I've tried diffrent ways to fix it but it won't stop giving error's anyone know fix
Code:
using wServer.logic.behaviors;
using wServer.logic.loot;
using wServer.logic.transitions;
namespace wServer.logic
{
partial class BehaviorDb
{
private _ DeadWater = () => Behav()
// ------------------------------------------- Boss Room ------------------------------------------
.Init("Jon Bilgewater the Pirate King",
new State(
new OrderOnDeath(100, "Bilgewater Summoner", "Done"),
new State("Waiting",
new HpLessTransition(0.99, "Yay i am good")
),
new State("Yay i am good",
new ConditionalEffect(ConditionEffectIndex.Invulnerable),
new Taunt(true, "Hahaha! Ye can't kill me"),
new TimedTransition(2000, "Phase1")
),
new State("Phase1",
new HpLessTransition(0.7, "Phase2"),
new State("Phase1.1",
new OrderOnce(100, "Parrot Cage", "Spawn"),
new Shoot(20, count: 1, projectileIndex: 0, coolDown: 500),
new Shoot(20, count: 1, projectileIndex: 1, coolDown: 2000),
new TimedRandomTransition(6000, false,
"Phase1.2",
"Phase1.3")
),
new State("Phase1.2",
new TimedTransition(2000, "Phase1.1"),
new Taunt(true,
"Check out AWESOME CANNON CLUSTER!",
"Dodge this!",
"PEWPEWPEW!",
"Har har har!!"
),
new Timed(2000, new Sequence(
new Shoot(20, count: 5, shootAngle: 10, coolDownOffset: 500, coolDown: 500,
projectileIndex: 1),
new Shoot(20, count: 6, shootAngle: 10, coolDownOffset: 500, coolDown: 500,
projectileIndex: 1),
new Shoot(20, count: 6, shootAngle: 10, coolDownOffset: 500, coolDown: 2000,
projectileIndex: 1)
))
),
new State("Phase1.3",
new TimedTransition(1000, "Phase1.1"),
new Follow(0.7, 20, 0),
new Shoot(20, count: 1, projectileIndex: 0, coolDown: 500),
new Shoot(20, count: 1, projectileIndex: 1, coolDown: 2000)
)
),
new State("Phase2",
new HpLessTransition(0.5, "Phase3"),
new State("Phase2.0",
new Taunt(true, "Now you're making me angry! PARROT BARRIER ACTIVATE!"),
new ReturnToSpawn(false, 1.4d),
new ConditionalEffect(ConditionEffectIndex.Invulnerable),
new OrderOnce(100, "Deadwater Docks Parrot", "Orbit"),
new OrderOnce(100, "Deadwater Docks Macaw", "Orbit"),
new OrderOnce(100, "Parrot Cage", "Wait"),
new GroupNotExistTransition(100, "Phase2.1", "Deadwater Parrots")
),
new State("Phase2.1",
new Taunt(true, "YOU'LL PAY FOR KILLING MY PARROTS!"),
new OrderOnce(100, "Parrot Cage", "Spawn"),
new TimedTransition(2000, "Phase2.2")
),
new State("Phase2.2",
new OrderOnce(100, "Parrot Cage", "Spawn"),
new Taunt(true, "CANNON BARRAGE!"),
new Timed(2000, new Sequence(
new Shoot(0, count: 12, fixedAngle: 30, coolDownOffset: 500, coolDown: 500,
projectileIndex: 1),
new Shoot(0, count: 12, fixedAngle: 30, coolDownOffset: 500, coolDown: 500,
projectileIndex: 1),
new Shoot(0, count: 12, fixedAngle: 30, coolDownOffset: 500, coolDown: 2000,
projectileIndex: 1)
)),
new TimedTransition(10000, "Phase2")
)
),
new State("Phase3",
new State("Phase3.1",
new Taunt(true, "PARROT BARRIER ACTIVATE!"),
new ConditionalEffect(ConditionEffectIndex.Invulnerable),
new OrderOnce(100, "Deadwater Docks Parrot", "Orbit"),
new OrderOnce(100, "Deadwater Docks Macaw", "Orbit"),
new OrderOnce(100, "Bilgewater Darkwater Spawner", "Transform"),
new RemoveTileObject("Portal of Cowardice", 100),
new Spawn("Massive Parrot", 100, 0.001, coolDown: 4000),
new TimedRandomTransition(2000, true, "Phase3.2")
),
new State("Phase3.2",
new TimedRandomTransition(3000, true,
"Phase3.1",
"Phase3.2"),
new OrderOnce(100, "Deadwater Docks Parrot", "Cage"),
new OrderOnce(100, "Deadwater Docks Macaw", "Cage"),
new Taunt(true, "CANNON BARRAGE!"),
new Timed(2000, new Sequence(
new Shoot(0, count: 12, fixedAngle: 30, coolDownOffset: 500, coolDown: 500,
projectileIndex: 1),
new Shoot(0, count: 12, fixedAngle: 30, coolDownOffset: 500, coolDown: 500,
projectileIndex: 1),
new Shoot(0, count: 12, fixedAngle: 30, coolDownOffset: 500, coolDown: 2000,
projectileIndex: 1)
))
)
)
),
new MostDamagers(3,
new OnlyOne(
new ItemLoot("Potion of Dexterity", 1),
new ItemLoot("Potion of Speed", 1)
)
),
new Threshold(0.01,
new ItemLoot("Pirate King's Cutlass", .01),
new ItemLoot("Wine Cellar Incantation", .05),
new TierLoot(9, ItemType.Weapon, .16),
new TierLoot(12, ItemType.Weapon, .05),
new TierLoot(12, ItemType.Armor, .1),
new TierLoot(13, ItemType.Armor, .05)
)
)
.Init("Parrot Cage",
new State(
new State("Hmm",
new EntityNotExistsTransition("Jon Bilgewater the Pirate King", 100, "Die"),
new State("Wait"),
new State("Spawn",
new ReproduceGroup("Deadwater Parrots", 5, 6, coolDown: 800)
),
new State("Die",
new Decay(100)
)
)
)
)
.Init("Deadwater Docks Parrot",
new State(
new State("Hmm",
new EntityNotExistsTransition("Jon Bilgewater the Pirate King", 100, "Die"),
new State("Cage",
new Orbit(1, 3, 50, "Parrot Cage", speedVariance: 0.1, radiusVariance: .5),
new Shoot(10, count: 1, coolDown: 1000)
),
new State("Orbit",
//new HealEntity(10, "Jon Bilgewater the Pirate King", 400, coolDown: 2000),
new Orbit(1, 3, 50, "Jon Bilgewater the Pirate King", speedVariance: 0.1,
radiusVariance: 0.5),
new Shoot(10, count: 1, coolDown: 1000)
),
new State("Die",
new Suicide()
)
)
)
)
.Init("Deadwater Docks Macaw",
new State(
new State("Hmm",
new EntityNotExistsTransition("Jon Bilgewater the Pirate King", 100, "Die"),
new State("Cage",
new Orbit(1, 3, 50, "Parrot Cage", speedVariance: 0.1, radiusVariance: .5),
new Shoot(10, count: 1, coolDown: 1000)
),
new State("Orbit",
//new HealEntity(10, "Jon Bilgewater the Pirate King", 400, coolDown: 2000),
new Orbit(1, 3, 50, "Jon Bilgewater the Pirate King", speedVariance: 0.1, radiusVariance: .5),
new Shoot(10, count: 1, coolDown: 1000)
),
new State("Die",
new RemoveTileObject("Parrot Cage", 500),
new Suicide()
)
)
)
)
.Init("Massive Parrot",
new State(
new Follow(0.6, 20, 2),
new Shoot(10, count: 1, coolDown: 1000)
)
)
.Init("Bilgewater Darkwater Spawner",
new State(
new ConditionalEffect(ConditionEffectIndex.Invincible, true),
new State("Wait"),
new State("Transform",
new TimedRandomTransition(4000, true, "Despawn")
),
new State("Despawn",
new GroundTransform("Evil Water", persist: true),
new Decay()
)
)
)
.Init("Bilgewater Summoner",
new State(
new ConditionalEffect(ConditionEffectIndex.Invincible, true),
new State("Waiting"),
new State("Done",
new GroundTransform("Gold Sand Dark", 1, persist: true),
new GroundTransform("Gold Sand Dark", relativeX: 2, relativeY: 0, persist: true),
new GroundTransform("Gold Sand Dark", relativeX: -2, relativeY: 0, persist: true),
new GroundTransform("Gold Sand Dark", relativeX: 0, relativeY: -2, persist: true),
new GroundTransform("Gold Sand Dark", relativeX: 0, relativeY: 2, persist: true),
new Transform("Realm Portal")
)
)
)
// ------------------------------------------- Normal Mob ------------------------------------------
.Init("Deadwater Docks Lieutenant",
new State(
new TossObject("Bottled Evil Water", 6, coolDown: new Cooldown(10000, 1000)),
new Follow(0.7, 15, 0),
new Shoot(10, count: 1, coolDown: 1000)
),
new Threshold(0.01,
new ItemLoot("Health Potion", .10),
new ItemLoot("Magic Potion", .10)
)
)
.Init("Deadwater Docks Commander",
new State(
new TossObject("Bottled Evil Water", 6, coolDown: new Cooldown(10000, 1000)),
new Follow(0.7, 15, 0),
new Shoot(10, count: 1, coolDown: 1000)
),
new Threshold(0.01,
new ItemLoot("Health Potion", .10),
new ItemLoot("Magic Potion", .10)
)
)
.Init("Deadwater Docks Captain",
new State(
new Follow(0.7, 15, 0),
new Shoot(10, count: 1, coolDown: 1000)
),
new Threshold(0.01,
new ItemLoot("Health Potion", .10),
new ItemLoot("Magic Potion", .10)
)
)
.Init("Deadwater Docks Admiral",
new State(
new Follow(0.7, 15, 0),
new Shoot(10, count: 1, coolDown: 1000)
),
new Threshold(0.01,
new ItemLoot("Health Potion", .10),
new ItemLoot("Magic Potion", .10)
)
)
.Init("Deadwater Docks Brawler",
new State(
new Follow(0.7, 15, 0),
new Shoot(10, count: 1, coolDown: 1000)
),
new Threshold(0.01,
new ItemLoot("Health Potion", .10),
new ItemLoot("Magic Potion", .10)
)
)
.Init("Deadwater Docks Sailor",
new State(
new Follow(0.7, 15, 0),
new Shoot(10, count: 1, coolDown: 1000)
),
new Threshold(0.01,
new ItemLoot("Health Potion", .10),
new ItemLoot("Magic Potion", .10)
)
)
.Init("Deadwater Docks Veteran",
new State(
new Follow(0.7, 15, 0),
new Shoot(10, count: 1, coolDown: 1000)
),
new Threshold(0.01,
new ItemLoot("Health Potion", .10),
new ItemLoot("Magic Potion", .10)
)
)
.Init("Bottled Evil Water",
new State(
new GroundTransform("Evil Water", persist: true),
new Decay(700)
)
)
;
}
}