#region
using wServer.logic.behaviors;
using wServer.logic.loot;
using wServer.logic.transitions;
#endregion
namespace wServer.logic
{
partial class BehaviorDb
{
private _ Biff = () => Behav() //By MoonMan
#region BTBB
.Init("BB Biff the Buffed Bunny",
#endregion
#region Taunt
new State(
new State("Taunt+INV",
new Taunt("You have stolen and broken eggs at your leisure. I will put a stop to this!"),
new ConditionalEffect(ConditionEffectIndex.Invulnerable, duration: 0),
new TimedTransition(3000, "AttackingNumber1")
#endregion
#region Useless
),
#endregion
#region 1stAttack
new State("AttackingNumber1",
new Wander(0.1),
new Shoot(20, 10, 15, 0, 90, coolDown: 6000, coolDownOffset: 3000),
new Shoot(20, 10, 15, 0, 270, coolDown: 6000, coolDownOffset: 3000),
new Shoot(20, 10, 15, 0, 360, coolDown: 6000, coolDownOffset: 6000),
new Shoot(20, 10, 15, 0, 180, coolDown: 6000, coolDownOffset: 6000),
new Shoot(20, 1, projectileIndex: 3, predictive: 0.1, coolDown: 5000),
new HpLessTransition(.8, "CrazyBitchGoingHam")
#endregion
#region Usless
),
#endregion
#region 2ndAttack
new State("CrazyBitchGoingHam",
new ConditionalEffect(ConditionEffectIndex.Invulnerable, duration: 3000),
new Shoot(22, 12, 30, 4, 360, coolDown: 2500),
new Shoot(20, 3, 25, 1, predictive: 0.1, coolDown: 1000, coolDownOffset: 500),
new Shoot(20, 2, 15, 1, predictive: 0.1, coolDown: 1000, coolDownOffset: 1000),
new HpLessTransition(.5, "JUSTSTFUANDGOSHOPATIKEA")
#endregion
#region Usless
),
#endregion
#region 3rdAttack
new State("JUSTSTFUANDGOSHOPATIKEA",
new ConditionalEffect(ConditionEffectIndex.Invulnerable, duration: 3000),
new Shoot(20, 20, 13.5, 5, 30, coolDown: 12000, coolDownOffset: 1000),
new Shoot(20, 20, 13.5, 5, 60, coolDown: 12000, coolDownOffset: 2000),
new Shoot(20, 20, 13.5, 5, 90, coolDown: 12000, coolDownOffset: 3000),
new Shoot(20, 20, 13.5, 5, 120, coolDown: 12000, coolDownOffset: 4000),
new Shoot(20, 20, 13.5, 5, 150, coolDown: 12000, coolDownOffset: 5000),
new Shoot(20, 20, 13.5, 5, 180, coolDown: 12000, coolDownOffset: 6000),
new Shoot(20, 20, 13.5, 5, 210, coolDown: 12000, coolDownOffset: 7000),
new Shoot(20, 20, 13.5, 5, 240, coolDown: 12000, coolDownOffset: 8000),
new Shoot(20, 20, 13.5, 5, 270, coolDown: 12000, coolDownOffset: 9000),
new Shoot(20, 20, 13.5, 5, 300, coolDown: 12000, coolDownOffset: 10000),
new Shoot(20, 20, 13.5, 5, 330, coolDown: 12000, coolDownOffset: 11000),
new Shoot(20, 20, 13.5, 5, 360, coolDown: 12000, coolDownOffset: 12000),
new Shoot(20, 3, 10, 2, predictive: 0.1, coolDown: 700),
new HpLessTransition(.2, "OKAYIMFUCKINGMADGOFUCKURSELFUBITCH")
#endregion
#region Usless
),
#endregion
#region LastAttack
new State("OKAYIMFUCKINGMADGOFUCKURSELFUBITCH",
new ConditionalEffect(ConditionEffectIndex.Invulnerable, duration: 2000),
new Shoot(25, 36, 10, 1, 360, coolDown: 3000),
new Shoot(20, projectileIndex: 5, count: 5, shootAngle: 12, fixedAngle: 0, coolDown: 1800, coolDownOffset: 800),
new Shoot(20, projectileIndex: 5, count: 5, shootAngle: 12, fixedAngle: 90, coolDown: 1800, coolDownOffset: 800),
new Shoot(20, projectileIndex: 5, count: 5, shootAngle: 12, fixedAngle: 180, coolDown: 1800, coolDownOffset: 800),
new Shoot(20, projectileIndex: 5, count: 5, shootAngle: 12, fixedAngle: 270, coolDown: 1800, coolDownOffset: 800),
new Shoot(20, projectileIndex: 5, count: 5, shootAngle: 12, fixedAngle: 45, coolDown: 1800, coolDownOffset: 1800),
new Shoot(20, projectileIndex: 5, count: 5, shootAngle: 12, fixedAngle: 135, coolDown: 1800, coolDownOffset: 1800),
new Shoot(20, projectileIndex: 5, count: 5, shootAngle: 12, fixedAngle: 225, coolDown: 1800, coolDownOffset: 1800),
new Shoot(20, projectileIndex: 5, count: 5, shootAngle: 12, fixedAngle: 315, coolDown: 1800, coolDownOffset: 1800)
#endregion
#region Useless
)
),
new MostDamagers(1,
new ItemLoot("Potion of Attack", 1.0)
),
new Threshold(0.025,
new ItemLoot("Dagger of the Hasteful Rabbit", 0.05),
new ItemLoot("Wander of Egg-cellence", 0.05),
new ItemLoot("Potion of Attack", 0.05),
new ItemLoot("Potion of Defense", 0.05),
new ItemLoot("Potion of Vitality", 0.05),
new ItemLoot("Potion of Dexterity", 0.05),
new ItemLoot("Potion of Wisdom", 0.05),
new ItemLoot("Potion of Speed", 0.05),
new ItemLoot("Vitamine Buster", 0.001),
new ItemLoot("Helm of the Swift Bunny", 0.001)
)
)
;
}
}
#endregion
<Object type="0x89f" id="BB Biff the Buffed Bunny">
<DisplayId>Biff the Buffed Bunny</DisplayId>
<Enemy/>
<Class>Character</Class>
<AnimatedTexture>
<File>buffedBunnyChars16x16</File>
<Index>1</Index>
</AnimatedTexture>
<HitSound>monster/archdemon_hit</HitSound>
<DeathSound>monster/archdemon_death</DeathSound>
<Size>120</Size>
<Quest/>
<Level>20</Level>
<MaxHitPoints>208000</MaxHitPoints>
<Defense>0</Defense>
<StasisImmune/>
<StunImmune/>
<ParalyzeImmune/>
<Projectile id="0">
<ObjectId>BB Egg Cannon 1</ObjectId>
<Damage>150</Damage>
<Speed>60</Speed>
<LifetimeMS>1800</LifetimeMS>
<ConditionEffect duration="2.5">Confused</ConditionEffect>
</Projectile>
<Projectile id="1">
<ObjectId>BB Bunny Blaster</ObjectId>
<Damage>130</Damage>
<Speed>70</Speed>
<LifetimeMS>1400</LifetimeMS>
<ConditionEffect duration="5" target="1">Stasis</ConditionEffect>
</Projectile>
<Projectile id="2">
<ObjectId>BB Bunny Blaster</ObjectId>
<Damage>130</Damage>
<Speed>100</Speed>
<LifetimeMS>1400</LifetimeMS>
<ConditionEffect duration="5" target="1">Stasis</ConditionEffect>
</Projectile>
<Projectile id="3">
<ObjectId>BB Egg Cannon 1</ObjectId>
<Damage>150</Damage>
<Speed>60</Speed>
<LifetimeMS>2000</LifetimeMS>
<ConditionEffect duration="2.5">Confused</ConditionEffect>
</Projectile>
<Projectile id="4">
<ObjectId>BB Egg Cannon 1</ObjectId>
<Damage>150</Damage>
<Speed>60</Speed>
<LifetimeMS>2200</LifetimeMS>
<ConditionEffect duration="2.5">Confused</ConditionEffect>
</Projectile>
<Projectile id="5">
<ObjectId>BB Bunny Blaster</ObjectId>
<Damage>130</Damage>
<Speed>70</Speed>
<LifetimeMS>1800</LifetimeMS>
<ConditionEffect duration="5" target="1">Stasis</ConditionEffect>
</Projectile>
</Object>
<Object type="0x897" id="BB Egg Cannon 1">
<Class>Projectile</Class>
<RandomTexture>
<Texture>
<File>buffedBunnyObjects8x8</File>
<Index>0x24</Index>
</Texture>
<Texture>
<File>buffedBunnyObjects8x8</File>
<Index>0x25</Index>
</Texture>
<Texture>
<File>buffedBunnyObjects8x8</File>
<Index>0x26</Index>
</Texture>
<Texture>
<File>buffedBunnyObjects8x8</File>
<Index>0x27</Index>
</Texture>
<Texture>
<File>buffedBunnyObjects8x8</File>
<Index>0x28</Index>
</Texture>
</RandomTexture>
<Rotation>50</Rotation>
</Object>
</Object> <Object type="0x893" id="BB Bunny Blaster">
<Class>Projectile</Class>
<Texture>
<File>buffedBunnyObjects8x8</File>
<Index>0x23</Index>
</Texture>
<AngleCorrection>1</AngleCorrection>
</Object>