[FSoD] Puppet Encore Behavior

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[FSoD] Puppet Encore Behavior

I could make it perfect but i am lazy, so you will have to live with this:

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

namespace wServer.logic
{
    partial class BehaviorDb
    {
        private _ PuppetEncore = () => Behav()
        .Init("Encore Huntress Statue",
            new State(
                new State("1",
                    new ConditionalEffect(ConditionEffectIndex.Invincible, true)
                    ),
                new State("2",
                    new Flash(0xFFFF00, 2, 5),
                    new MoveTo(9.5f, 16.5f, 0.1, true, true, false),
                    new TimedTransition(2000, "3")
                    ),
                new State("3",
                    new TransformOnDeath("Encore Huntress"),
                    new Suicide()
                    )
                )
            )
       .Init("Encore Trickster Statue",
            new State(
                new State("1",
                    new ConditionalEffect(ConditionEffectIndex.Invincible, true)
                    ),
                new State("2",
                    new Flash(0xFFFF00, 2, 5),
                    new MoveTo(16.5f, 16.5f, 0.1, true, true, false),
                    new TimedTransition(2000, "3")
                    ),
                new State("3",
                    new TransformOnDeath("Encore Trickster"),
                    new Suicide()
                    )
                )
            )
        .Init("Confuse Puppet Statue",
            new State(
                new State("1",
                    new ConditionalEffect(ConditionEffectIndex.Invincible, true)
                    ),
                new State("2",
                    new Flash(0xFFFF00, 2, 5),
                    new MoveTo(9.5f, 9.5f, 0.1, true, true, false),
                    new TimedTransition(2000, "3")
                    ),
                new State("3",
                    new TransformOnDeath("Confuse Puppet"),
                    new Suicide()
                    )
                )
            )
        .Init("Bleed Puppet Statue",
            new State(
                new State("1",
                    new ConditionalEffect(ConditionEffectIndex.Invincible, true)
                    ),
                new State("2",
                    new Flash(0xFFFF00, 2, 5),
                    new MoveTo(16.5f, 9.5f, 0.1, true, true, false),
                    new TimedTransition(2000, "3")
                    ),
                new State("3",
                    new TransformOnDeath("Bleed Puppet"),
                    new Suicide()
                    )
                )
            )
        .Init("Confuse Puppet",
            new State(
                new State("1",
                    new Orbit(1.5, 10, 15, "puppet master v2"),
                    new Shoot(15, 3, 360 / 3, 0, 45, coolDown: 1250),
                    new Shoot(15, 3, 360 / 3, 2, 100, coolDown: 1250)
                    )
                )
            )
        .Init("Bleed Puppet",
            new State(
                new Orbit(0.5, 3, 15, "puppet master v2"),
                new State("1",
                    new Shoot(15, 4, 360 / 4, 0, 45, coolDown: 750),
                    new TimedTransition(750, "2")
                    ),
                new State("2",
                    new Shoot(15, 4, 360 / 4, 1, 90, coolDown: 750),
                    new TimedTransition(750, "1")
                    )
                )
            )
        .Init("Encore Huntress",
            new State(
                new State("1",
                    new Wander(0.3),
                    new HpLessTransition(0.5, "2"),
                    new StayBack(0.3, 5),
                    new Follow(0.4, 10, 5),
                    new Shoot(15, 2, 14, 0, coolDown: 750)
                    ),
                new State("2",
                    new StayBack(0.3, 2),
                    new Follow(0.4, 10, 3),
                    new Shoot(15, 2, 14, 0, coolDown: 500),
                    new Shoot(15, 3, 50, 1, coolDown: 1750)
                    )
                )
            )
        .Init("Encore Trickster",
            new State(
                new Wander(0.3),
                new Follow(0.3, 10, 3),
                new State("1",
                    new HpLessTransition(0.6, "2"),
                    new Grenade(3, 100, 10, coolDown: 4500),
                    new Shoot(15, 1, 0, 0, coolDown: 1000)
                    ),
                new State("2",
                    new Spawn("Puppet Clone", 4),
                    new TimedTransition(10, "3")
                    ),
                new State("3",
                    new Shoot(15, 3, 5, 1, 90, coolDown: 600),
                    new Shoot(15, 3, 5, 1, 180, coolDown: 600),
                    new Shoot(15, 3, 5, 1, 270, coolDown: 600),
                    new Shoot(15, 3, 5, 1, 0, coolDown: 600),
                    new TimedTransition(3000, "4")
                    ),
                new State("4",
                    new Shoot(15, 3, 5, 1, 135, coolDown: 600),
                    new Shoot(15, 3, 5, 1, 225, coolDown: 600),
                    new Shoot(15, 3, 5, 1, 315, coolDown: 600),
                    new Shoot(15, 3, 5, 1, 45, coolDown: 600),
                    new TimedTransition(3000, "3")
                    )
                )
            )
        .Init("Puppet Clone",
            new State(
                new State("1",
                    new Wander(0.3),
                    new Follow(0.4, 10, 0),
                    new Shoot(15, 4, 30, 0, coolDown: 1000)
                    )
                )
            )
        .Init("HomingFire",
            new State(
                new ConditionalEffect(ConditionEffectIndex.Invincible, true),
                new State("idle",
                    new Follow(0.8, 50, 5),
                    new TimedTransition(1000, "white")
                    ),
                new State("white",
                    new Flash(0xFFFFFF, 1, 1),
                    new TimedTransition(500, "shoot")
                    ),
                new State("shoot",
                    new Shoot(50, 1, 0, 0),
                    new Suicide()
                    )
                )
            )
        .Init("Puppet Master v2",
            new State(
                new State("1",
                    new ConditionalEffect(ConditionEffectIndex.Invulnerable, true),
                    new PlayerWithinTransition(30, "2")
                    ),
                new State("2",
                    new Taunt(true, "Hello. Hero. Did you you truly think that I was gone forever?"),
                    new TimedTransition(3500, "3")
                    ),
                new State("3",
                    new Taunt(true, "No! I cannot allow you to end my story in such a way"),
                    new TimedTransition(3500, "4")
                    ),
                new State("4",
                    new Taunt(true, "Behold!"),
                    new Flash(0xFFFF00, 1.75, 2),
                    new TossObject("Encore Trickster Statue", 8, 45, randomToss: false, coolDown: 3500),
                    new TossObject("Encore Huntress Statue", 8, 135, randomToss: false, coolDown: 3500),
                    new TossObject("Confuse Puppet Statue", 8, 225, randomToss: false, coolDown: 3500),
                    new TossObject("Bleed Puppet Statue", 8, 315, randomToss: false, coolDown: 3500),
                    new TimedTransition(3500, "5")
                    ),
                new State("5",
                    new Taunt(true, "You fail to appreciate my puppets, hero... you do not understand my art. If you cannot be sensible of their beauty then you must die."),
                    new TimedTransition(3500, "6")
                    ),
                new State("6",
                    new Taunt(true, "You cannot return from whence you came. Face me now, hero and prepare to become the finest of my puppets when I am done with you!"),
                    new Flash(0x00FF00, 1.75, 2),
                    new TimedTransition(3500, "7")
                    ),
                new State("7",
                    new RealmPortalDrop(),
                    new Spawn("HomingFire", 1000, 0.001, coolDown: 2500),
                    new State("8",
                        new RemEff(ConditionEffectIndex.Invulnerable),
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 8, 360 / 8, 1, 45, coolDown: 500),
                        new TimedTransition(1000, "9")
                        ),
                    new State("9",
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 12, 360 / 12, 1, 45, coolDown: 500),
                        new TimedTransition(1000, "10")
                        ),
                    new State("10",
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 16, 360 / 16, 1, 45, coolDown: 500),
                        new TimedTransition(1000, "11")
                        ),
                    new State("11",
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 7, 10, 4, 0, coolDown: 300),
                        new TimedTransition(300, "12")
                        ),
                    new State("12",
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 13, 10, 4, 0, coolDown: 300),
                        new TimedTransition(300, "13")
                        ),
                    new State("13",
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 19, 10, 4, 0, coolDown: 300),
                        new TimedTransition(300, "14")
                        ),
                    new State("14",
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 7, 10, 4, 180, coolDown: 300),
                        new TimedTransition(300, "15")
                        ),
                    new State("15",
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 13, 10, 4, 180, coolDown: 300),
                        new TimedTransition(300, "16")
                        ),
                    new State("16",
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 19, 10, 4, 180, coolDown: 300),
                        new TimedTransition(300, "11")
                        ),
                    new State("17",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable, true),
                        new Taunt(true, "Awaken, my dear puppet. Hunt them down!"),
                        new State("01",
                            new Shoot(15, 6, 360 / 6, 3, 0, coolDown: 500),
                            new TimedTransition(500, "02")
                            ),
                        new State("02",
                            new Shoot(15, 6, 360 / 6, 3, 20, coolDown: 5000),
                            new TimedTransition(500, "03")
                            ),
                        new State("03",
                            new Shoot(15, 6, 360 / 6, 3, 40, coolDown: 5000),
                            new TimedTransition(500, "04")
                            ),
                        new State("04",
                            new Shoot(15, 6, 360 / 6, 3, 60, coolDown: 5000),
                            new TimedTransition(500, "05")
                            ),
                        new State("05",
                            new Shoot(15, 6, 360 / 6, 3, 80, coolDown: 5000),
                            new TimedTransition(500, "06")
                            ),
                        new State("06",
                            new Shoot(15, 6, 360 / 6, 3, 100, coolDown: 5000),
                            new TimedTransition(500, "07")
                            ),
                        new State("07",
                            new Shoot(15, 6, 360 / 6, 3, 120, coolDown: 5000),
                            new TimedTransition(500, "08")
                            ),
                        new State("08",
                            new Shoot(15, 6, 360 / 6, 3, 140, coolDown: 5000),
                            new TimedTransition(500, "09")
                            ),
                        new State("09",
                            new Shoot(15, 6, 360 / 6, 3, 160, coolDown: 5000),
                            new TimedTransition(500, "010")
                            ),
                        new State("010",
                            new Shoot(15, 6, 360 / 6, 3, 180, coolDown: 5000),
                            new TimedTransition(500, "011")
                            ),
                        new State("011",
                            new Shoot(15, 6, 360 / 6, 3, 200, coolDown: 5000),
                            new TimedTransition(500, "012")
                            ),
                        new State("012",
                            new Shoot(15, 6, 360 / 6, 3, 220, coolDown: 5000),
                            new TimedTransition(500, "013")
                            ),
                        new State("013",
                            new Shoot(15, 6, 360 / 6, 3, 240, coolDown: 5000),
                            new TimedTransition(500, "014")
                            ),
                        new State("014",
                            new Shoot(15, 6, 360 / 6, 3, 260, coolDown: 5000),
                            new TimedTransition(500, "015")
                            ),
                        new State("015",
                            new Shoot(15, 6, 360 / 6, 3, 280, coolDown: 5000),
                            new TimedTransition(500, "016")
                            ),
                        new State("016",
                            new Shoot(15, 6, 360 / 6, 3, 300, coolDown: 5000),
                            new TimedTransition(500, "017")
                            ),
                        new State("017",
                            new Shoot(15, 6, 360 / 6, 3, 320, coolDown: 5000),
                            new TimedTransition(500, "018")
                            ),
                        new State("018",
                            new Shoot(15, 6, 360 / 6, 3, 340, coolDown: 5000),
                            new TimedTransition(500, "01")
                            ),
                        new OrderOnce(50, "Encore Huntress Statue", "2"),
                        new EntitiesNotExistsTransition(50, "18", "Encore Huntress", "Encore Huntress Statue")
                        ),
                    new State("18",
                        new HpLessTransition(.7, "19"),
                        new RemEff(ConditionEffectIndex.Invulnerable),
                        new Taunt(true, "How dare you destroy my prized puppet! You shall pay for this with your life!"),
                        new Shoot(15, 12, 360 / 12, 3, 45, coolDown: 1250),
                        new Shoot(15, 3, 12, 4, coolDown: 750, predictive: 0.07)
                        ),
                    new State("19",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable, true),
                        new Taunt(true, "Awaken, my dear puppet. Fear its blades"),
                        new State("0111",
                            new Shoot(15, 6, 360 / 6, 3, 0, coolDown: 500),
                            new TimedTransition(500, "0211")
                            ),
                        new State("0211",
                            new Shoot(15, 6, 360 / 6, 3, 20, coolDown: 5000),
                            new TimedTransition(500, "0311")
                            ),
                        new State("0311",
                            new Shoot(15, 6, 360 / 6, 3, 40, coolDown: 5000),
                            new TimedTransition(500, "0411")
                            ),
                        new State("0411",
                            new Shoot(15, 6, 360 / 6, 3, 60, coolDown: 5000),
                            new TimedTransition(500, "0511")
                            ),
                        new State("0511",
                            new Shoot(15, 6, 360 / 6, 3, 80, coolDown: 5000),
                            new TimedTransition(500, "0611")
                            ),
                        new State("0611",
                            new Shoot(15, 6, 360 / 6, 3, 100, coolDown: 5000),
                            new TimedTransition(500, "0711")
                            ),
                        new State("0711",
                            new Shoot(15, 6, 360 / 6, 3, 120, coolDown: 5000),
                            new TimedTransition(500, "0811")
                            ),
                        new State("0811",
                            new Shoot(15, 6, 360 / 6, 3, 140, coolDown: 5000),
                            new TimedTransition(500, "0911")
                            ),
                        new State("0911",
                            new Shoot(15, 6, 360 / 6, 3, 160, coolDown: 5000),
                            new TimedTransition(500, "01011")
                            ),
                        new State("01011",
                            new Shoot(15, 6, 360 / 6, 3, 180, coolDown: 5000),
                            new TimedTransition(500, "01111")
                            ),
                        new State("01111",
                            new Shoot(15, 6, 360 / 6, 3, 200, coolDown: 5000),
                            new TimedTransition(500, "01211")
                            ),
                        new State("01211",
                            new Shoot(15, 6, 360 / 6, 3, 220, coolDown: 5000),
                            new TimedTransition(500, "01311")
                            ),
                        new State("01311",
                            new Shoot(15, 6, 360 / 6, 3, 240, coolDown: 5000),
                            new TimedTransition(500, "01411")
                            ),
                        new State("01411",
                            new Shoot(15, 6, 360 / 6, 3, 260, coolDown: 5000),
                            new TimedTransition(500, "01511")
                            ),
                        new State("01511",
                            new Shoot(15, 6, 360 / 6, 3, 280, coolDown: 5000),
                            new TimedTransition(500, "01611")
                            ),
                        new State("01611",
                            new Shoot(15, 6, 360 / 6, 3, 300, coolDown: 5000),
                            new TimedTransition(500, "01711")
                            ),
                        new State("01711",
                            new Shoot(15, 6, 360 / 6, 3, 320, coolDown: 5000),
                            new TimedTransition(500, "01811")
                            ),
                        new State("01811",
                            new Shoot(15, 6, 360 / 6, 3, 340, coolDown: 5000),
                            new TimedTransition(500, "0111")
                            ),
                        new OrderOnce(50, "Encore Trickster Statue", "2"),
                        new EntitiesNotExistsTransition(50, "20", "Encore Trickster", "Encore Trickster Statue", "Puppet Clone")
                        ),
                    new State("20",
                        new HpLessTransition(.35, "27"),
                        new RemEff(ConditionEffectIndex.Invulnerable),
                        new Taunt(true, "No! You will suffer for destroying my precious puppets!"),
                        new TimedTransition(1, "21")
                        ),
                    new State("21",
                        new HpLessTransition(.35, "27"),
                        new Shoot(20, 7, 10, 4, 0, coolDown: 300),
                        new TimedTransition(300, "22")
                        ),
                    new State("22",
                        new HpLessTransition(.35, "27"),
                        new Shoot(20, 13, 10, 4, 0, coolDown: 300),
                        new TimedTransition(300, "23")
                        ),
                    new State("23",
                        new HpLessTransition(.35, "27"),
                        new Shoot(20, 19, 10, 4, 0, coolDown: 300),
                        new TimedTransition(300, "24")
                        ),
                    new State("24",
                        new HpLessTransition(.35, "27"),
                        new Shoot(20, 7, 10, 4, 180, coolDown: 300),
                        new TimedTransition(300, "25")
                        ),
                    new State("25",
                        new HpLessTransition(.35, "27"),
                        new Shoot(20, 13, 10, 4, 180, coolDown: 300),
                        new TimedTransition(300, "26")
                        ),
                    new State("26",
                        new HpLessTransition(.35, "27"),
                        new Shoot(20, 19, 10, 4, 180, coolDown: 300),
                        new TimedTransition(300, "21")
                        ),
                    new State("27",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable, true),
                        new Taunt(true, "Awaken, my dear puppets, and avenge your fallen brothers. Destroy these so-called heroes, leave them to rot here and become one with the dust."),
                        new State("20111",
                            new Shoot(15, 6, 360 / 6, 3, 0, coolDown: 500),
                            new TimedTransition(500, "20211")
                            ),
                        new State("20211",
                            new Shoot(15, 6, 360 / 6, 3, 20, coolDown: 5000),
                            new TimedTransition(500, "20311")
                            ),
                        new State("20311",
                            new Shoot(15, 6, 360 / 6, 3, 40, coolDown: 5000),
                            new TimedTransition(500, "20411")
                            ),
                        new State("20411",
                            new Shoot(15, 6, 360 / 6, 3, 60, coolDown: 5000),
                            new TimedTransition(500, "20511")
                            ),
                        new State("20511",
                            new Shoot(15, 6, 360 / 6, 3, 80, coolDown: 5000),
                            new TimedTransition(500, "20611")
                            ),
                        new State("20611",
                            new Shoot(15, 6, 360 / 6, 3, 100, coolDown: 5000),
                            new TimedTransition(500, "20711")
                            ),
                        new State("20711",
                            new Shoot(15, 6, 360 / 6, 3, 120, coolDown: 5000),
                            new TimedTransition(500, "20811")
                            ),
                        new State("20811",
                            new Shoot(15, 6, 360 / 6, 3, 140, coolDown: 5000),
                            new TimedTransition(500, "20911")
                            ),
                        new State("20911",
                            new Shoot(15, 6, 360 / 6, 3, 160, coolDown: 5000),
                            new TimedTransition(500, "201011")
                            ),
                        new State("201011",
                            new Shoot(15, 6, 360 / 6, 3, 180, coolDown: 5000),
                            new TimedTransition(500, "201111")
                            ),
                        new State("201111",
                            new Shoot(15, 6, 360 / 6, 3, 200, coolDown: 5000),
                            new TimedTransition(500, "201211")
                            ),
                        new State("201211",
                            new Shoot(15, 6, 360 / 6, 3, 220, coolDown: 5000),
                            new TimedTransition(500, "201311")
                            ),
                        new State("201311",
                            new Shoot(15, 6, 360 / 6, 3, 240, coolDown: 5000),
                            new TimedTransition(500, "201411")
                            ),
                        new State("201411",
                            new Shoot(15, 6, 360 / 6, 3, 260, coolDown: 5000),
                            new TimedTransition(500, "201511")
                            ),
                        new State("201511",
                            new Shoot(15, 6, 360 / 6, 3, 280, coolDown: 5000),
                            new TimedTransition(500, "201611")
                            ),
                        new State("201611",
                            new Shoot(15, 6, 360 / 6, 3, 300, coolDown: 5000),
                            new TimedTransition(500, "201711")
                            ),
                        new State("201711",
                            new Shoot(15, 6, 360 / 6, 3, 320, coolDown: 5000),
                            new TimedTransition(500, "201811")
                            ),
                        new State("201811",
                            new Shoot(15, 6, 360 / 6, 3, 340, coolDown: 5000),
                            new TimedTransition(500, "20111")
                            ),
                        new OrderOnce(50, "Confuse Puppet Statue", "2"),
                        new OrderOnce(50, "Bleed Puppet Statue", "2"),
                        new EntitiesNotExistsTransition(50, "28", "Confuse Puppet Statue", "Confuse Puppet", "Bleed Puppet Statue", "Bleed Puppet")
                        ),
                    new State("28",
                        new Taunt(true, "I will rend your souls from your bodies and turn you into my puppet slaves when this is over!"),
                        new Grenade(5, 120, 20, coolDown: 3000),
                        new Shoot(20, 12, 360 / 12, 1, 45, coolDown: 350),
                        new Shoot(20, 1, 0, 4, coolDown: 500, predictive: 0.09),
                        new State("29",
                            new HpLessTransition(.05, "49"),
                            new RemEff(ConditionEffectIndex.Invulnerable),
                            new Shoot(25, 1, 0, 2, 0, coolDown: 50),
                            new TimedTransition(50, "30")
                            ),
                        new State("30",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 3, 8, 2, 0, coolDown: 50),
                            new TimedTransition(100, "31")
                            ),
                        new State("31",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 5, 8, 2, 0, coolDown: 50),
                            new TimedTransition(100, "32")
                            ),
                        new State("32",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 7, 8, 2, 0, coolDown: 50),
                            new TimedTransition(100, "33")
                            ),
                        new State("33",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 9, 8, 2, 0, coolDown: 50),
                            new TimedTransition(2000, "34")
                            ),
                        new State("34",
                            new HpLessTransition(.05, "49"),
                            new RemEff(ConditionEffectIndex.Invulnerable),
                            new Shoot(25, 1, 0, 2, 90, coolDown: 50),
                            new TimedTransition(50, "35")
                            ),
                        new State("35",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 3, 8, 2, 90, coolDown: 50),
                            new TimedTransition(100, "36")
                            ),
                        new State("36",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 5, 8, 2, 90, coolDown: 50),
                            new TimedTransition(100, "37")
                            ),
                        new State("37",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 7, 8, 2, 90, coolDown: 50),
                            new TimedTransition(100, "38")
                            ),
                        new State("38",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 9, 8, 2, 90, coolDown: 50),
                            new TimedTransition(2000, "39")
                            ),
                        new State("39",
                            new HpLessTransition(.05, "49"),
                            new RemEff(ConditionEffectIndex.Invulnerable),
                            new Shoot(25, 1, 0, 2, 180, coolDown: 50),
                            new TimedTransition(50, "40")
                            ),
                        new State("40",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 3, 8, 2, 180, coolDown: 50),
                            new TimedTransition(100, "41")
                            ),
                        new State("41",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 5, 8, 2, 180, coolDown: 50),
                            new TimedTransition(100, "42")
                            ),
                        new State("42",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 7, 8, 2, 180, coolDown: 50),
                            new TimedTransition(100, "43")
                            ),
                        new State("43",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 9, 8, 2, 180, coolDown: 50),
                            new TimedTransition(2000, "44")
                            ),
                        new State("44",
                            new HpLessTransition(.05, "49"),
                            new RemEff(ConditionEffectIndex.Invulnerable),
                            new Shoot(25, 1, 0, 2, 270, coolDown: 50),
                            new TimedTransition(50, "45")
                            ),
                        new State("45",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 3, 8, 2, 270, coolDown: 50),
                            new TimedTransition(100, "46")
                            ),
                        new State("46",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 5, 8, 2, 270, coolDown: 50),
                            new TimedTransition(100, "47")
                            ),
                        new State("47",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 7, 8, 2, 270, coolDown: 50),
                            new TimedTransition(100, "48")
                            ),
                        new State("48",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 9, 8, 2, 270, coolDown: 50),
                            new TimedTransition(2000, "29")
                            )
                        ),
                    new State("49",
                        new OnDeathBehavior(new Shoot(50, 12, 360 / 12, 3, 45)),
                        new Flash(0xd3d3d3, 2, 15),
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable, true),
                        new Taunt(true, "I don't understand it wasn't supposed to end this way. Noooo!!!"),
                        new TimedTransition(4000, "50")
                        ),
                    new State("50",
                        new Suicide()
                        )
                    )
                ),
            new MostDamagers(6,
                new ItemLoot("Potion of Attack", 0.381),
                new ItemLoot("Potion of Defense", 0.516),
                new ItemLoot("Potion of Mana", 0.148)
                ),
            new Threshold(0.316,
                new TierLoot(11, ItemType.Armor, 0.08),
                new TierLoot(11, ItemType.Weapon, 0.051),
                new TierLoot(12, ItemType.Armor, 0.0629),
                new ItemLoot("Wine Cellar Incantation", 0.0182),
                new TierLoot(5, ItemType.Ring, 0.0205),
                new ItemLoot("Thousand Shot", 0.0100)
                )
            );
    }
}
If you get any errors i will not help you fix em, it should be quite easy.

Quote Originally Posted by sgrawsreghawrhgwrhgr View Post
I appreciate the 100% prod-like loot chances <3
putting random numbers as loot chance as i have no clue what the chances is on prod xd
Quote Originally Posted by MikeRaarupBirk View Post
putting random numbers as loot chance as i have no clue what the chances is on prod xd
that's no excuse, I expect better of you
Quote Originally Posted by sgrawsreghawrhgwrhgr View Post
that's no excuse, I expect better of you
((((((((((((((( feelsbad
A lot of errors when I insert this. Should look at fixing it.
There are a few behavior things Mike had to code himself to make this work. Seeing as he didn't put them out for people here you will probably have to code them yourself.
The remove effect and order once "custom" behaviors are unnecessary, on top of that, the health transitions are really bad. Transitioning between states allows you to remove a condition effect, the same can be said for ordering an entity. You also want to keep health transitions on top of any quick switching states so they execute at proper times.

@Anime @Png_lol
You should take your own time to adjust this release, as I did. The errors are easily fixable from what I have given you to work with.
Quote Originally Posted by Invader_Zim View Post
@Anime @Png_lol
You should take your own time to adjust this release, as I did. The errors are easily fixable from what I have given you to work with.
Just thought I'd let people know. I've had this for a while now.
Quote Originally Posted by Png_lol View Post
Just thought I'd let people know. I've had this for a while now.
Letting people know false information? You don't need to code anything.
Quote Originally Posted by Invader_Zim View Post
Letting people know false information? You don't need to code anything.
You dont need to do it, but i recommend doing it.
Quote Originally Posted by MikeRaarupBirk View Post

I could make it perfect but i am lazy, so you will have to live with this:

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

namespace wServer.logic
{
    partial class BehaviorDb
    {
        private _ PuppetEncore = () => Behav()
        .Init("Encore Huntress Statue",
            new State(
                new State("1",
                    new ConditionalEffect(ConditionEffectIndex.Invincible, true)
                    ),
                new State("2",
                    new Flash(0xFFFF00, 2, 5),
                    new MoveTo(9.5f, 16.5f, 0.1, true, true, false),
                    new TimedTransition(2000, "3")
                    ),
                new State("3",
                    new TransformOnDeath("Encore Huntress"),
                    new Suicide()
                    )
                )
            )
       .Init("Encore Trickster Statue",
            new State(
                new State("1",
                    new ConditionalEffect(ConditionEffectIndex.Invincible, true)
                    ),
                new State("2",
                    new Flash(0xFFFF00, 2, 5),
                    new MoveTo(16.5f, 16.5f, 0.1, true, true, false),
                    new TimedTransition(2000, "3")
                    ),
                new State("3",
                    new TransformOnDeath("Encore Trickster"),
                    new Suicide()
                    )
                )
            )
        .Init("Confuse Puppet Statue",
            new State(
                new State("1",
                    new ConditionalEffect(ConditionEffectIndex.Invincible, true)
                    ),
                new State("2",
                    new Flash(0xFFFF00, 2, 5),
                    new MoveTo(9.5f, 9.5f, 0.1, true, true, false),
                    new TimedTransition(2000, "3")
                    ),
                new State("3",
                    new TransformOnDeath("Confuse Puppet"),
                    new Suicide()
                    )
                )
            )
        .Init("Bleed Puppet Statue",
            new State(
                new State("1",
                    new ConditionalEffect(ConditionEffectIndex.Invincible, true)
                    ),
                new State("2",
                    new Flash(0xFFFF00, 2, 5),
                    new MoveTo(16.5f, 9.5f, 0.1, true, true, false),
                    new TimedTransition(2000, "3")
                    ),
                new State("3",
                    new TransformOnDeath("Bleed Puppet"),
                    new Suicide()
                    )
                )
            )
        .Init("Confuse Puppet",
            new State(
                new State("1",
                    new Orbit(1.5, 10, 15, "puppet master v2"),
                    new Shoot(15, 3, 360 / 3, 0, 45, coolDown: 1250),
                    new Shoot(15, 3, 360 / 3, 2, 100, coolDown: 1250)
                    )
                )
            )
        .Init("Bleed Puppet",
            new State(
                new Orbit(0.5, 3, 15, "puppet master v2"),
                new State("1",
                    new Shoot(15, 4, 360 / 4, 0, 45, coolDown: 750),
                    new TimedTransition(750, "2")
                    ),
                new State("2",
                    new Shoot(15, 4, 360 / 4, 1, 90, coolDown: 750),
                    new TimedTransition(750, "1")
                    )
                )
            )
        .Init("Encore Huntress",
            new State(
                new State("1",
                    new Wander(0.3),
                    new HpLessTransition(0.5, "2"),
                    new StayBack(0.3, 5),
                    new Follow(0.4, 10, 5),
                    new Shoot(15, 2, 14, 0, coolDown: 750)
                    ),
                new State("2",
                    new StayBack(0.3, 2),
                    new Follow(0.4, 10, 3),
                    new Shoot(15, 2, 14, 0, coolDown: 500),
                    new Shoot(15, 3, 50, 1, coolDown: 1750)
                    )
                )
            )
        .Init("Encore Trickster",
            new State(
                new Wander(0.3),
                new Follow(0.3, 10, 3),
                new State("1",
                    new HpLessTransition(0.6, "2"),
                    new Grenade(3, 100, 10, coolDown: 4500),
                    new Shoot(15, 1, 0, 0, coolDown: 1000)
                    ),
                new State("2",
                    new Spawn("Puppet Clone", 4),
                    new TimedTransition(10, "3")
                    ),
                new State("3",
                    new Shoot(15, 3, 5, 1, 90, coolDown: 600),
                    new Shoot(15, 3, 5, 1, 180, coolDown: 600),
                    new Shoot(15, 3, 5, 1, 270, coolDown: 600),
                    new Shoot(15, 3, 5, 1, 0, coolDown: 600),
                    new TimedTransition(3000, "4")
                    ),
                new State("4",
                    new Shoot(15, 3, 5, 1, 135, coolDown: 600),
                    new Shoot(15, 3, 5, 1, 225, coolDown: 600),
                    new Shoot(15, 3, 5, 1, 315, coolDown: 600),
                    new Shoot(15, 3, 5, 1, 45, coolDown: 600),
                    new TimedTransition(3000, "3")
                    )
                )
            )
        .Init("Puppet Clone",
            new State(
                new State("1",
                    new Wander(0.3),
                    new Follow(0.4, 10, 0),
                    new Shoot(15, 4, 30, 0, coolDown: 1000)
                    )
                )
            )
        .Init("HomingFire",
            new State(
                new ConditionalEffect(ConditionEffectIndex.Invincible, true),
                new State("idle",
                    new Follow(0.8, 50, 5),
                    new TimedTransition(1000, "white")
                    ),
                new State("white",
                    new Flash(0xFFFFFF, 1, 1),
                    new TimedTransition(500, "shoot")
                    ),
                new State("shoot",
                    new Shoot(50, 1, 0, 0),
                    new Suicide()
                    )
                )
            )
        .Init("Puppet Master v2",
            new State(
                new State("1",
                    new ConditionalEffect(ConditionEffectIndex.Invulnerable, true),
                    new PlayerWithinTransition(30, "2")
                    ),
                new State("2",
                    new Taunt(true, "Hello. Hero. Did you you truly think that I was gone forever?"),
                    new TimedTransition(3500, "3")
                    ),
                new State("3",
                    new Taunt(true, "No! I cannot allow you to end my story in such a way"),
                    new TimedTransition(3500, "4")
                    ),
                new State("4",
                    new Taunt(true, "Behold!"),
                    new Flash(0xFFFF00, 1.75, 2),
                    new TossObject("Encore Trickster Statue", 8, 45, randomToss: false, coolDown: 3500),
                    new TossObject("Encore Huntress Statue", 8, 135, randomToss: false, coolDown: 3500),
                    new TossObject("Confuse Puppet Statue", 8, 225, randomToss: false, coolDown: 3500),
                    new TossObject("Bleed Puppet Statue", 8, 315, randomToss: false, coolDown: 3500),
                    new TimedTransition(3500, "5")
                    ),
                new State("5",
                    new Taunt(true, "You fail to appreciate my puppets, hero... you do not understand my art. If you cannot be sensible of their beauty then you must die."),
                    new TimedTransition(3500, "6")
                    ),
                new State("6",
                    new Taunt(true, "You cannot return from whence you came. Face me now, hero and prepare to become the finest of my puppets when I am done with you!"),
                    new Flash(0x00FF00, 1.75, 2),
                    new TimedTransition(3500, "7")
                    ),
                new State("7",
                    new RealmPortalDrop(),
                    new Spawn("HomingFire", 1000, 0.001, coolDown: 2500),
                    new State("8",
                        new RemEff(ConditionEffectIndex.Invulnerable),
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 8, 360 / 8, 1, 45, coolDown: 500),
                        new TimedTransition(1000, "9")
                        ),
                    new State("9",
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 12, 360 / 12, 1, 45, coolDown: 500),
                        new TimedTransition(1000, "10")
                        ),
                    new State("10",
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 16, 360 / 16, 1, 45, coolDown: 500),
                        new TimedTransition(1000, "11")
                        ),
                    new State("11",
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 7, 10, 4, 0, coolDown: 300),
                        new TimedTransition(300, "12")
                        ),
                    new State("12",
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 13, 10, 4, 0, coolDown: 300),
                        new TimedTransition(300, "13")
                        ),
                    new State("13",
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 19, 10, 4, 0, coolDown: 300),
                        new TimedTransition(300, "14")
                        ),
                    new State("14",
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 7, 10, 4, 180, coolDown: 300),
                        new TimedTransition(300, "15")
                        ),
                    new State("15",
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 13, 10, 4, 180, coolDown: 300),
                        new TimedTransition(300, "16")
                        ),
                    new State("16",
                        new HpLessTransition(.9, "17"),
                        new Shoot(20, 19, 10, 4, 180, coolDown: 300),
                        new TimedTransition(300, "11")
                        ),
                    new State("17",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable, true),
                        new Taunt(true, "Awaken, my dear puppet. Hunt them down!"),
                        new State("01",
                            new Shoot(15, 6, 360 / 6, 3, 0, coolDown: 500),
                            new TimedTransition(500, "02")
                            ),
                        new State("02",
                            new Shoot(15, 6, 360 / 6, 3, 20, coolDown: 5000),
                            new TimedTransition(500, "03")
                            ),
                        new State("03",
                            new Shoot(15, 6, 360 / 6, 3, 40, coolDown: 5000),
                            new TimedTransition(500, "04")
                            ),
                        new State("04",
                            new Shoot(15, 6, 360 / 6, 3, 60, coolDown: 5000),
                            new TimedTransition(500, "05")
                            ),
                        new State("05",
                            new Shoot(15, 6, 360 / 6, 3, 80, coolDown: 5000),
                            new TimedTransition(500, "06")
                            ),
                        new State("06",
                            new Shoot(15, 6, 360 / 6, 3, 100, coolDown: 5000),
                            new TimedTransition(500, "07")
                            ),
                        new State("07",
                            new Shoot(15, 6, 360 / 6, 3, 120, coolDown: 5000),
                            new TimedTransition(500, "08")
                            ),
                        new State("08",
                            new Shoot(15, 6, 360 / 6, 3, 140, coolDown: 5000),
                            new TimedTransition(500, "09")
                            ),
                        new State("09",
                            new Shoot(15, 6, 360 / 6, 3, 160, coolDown: 5000),
                            new TimedTransition(500, "010")
                            ),
                        new State("010",
                            new Shoot(15, 6, 360 / 6, 3, 180, coolDown: 5000),
                            new TimedTransition(500, "011")
                            ),
                        new State("011",
                            new Shoot(15, 6, 360 / 6, 3, 200, coolDown: 5000),
                            new TimedTransition(500, "012")
                            ),
                        new State("012",
                            new Shoot(15, 6, 360 / 6, 3, 220, coolDown: 5000),
                            new TimedTransition(500, "013")
                            ),
                        new State("013",
                            new Shoot(15, 6, 360 / 6, 3, 240, coolDown: 5000),
                            new TimedTransition(500, "014")
                            ),
                        new State("014",
                            new Shoot(15, 6, 360 / 6, 3, 260, coolDown: 5000),
                            new TimedTransition(500, "015")
                            ),
                        new State("015",
                            new Shoot(15, 6, 360 / 6, 3, 280, coolDown: 5000),
                            new TimedTransition(500, "016")
                            ),
                        new State("016",
                            new Shoot(15, 6, 360 / 6, 3, 300, coolDown: 5000),
                            new TimedTransition(500, "017")
                            ),
                        new State("017",
                            new Shoot(15, 6, 360 / 6, 3, 320, coolDown: 5000),
                            new TimedTransition(500, "018")
                            ),
                        new State("018",
                            new Shoot(15, 6, 360 / 6, 3, 340, coolDown: 5000),
                            new TimedTransition(500, "01")
                            ),
                        new OrderOnce(50, "Encore Huntress Statue", "2"),
                        new EntitiesNotExistsTransition(50, "18", "Encore Huntress", "Encore Huntress Statue")
                        ),
                    new State("18",
                        new HpLessTransition(.7, "19"),
                        new RemEff(ConditionEffectIndex.Invulnerable),
                        new Taunt(true, "How dare you destroy my prized puppet! You shall pay for this with your life!"),
                        new Shoot(15, 12, 360 / 12, 3, 45, coolDown: 1250),
                        new Shoot(15, 3, 12, 4, coolDown: 750, predictive: 0.07)
                        ),
                    new State("19",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable, true),
                        new Taunt(true, "Awaken, my dear puppet. Fear its blades"),
                        new State("0111",
                            new Shoot(15, 6, 360 / 6, 3, 0, coolDown: 500),
                            new TimedTransition(500, "0211")
                            ),
                        new State("0211",
                            new Shoot(15, 6, 360 / 6, 3, 20, coolDown: 5000),
                            new TimedTransition(500, "0311")
                            ),
                        new State("0311",
                            new Shoot(15, 6, 360 / 6, 3, 40, coolDown: 5000),
                            new TimedTransition(500, "0411")
                            ),
                        new State("0411",
                            new Shoot(15, 6, 360 / 6, 3, 60, coolDown: 5000),
                            new TimedTransition(500, "0511")
                            ),
                        new State("0511",
                            new Shoot(15, 6, 360 / 6, 3, 80, coolDown: 5000),
                            new TimedTransition(500, "0611")
                            ),
                        new State("0611",
                            new Shoot(15, 6, 360 / 6, 3, 100, coolDown: 5000),
                            new TimedTransition(500, "0711")
                            ),
                        new State("0711",
                            new Shoot(15, 6, 360 / 6, 3, 120, coolDown: 5000),
                            new TimedTransition(500, "0811")
                            ),
                        new State("0811",
                            new Shoot(15, 6, 360 / 6, 3, 140, coolDown: 5000),
                            new TimedTransition(500, "0911")
                            ),
                        new State("0911",
                            new Shoot(15, 6, 360 / 6, 3, 160, coolDown: 5000),
                            new TimedTransition(500, "01011")
                            ),
                        new State("01011",
                            new Shoot(15, 6, 360 / 6, 3, 180, coolDown: 5000),
                            new TimedTransition(500, "01111")
                            ),
                        new State("01111",
                            new Shoot(15, 6, 360 / 6, 3, 200, coolDown: 5000),
                            new TimedTransition(500, "01211")
                            ),
                        new State("01211",
                            new Shoot(15, 6, 360 / 6, 3, 220, coolDown: 5000),
                            new TimedTransition(500, "01311")
                            ),
                        new State("01311",
                            new Shoot(15, 6, 360 / 6, 3, 240, coolDown: 5000),
                            new TimedTransition(500, "01411")
                            ),
                        new State("01411",
                            new Shoot(15, 6, 360 / 6, 3, 260, coolDown: 5000),
                            new TimedTransition(500, "01511")
                            ),
                        new State("01511",
                            new Shoot(15, 6, 360 / 6, 3, 280, coolDown: 5000),
                            new TimedTransition(500, "01611")
                            ),
                        new State("01611",
                            new Shoot(15, 6, 360 / 6, 3, 300, coolDown: 5000),
                            new TimedTransition(500, "01711")
                            ),
                        new State("01711",
                            new Shoot(15, 6, 360 / 6, 3, 320, coolDown: 5000),
                            new TimedTransition(500, "01811")
                            ),
                        new State("01811",
                            new Shoot(15, 6, 360 / 6, 3, 340, coolDown: 5000),
                            new TimedTransition(500, "0111")
                            ),
                        new OrderOnce(50, "Encore Trickster Statue", "2"),
                        new EntitiesNotExistsTransition(50, "20", "Encore Trickster", "Encore Trickster Statue", "Puppet Clone")
                        ),
                    new State("20",
                        new HpLessTransition(.35, "27"),
                        new RemEff(ConditionEffectIndex.Invulnerable),
                        new Taunt(true, "No! You will suffer for destroying my precious puppets!"),
                        new TimedTransition(1, "21")
                        ),
                    new State("21",
                        new HpLessTransition(.35, "27"),
                        new Shoot(20, 7, 10, 4, 0, coolDown: 300),
                        new TimedTransition(300, "22")
                        ),
                    new State("22",
                        new HpLessTransition(.35, "27"),
                        new Shoot(20, 13, 10, 4, 0, coolDown: 300),
                        new TimedTransition(300, "23")
                        ),
                    new State("23",
                        new HpLessTransition(.35, "27"),
                        new Shoot(20, 19, 10, 4, 0, coolDown: 300),
                        new TimedTransition(300, "24")
                        ),
                    new State("24",
                        new HpLessTransition(.35, "27"),
                        new Shoot(20, 7, 10, 4, 180, coolDown: 300),
                        new TimedTransition(300, "25")
                        ),
                    new State("25",
                        new HpLessTransition(.35, "27"),
                        new Shoot(20, 13, 10, 4, 180, coolDown: 300),
                        new TimedTransition(300, "26")
                        ),
                    new State("26",
                        new HpLessTransition(.35, "27"),
                        new Shoot(20, 19, 10, 4, 180, coolDown: 300),
                        new TimedTransition(300, "21")
                        ),
                    new State("27",
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable, true),
                        new Taunt(true, "Awaken, my dear puppets, and avenge your fallen brothers. Destroy these so-called heroes, leave them to rot here and become one with the dust."),
                        new State("20111",
                            new Shoot(15, 6, 360 / 6, 3, 0, coolDown: 500),
                            new TimedTransition(500, "20211")
                            ),
                        new State("20211",
                            new Shoot(15, 6, 360 / 6, 3, 20, coolDown: 5000),
                            new TimedTransition(500, "20311")
                            ),
                        new State("20311",
                            new Shoot(15, 6, 360 / 6, 3, 40, coolDown: 5000),
                            new TimedTransition(500, "20411")
                            ),
                        new State("20411",
                            new Shoot(15, 6, 360 / 6, 3, 60, coolDown: 5000),
                            new TimedTransition(500, "20511")
                            ),
                        new State("20511",
                            new Shoot(15, 6, 360 / 6, 3, 80, coolDown: 5000),
                            new TimedTransition(500, "20611")
                            ),
                        new State("20611",
                            new Shoot(15, 6, 360 / 6, 3, 100, coolDown: 5000),
                            new TimedTransition(500, "20711")
                            ),
                        new State("20711",
                            new Shoot(15, 6, 360 / 6, 3, 120, coolDown: 5000),
                            new TimedTransition(500, "20811")
                            ),
                        new State("20811",
                            new Shoot(15, 6, 360 / 6, 3, 140, coolDown: 5000),
                            new TimedTransition(500, "20911")
                            ),
                        new State("20911",
                            new Shoot(15, 6, 360 / 6, 3, 160, coolDown: 5000),
                            new TimedTransition(500, "201011")
                            ),
                        new State("201011",
                            new Shoot(15, 6, 360 / 6, 3, 180, coolDown: 5000),
                            new TimedTransition(500, "201111")
                            ),
                        new State("201111",
                            new Shoot(15, 6, 360 / 6, 3, 200, coolDown: 5000),
                            new TimedTransition(500, "201211")
                            ),
                        new State("201211",
                            new Shoot(15, 6, 360 / 6, 3, 220, coolDown: 5000),
                            new TimedTransition(500, "201311")
                            ),
                        new State("201311",
                            new Shoot(15, 6, 360 / 6, 3, 240, coolDown: 5000),
                            new TimedTransition(500, "201411")
                            ),
                        new State("201411",
                            new Shoot(15, 6, 360 / 6, 3, 260, coolDown: 5000),
                            new TimedTransition(500, "201511")
                            ),
                        new State("201511",
                            new Shoot(15, 6, 360 / 6, 3, 280, coolDown: 5000),
                            new TimedTransition(500, "201611")
                            ),
                        new State("201611",
                            new Shoot(15, 6, 360 / 6, 3, 300, coolDown: 5000),
                            new TimedTransition(500, "201711")
                            ),
                        new State("201711",
                            new Shoot(15, 6, 360 / 6, 3, 320, coolDown: 5000),
                            new TimedTransition(500, "201811")
                            ),
                        new State("201811",
                            new Shoot(15, 6, 360 / 6, 3, 340, coolDown: 5000),
                            new TimedTransition(500, "20111")
                            ),
                        new OrderOnce(50, "Confuse Puppet Statue", "2"),
                        new OrderOnce(50, "Bleed Puppet Statue", "2"),
                        new EntitiesNotExistsTransition(50, "28", "Confuse Puppet Statue", "Confuse Puppet", "Bleed Puppet Statue", "Bleed Puppet")
                        ),
                    new State("28",
                        new Taunt(true, "I will rend your souls from your bodies and turn you into my puppet slaves when this is over!"),
                        new Grenade(5, 120, 20, coolDown: 3000),
                        new Shoot(20, 12, 360 / 12, 1, 45, coolDown: 350),
                        new Shoot(20, 1, 0, 4, coolDown: 500, predictive: 0.09),
                        new State("29",
                            new HpLessTransition(.05, "49"),
                            new RemEff(ConditionEffectIndex.Invulnerable),
                            new Shoot(25, 1, 0, 2, 0, coolDown: 50),
                            new TimedTransition(50, "30")
                            ),
                        new State("30",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 3, 8, 2, 0, coolDown: 50),
                            new TimedTransition(100, "31")
                            ),
                        new State("31",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 5, 8, 2, 0, coolDown: 50),
                            new TimedTransition(100, "32")
                            ),
                        new State("32",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 7, 8, 2, 0, coolDown: 50),
                            new TimedTransition(100, "33")
                            ),
                        new State("33",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 9, 8, 2, 0, coolDown: 50),
                            new TimedTransition(2000, "34")
                            ),
                        new State("34",
                            new HpLessTransition(.05, "49"),
                            new RemEff(ConditionEffectIndex.Invulnerable),
                            new Shoot(25, 1, 0, 2, 90, coolDown: 50),
                            new TimedTransition(50, "35")
                            ),
                        new State("35",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 3, 8, 2, 90, coolDown: 50),
                            new TimedTransition(100, "36")
                            ),
                        new State("36",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 5, 8, 2, 90, coolDown: 50),
                            new TimedTransition(100, "37")
                            ),
                        new State("37",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 7, 8, 2, 90, coolDown: 50),
                            new TimedTransition(100, "38")
                            ),
                        new State("38",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 9, 8, 2, 90, coolDown: 50),
                            new TimedTransition(2000, "39")
                            ),
                        new State("39",
                            new HpLessTransition(.05, "49"),
                            new RemEff(ConditionEffectIndex.Invulnerable),
                            new Shoot(25, 1, 0, 2, 180, coolDown: 50),
                            new TimedTransition(50, "40")
                            ),
                        new State("40",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 3, 8, 2, 180, coolDown: 50),
                            new TimedTransition(100, "41")
                            ),
                        new State("41",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 5, 8, 2, 180, coolDown: 50),
                            new TimedTransition(100, "42")
                            ),
                        new State("42",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 7, 8, 2, 180, coolDown: 50),
                            new TimedTransition(100, "43")
                            ),
                        new State("43",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 9, 8, 2, 180, coolDown: 50),
                            new TimedTransition(2000, "44")
                            ),
                        new State("44",
                            new HpLessTransition(.05, "49"),
                            new RemEff(ConditionEffectIndex.Invulnerable),
                            new Shoot(25, 1, 0, 2, 270, coolDown: 50),
                            new TimedTransition(50, "45")
                            ),
                        new State("45",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 3, 8, 2, 270, coolDown: 50),
                            new TimedTransition(100, "46")
                            ),
                        new State("46",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 5, 8, 2, 270, coolDown: 50),
                            new TimedTransition(100, "47")
                            ),
                        new State("47",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 7, 8, 2, 270, coolDown: 50),
                            new TimedTransition(100, "48")
                            ),
                        new State("48",
                            new HpLessTransition(.05, "49"),
                            new Shoot(25, 9, 8, 2, 270, coolDown: 50),
                            new TimedTransition(2000, "29")
                            )
                        ),
                    new State("49",
                        new OnDeathBehavior(new Shoot(50, 12, 360 / 12, 3, 45)),
                        new Flash(0xd3d3d3, 2, 15),
                        new ConditionalEffect(ConditionEffectIndex.Invulnerable, true),
                        new Taunt(true, "I don't understand it wasn't supposed to end this way. Noooo!!!"),
                        new TimedTransition(4000, "50")
                        ),
                    new State("50",
                        new Suicide()
                        )
                    )
                ),
            new MostDamagers(6,
                new ItemLoot("Potion of Attack", 0.381),
                new ItemLoot("Potion of Defense", 0.516),
                new ItemLoot("Potion of Mana", 0.148)
                ),
            new Threshold(0.316,
                new TierLoot(11, ItemType.Armor, 0.08),
                new TierLoot(11, ItemType.Weapon, 0.051),
                new TierLoot(12, ItemType.Armor, 0.0629),
                new ItemLoot("Wine Cellar Incantation", 0.0182),
                new TierLoot(5, ItemType.Ring, 0.0205),
                new ItemLoot("Thousand Shot", 0.0100)
                )
            );
    }
}
If you get any errors i will not help you fix em, it should be quite easy.

Thanks Mike!
Posts 1–12 of 12 · Page 1 of 1

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