Default",
new Shoot(10, count: 1, projectileIndex: 0, coolDown: 1750),
new Prioritize(
new Follow(0.55, 8, 1),
new Wander(0.1)
)
)
)
)
.Init("Violent Spirit",
new State(
new State("Default",
new ChangeSize(35, 120),
new Shoot(10, count: 3, projectileIndex: 0, coolDown: 1750),
new Prioritize(
new Follow(0.25, 8, 1),
new Wander(0.1)
)
)
)
)
.Init("School of Ghostfish",
new State(
new State("Default",
new Shoot(10, count: 3, shootAngle: 18, projectileIndex: 0, coolDown: 4000),
new Wander(0.35)
)
)
);
}
}
Posts 1–14 of 14 · Page 1 of 1

Post a Reply

Similar Threads

Talk with us