[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>
Btw How Do You Do The Code Box Thingy :/

*wink* *wink*