[FSOD] Stuff

Posts 19 of 9 · Page 1 of 1
[FSOD] Stuff
Code:
#region

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

#endregion

namespace wServer.logic
{
    partial class BehaviorDb
    {
        private _ Davic = () => Behav()
            .Init("Da Vic",
                new State(
                    new State("pause",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new TimedTransition(1000, "start")
                        ),
                    new State("start",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new Taunt("Hmm, You Dare To Fight Me?"),
                        new TimedTransition(1500, "attack")
                        ),
                    new State("attack",
                        new Prioritize(
                            new StayCloseToSpawn(0.3, 7)
                            ),
                      new State("fight",
                          new Shoot(2, projectileIndex: 0, count: 3, fixedAngle: 40, coolDown: 100),
                          new Shoot(2, projectileIndex: 1, count: 3, fixedAngle: 30, coolDown: 100),
                          new Shoot(2, projectileIndex: 0, count: 3, fixedAngle: 20, coolDown: 100),
                          new Shoot(2, projectileIndex: 0, count: 3, predictive: 1, coolDown: 100),
                          new Shoot(2, projectileIndex: 0, count: 3, fixedAngle: 40, coolDown: 100)
                            ),
                        new State("NubShield2.0",
                          new Shoot(2, projectileIndex: 0, count: 3, predictive: 1, coolDown: 100),
                          new Shoot(2, projectileIndex: 2, count: 3, fixedAngle: 80, coolDown: 100),
                          new Shoot(2, projectileIndex: 0, count: 3, predictive: 1, coolDown: 100),
                          new Shoot(2, projectileIndex: 1, count: 3, fixedAngle: 80, coolDown: 100),
                          new Shoot(2, projectileIndex: 0, count: 3, fixedAngle: 90, coolDown: 100)
                            ),
                        new Shoot(25, projectileIndex: 1, count: 2, shootAngle: 10, predictive: 0.4, coolDown: 1000,
                            coolDownOffset: 500),
                          new Shoot(25, projectileIndex: 2, count: 3, shootAngle: 10, predictive: 0.6, coolDown: 1000,
                            coolDownOffset: 500),
                          new Shoot(25, projectileIndex: 1, count: 2, shootAngle: 10, predictive: 0.8, coolDown: 1000,
                            coolDownOffset: 500),
                        new TimedTransition(3000, "Warning")
                        ),
                    new State("Warning",
                        new Prioritize(
                            new StayCloseToSpawn(0.5, 7)
                            ),
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new Flash(0xff00ff00, 0.2, 15),
                        new TimedTransition(3000, "summon")
                        ),
                    new State("summon",
                        new Prioritize(
                            new StayCloseToSpawn(0.85, 7)
                            ),
                        new Shoot(10, projectileIndex: 0, coolDown: 1000),
                        new TossObject("Da Vic Ghost", 6, 45, 3100), //this has to change
                        new TossObject("Da Vic Ghost", 6, 135, 3100), //this has to change
                        new TossObject("Da Vic Ghost", 6, 225, 3100), //this has to change
                        new TossObject("Da Vic Ghost", 6, 315, 3100), //this has to chage
                        new State("invulnerable_clone",
                            new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                            new TimedTransition(3000, "vulnerable_clone")
                            ),
                        new State("NubShield2.0",
                            new TimedTransition(1200, "Warning2")
                            ),
                        new TimedTransition(10000, "shit")
                        ),
                    new State("NubShield2.0",
                        new Prioritize(
                            new StayCloseToSpawn(0.85, 7)
                            ),
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new Flash(0xff00ff00, 0.2, 25),
                        new TimedTransition(5000, "shit")
                        ),
                    new State("shit",
                        new Prioritize(
                            new StayCloseToSpawn(0.6, 7)
                            ),
                        new Shoot(10, projectileIndex: 2, 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 State("invulnerable_whoa",
                            new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                            new TimedTransition(2600, "vulnerablew")
                            ),
                        new State("vulnerablew",
                            new TimedTransition(1200, "invulnerable_whoa")
                            ),
                        new TimedTransition(10000, "Absolutely_Massive")
                        ),
                    new State("NubShield2.0",
                        new ChangeSize(13, 240),
                        new Prioritize(
                            new StayCloseToSpawn(0.2, 7),
                            new Wander(0.2)
                            ),
                        new Shoot(10, projectileIndex: 0, count: 9, shootAngle: 40, fixedAngle: 40, coolDown: 1500,
                            coolDownOffset: 400),
                        new Shoot(10, projectileIndex: 0, count: 9, shootAngle: 40, fixedAngle: 60, coolDown: 2000,
                            coolDownOffset: 800),
                        new Shoot(10, projectileIndex: 2, count: 9, shootAngle: 40, fixedAngle: 50, coolDown: 2500,
                            coolDownOffset: 1200),
                        new Shoot(10, projectileIndex: 2, count: 9, shootAngle: 40, fixedAngle: 70, coolDown: 3000,
                            coolDownOffset: 1600),
                        new State("invulnerablem",
                            new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                            new TimedTransition(2600, "vulnerablem")
                            ),
                        new State("vulnerablem",
                            new TimedTransition(1000, "invulnerablem")
                            ),
                        new TimedTransition(30000, "again")
                        ),
                    new State("again",
                        new ChangeSize(-20, 100),
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                        new TimedTransition(3000, "attack")
                        )
                    ),
                new Threshold(1,
                    new ItemLoot("Potion of Life", 1)
                ),
                new Threshold(0.03,
                    new ItemLoot("Suit", 0.2) //change
                   )
            )
            .Init("Da Vic Ghost",
                new State(
                    new Prioritize(
                        new StayCloseToSpawn(0.85, range: 5)
                        ),
                    new Shoot(10, coolDown: 1000),
                    new State("taunt",
                        new Taunt(0.09, "Protect the King"),
                        new TimedTransition(1000, "no_taunt")
                        ),
                    new State("no_taunt",
                        new TimedTransition(1000, "taunt")
                        ),
                    new Decay(17000)
                    )
            )
            .Init("Da Vic Eyes",
                new State(
                    new State("attack",
                        new Shoot(10, predictive: 0.3, coolDown: 500),
                        new State("keep_distance",
                            new Prioritize(
                                new StayCloseToSpawn(1, 12),
                                new Orbit(0.7, 3, 10, "Da Vic")
                                ),
                            new TimedTransition(2000, "go_anywhere")
                            ),
                        new State("go_anywhere",
                            new TimedTransition(2000, "keep_distance")
                            )
                        )
                    )
            )
            ;
    }
}

-------------------------------------------------------------------------------------
Code:
XML's

code:
  <Object type="0xefe8" id="Da Vic Ghost">
    <Group>Gods</Group>
    <Enemy/>
    <Class>Character</Class>
      <AnimatedTexture>
         <File>chars16x16dEncounters2</File>
         <Index>97</Index>
      </AnimatedTexture>
    <HitSound>monster/djinn_hit</HitSound>
    <DeathSound>monster/djinn_death</DeathSound>
    <Size>150</Size>
    <MaxHitPoints>5000</MaxHitPoints>
    <Defense>40</Defense>
    <XpMult>1.0</XpMult>
    <God/>

    <Projectile id="0">
      <ObjectId>White Beam</ObjectId>
      <Damage>120</Damage>
      <Speed>100</Speed>
      <LifetimeMS>2000</LifetimeMS>
      <Size>150</Size>
    </Projectile>

  </Object>
  
  <Object type="0xefe7" id="Da Vic Eyes">
    <Group>Gods</Group>
    <Enemy/>
    <Class>Character</Class>
      <AnimatedTexture>
         <File>chars16x16dEncounters2</File>
         <Index>96</Index>
      </AnimatedTexture>
    <HitSound>monster/djinn_hit</HitSound>
    <DeathSound>monster/djinn_death</DeathSound>
    <Size>150</Size>
    <MaxHitPoints>50000</MaxHitPoints>
    <Defense>40</Defense>
    <XpMult>0.5</XpMult>
    <God/>

    <Projectile id="0">
      <ObjectId>Golden Blast</ObjectId>
      <Damage>120</Damage>
      <Speed>40</Speed>
      <LifetimeMS>2000</LifetimeMS>
      <ConditionEffect duration="3">Stunned</ConditionEffect>
      <Size>150</Size>
    </Projectile>

  </Object>
  
  <Object type="0xefe6" id="Da Vic">
    <Group>Vic</Group>
    <Enemy/>
    <Class>Character</Class>
      <AnimatedTexture>
         <File>chars16x16dEncounters2</File>
         <Index>95</Index>
      </AnimatedTexture>
    <HitSound>monster/djinn_hit</HitSound>
    <DeathSound>monster/djinn_death</DeathSound>
    <Size>150</Size>
    <MaxHitPoints>200000</MaxHitPoints>
    <Defense>40</Defense>
    <XpMult>5.0</XpMult>
    <God/>

    <Projectile id="0">
      <ObjectId>Da Vic S1</ObjectId>
      <Damage>150</Damage>
      <Speed>100</Speed>
      <Size>70</Size>
      <LifetimeMS>1500</LifetimeMS>
      <MultiHit/>
    </Projectile>
    <Projectile id="1">
      <ObjectId>Da Vic Blast</ObjectId>
      <Damage>70</Damage>
      <Speed>100</Speed>
      <Size>100</Size>
      <LifetimeMS>1500</LifetimeMS>
      <ConditionEffect duration="2.75">Unstable</ConditionEffect>
      <MultiHit/>
    </Projectile>
    <Projectile id="2">
      <ObjectId>Da Vic S2</ObjectId>
      <Damage>150</Damage>
      <Speed>70</Speed>
      <Size>100</Size>
      <LifetimeMS>1500</LifetimeMS>
      <MultiHit/>
    </Projectile>
    <DisplayId>{Da vic}</DisplayId>
  </Object>
- - - Updated - - -

Btw How Do You Do The Code Box Thingy :/
Quote Originally Posted by Demon View Post
Btw How Do You Do The Code Box Thingy :/
[CODE]enter code here[/CODE ] <--- No space next to the E, though

Code:
#region

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

#endregion

namespace wServer.logic
{
    partial class BehaviorDb
    {
        private _ Davic = () => Behav()
        .Init("Da Vic",
        new State(
        new State("pause",
        new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
        new TimedTransition(1000, "start")
        ),
        new State("start",
        new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
        new Taunt("Hmm, You Dare To Fight Me?"),
        new TimedTransition(1500, "attack")
        ),
        new State("attack",
        new Prioritize(
        new StayCloseToSpawn(0.3, 7)
        ),
        new State("fight",
        new Shoot(2, projectileIndex: 0, count: 3, fixedAngle: 40, coolDown: 100),
        new Shoot(2, projectileIndex: 1, count: 3, fixedAngle: 30, coolDown: 100),
        new Shoot(2, projectileIndex: 0, count: 3, fixedAngle: 20, coolDown: 100),
        new Shoot(2, projectileIndex: 0, count: 3, predictive: 1, coolDown: 100),
        new Shoot(2, projectileIndex: 0, count: 3, fixedAngle: 40, coolDown: 100)
        ),
        new State("NubShield2.0",
        new Shoot(2, projectileIndex: 0, count: 3, predictive: 1, coolDown: 100),
        new Shoot(2, projectileIndex: 2, count: 3, fixedAngle: 80, coolDown: 100),
        new Shoot(2, projectileIndex: 0, count: 3, predictive: 1, coolDown: 100),
        new Shoot(2, projectileIndex: 1, count: 3, fixedAngle: 80, coolDown: 100),
        new Shoot(2, projectileIndex: 0, count: 3, fixedAngle: 90, coolDown: 100)
        ),
        new Shoot(25, projectileIndex: 1, count: 2, shootAngle: 10, predictive: 0.4, coolDown: 1000,
        coolDownOffset: 500),
        new Shoot(25, projectileIndex: 2, count: 3, shootAngle: 10, predictive: 0.6, coolDown: 1000,
        coolDownOffset: 500),
        new Shoot(25, projectileIndex: 1, count: 2, shootAngle: 10, predictive: 0.8, coolDown: 1000,
        coolDownOffset: 500),
        new TimedTransition(3000, "Warning")
        ),
        new State("Warning",
        new Prioritize(
        new StayCloseToSpawn(0.5, 7)
        ),
        new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
        new Flash(0xff00ff00, 0.2, 15),
        new TimedTransition(3000, "summon")
        ),
        new State("summon",
        new Prioritize(
        new StayCloseToSpawn(0.85, 7)
        ),
        new Shoot(10, projectileIndex: 0, coolDown: 1000),
        new TossObject("Da Vic Ghost", 6, 45, 3100), //this has to change
        new TossObject("Da Vic Ghost", 6, 135, 3100), //this has to change
        new TossObject("Da Vic Ghost", 6, 225, 3100), //this has to change
        new TossObject("Da Vic Ghost", 6, 315, 3100), //this has to chage
        new State("invulnerable_clone",
        new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
        new TimedTransition(3000, "vulnerable_clone")
        ),
        new State("NubShield2.0",
        new TimedTransition(1200, "Warning2")
        ),
        new TimedTransition(10000, "shit")
        ),
        new State("NubShield2.0",
        new Prioritize(
        new StayCloseToSpawn(0.85, 7)
        ),
        new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
        new Flash(0xff00ff00, 0.2, 25),
        new TimedTransition(5000, "shit")
        ),
        new State("shit",
        new Prioritize(
        new StayCloseToSpawn(0.6, 7)
        ),
        new Shoot(10, projectileIndex: 2, 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 State("invulnerable_whoa",
        new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
        new TimedTransition(2600, "vulnerablew")
        ),
        new State("vulnerablew",
        new TimedTransition(1200, "invulnerable_whoa")
        ),
        new TimedTransition(10000, "Absolutely_Massive")
        ),
        new State("NubShield2.0",
        new ChangeSize(13, 240),
        new Prioritize(
        new StayCloseToSpawn(0.2, 7),
        new Wander(0.2)
        ),
        new Shoot(10, projectileIndex: 0, count: 9, shootAngle: 40, fixedAngle: 40, coolDown: 1500,
        coolDownOffset: 400),
        new Shoot(10, projectileIndex: 0, count: 9, shootAngle: 40, fixedAngle: 60, coolDown: 2000,
        coolDownOffset: 800),
        new Shoot(10, projectileIndex: 2, count: 9, shootAngle: 40, fixedAngle: 50, coolDown: 2500,
        coolDownOffset: 1200),
        new Shoot(10, projectileIndex: 2, count: 9, shootAngle: 40, fixedAngle: 70, coolDown: 3000,
        coolDownOffset: 1600),
        new State("invulnerablem",
        new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
        new TimedTransition(2600, "vulnerablem")
        ),
        new State("vulnerablem",
        new TimedTransition(1000, "invulnerablem")
        ),
        new TimedTransition(30000, "again")
        ),
        new State("again",
        new ChangeSize(-20, 100),
        new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
        new TimedTransition(3000, "attack")
        )
        ),
        new Threshold(1,
        new ItemLoot("Potion of Life", 1)
        ),
        new Threshold(0.03,
        new ItemLoot("Suit", 0.2) //change
        )
        )
        .Init("Da Vic Ghost",
        new State(
        new Prioritize(
        new StayCloseToSpawn(0.85, range: 5)
        ),
        new Shoot(10, coolDown: 1000),
        new State("taunt",
        new Taunt(0.09, "Protect the King"),
        new TimedTransition(1000, "no_taunt")
        ),
        new State("no_taunt",
        new TimedTransition(1000, "taunt")
        ),
        new Decay(17000)
        )
        )
        .Init("Da Vic Eyes",
        new State(
        new State("attack",
        new Shoot(10, predictive: 0.3, coolDown: 500),
        new State("keep_distance",
        new Prioritize(
        new StayCloseToSpawn(1, 12),
        new Orbit(0.7, 3, 10, "Da Vic")
        ),
        new TimedTransition(2000, "go_anywhere")
        ),
        new State("go_anywhere",
        new TimedTransition(2000, "keep_distance")
        )
        )
        )
        )
        ;
    }
}
Code:
<Object type="0xefe8" id="Da Vic Ghost">
<Group>Gods</Group>
<Enemy/>
<Class>Character</Class>
<AnimatedTexture>
<File>chars16x16dEncounters2</File>
<Index>97</Index>
</AnimatedTexture>
<HitSound>monster/djinn_hit</HitSound>
<DeathSound>monster/djinn_death</DeathSound>
<Size>150</Size>
<MaxHitPoints>5000</MaxHitPoints>
<Defense>40</Defense>
<XpMult>1.0</XpMult>
<God/>

<Projectile id="0">
<ObjectId>White Beam</ObjectId>
<Damage>120</Damage>
<Speed>100</Speed>
<LifetimeMS>2000</LifetimeMS>
<Size>150</Size>
</Projectile>

</Object>

<Object type="0xefe7" id="Da Vic Eyes">
<Group>Gods</Group>
<Enemy/>
<Class>Character</Class>
<AnimatedTexture>
<File>chars16x16dEncounters2</File>
<Index>96</Index>
</AnimatedTexture>
<HitSound>monster/djinn_hit</HitSound>
<DeathSound>monster/djinn_death</DeathSound>
<Size>150</Size>
<MaxHitPoints>50000</MaxHitPoints>
<Defense>40</Defense>
<XpMult>0.5</XpMult>
<God/>

<Projectile id="0">
<ObjectId>Golden Blast</ObjectId>
<Damage>120</Damage>
<Speed>40</Speed>
<LifetimeMS>2000</LifetimeMS>
<ConditionEffect duration="3">Stunned</ConditionEffect>
<Size>150</Size>
</Projectile>

</Object>

<Object type="0xefe6" id="Da Vic">
<Group>Vic</Group>
<Enemy/>
<Class>Character</Class>
<AnimatedTexture>
<File>chars16x16dEncounters2</File>
<Index>95</Index>
</AnimatedTexture>
<HitSound>monster/djinn_hit</HitSound>
<DeathSound>monster/djinn_death</DeathSound>
<Size>150</Size>
<MaxHitPoints>200000</MaxHitPoints>
<Defense>40</Defense>
<XpMult>5.0</XpMult>
<God/>

<Projectile id="0">
<ObjectId>Da Vic S1</ObjectId>
<Damage>150</Damage>
<Speed>100</Speed>
<Size>70</Size>
<LifetimeMS>1500</LifetimeMS>
<MultiHit/>
</Projectile>
<Projectile id="1">
<ObjectId>Da Vic Blast</ObjectId>
<Damage>70</Damage>
<Speed>100</Speed>
<Size>100</Size>
<LifetimeMS>1500</LifetimeMS>
<ConditionEffect duration="2.75">Unstable</ConditionEffect>
<MultiHit/>
</Projectile>
<Projectile id="2">
<ObjectId>Da Vic S2</ObjectId>
<Damage>150</Damage>
<Speed>70</Speed>
<Size>100</Size>
<LifetimeMS>1500</LifetimeMS>
<MultiHit/>
</Projectile>
<DisplayId>{Da vic}</DisplayId>
</Object>
Btw Theirs Some Nub Protection So Make Changes Urself
The title could be less vague, but nice behaviours.
People have been posting a lot of behaviors here, anyway nice behavior.
Thanks for releasin this, I'll try it
What do you call BehaviourDb.(what name here).cs
You can call it what every you want
Haha, I saw this a long time ago and it didn't work at all. Now that im a bit more experienced with behaviours I notice all your "NubShields" *wink* *wink*

Makes me feel good how I notice that I've gotten better as time went by
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