Enemy doesnt appear after /spawn
Im having the problem that the enemy doesnt spawn whenever i do /spawn (enemy)
<Object type="0x0e94" id="Pepe the Frog"> xml
<Group>Event Paradise</Group>
<Enemy/>
<Class>Character</Class>
<AnimatedTexture>
<File>chars16x16rEncounters</File>
<Index>125</Index>
</AnimatedTexture>
<HitSound>monster/.medusa_hit</HitSound> the points are just so it doesnt show the emote
<DeathSound>monster/.medusa_death</DeathSound>
<MaxHitPoints>69000</MaxHitPoints>
<ShadowSize>0</ShadowSize>
<God/>
<StasisImmune/>
<Quest/>
<PerRealmMax>1</PerRealmMax>
<Level>20</Level>
<XpMult>0.22</XpMult>
<Size>140</Size>
<Defense>60</Defense>
<NoArticle/>
<God/>
<Projectile id="0">
<ObjectId>Green Bolt</ObjectId>
<Damage>35</Damage>
<Speed>200</Speed>
<LifetimeMS>2000</LifetimeMS>
</Projectile>
<Projectile id="1">
<ObjectId>Green Blob</ObjectId>
<Speed>100</Speed>
<Damage>230</Damage>
<Size>155</Size>
<LifetimeMS>3000</LifetimeMS>
<MultiHit/>
<ConditionEffect duration="5">Weak</ConditionEffect>
<ConditionEffect duration="5">Dazed</ConditionEffect>
</Projectile>
<Projectile id="2">
<ObjectId>Green Star</ObjectId>
<Damage>60</Damage>
<Speed>50</Speed>
<LifetimeMS>2500</LifetimeMS>
<ConditionEffect duration="5">Slowed</ConditionEffect>
</Projectile>
<DisplayId>Pepe the Frog</DisplayId>
</Object>
using wServer.logic.behaviors;
using wServer.logic.transitions;
using wServer.logic.loot;
namespace wServer.logic
{
partial class BehaviorDb
{
private _ PepetheFrog = () => Behav()
.Init("Pepe the Frog",
new State(
new State("Attack",
new Wander(.05),
new Shoot(25, projectileIndex: 0, count: 15, shootAngle: 45, coolDown: 1500, coolDownOffset: 1500),
new Shoot(25, projectileIndex: 1, count: 3, shootAngle: 10, coolDown: 1000, coolDownOffset: 1000),
new Shoot(25, projectileIndex: 2, count: 3, shootAngle: 10, predictive: 0.2, coolDown: 1000,
coolDownOffset: 1000),
new Taunt(1, 6000, "I'll get REVENGE"),
new HpLessTransition(.2, "prepareRage")
),
new State("prepareRage",
new Follow(.1, 15, 3),
new Taunt("IMPOSSIBLE"),
new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
new Shoot(25, 30, fixedAngle: 0, projectileIndex: 1, coolDown: 4000, coolDownOffset: 4000),
new Shoot(25, 30, fixedAngle: 30, projectileIndex: 2, coolDown: 4000, coolDownOffset: 4000),
new TimedTransition(10000, "rage")
),
new State("rage",
new Follow(.1, 15, 3),
new Shoot(25, 30, projectileIndex: 0, coolDown: 1000, coolDownOffset: 1000),
new Shoot(25, 30, projectileIndex: 0, coolDown: 1000, coolDownOffset: 1000),
new Shoot(25, projectileIndex: 0, count: 20, shootAngle: 100, coolDown: 1000, coolDownOffset: 1000),
new Shoot(25, projectileIndex: 1, count: 4, shootAngle: 300, coolDown: 1000, coolDownOffset: 1000),
new Shoot(25, projectileIndex: 2, count: 10, shootAngle: 10, predictive: 0.2, coolDown: 1000),
new Taunt(1, 6000, "Feelsbadman REEEEEEEEEEEEEEEEEEEEEEE")
)
),
new MostDamagers(3,
new ItemLoot("Potion of Speed", 1),
new ItemLoot("Potion of Defense", 2)
),
new Threshold(0.05,
new ItemLoot("Potion of Mana", 0.1),
new ItemLoot("Potion of Life", 0.1),
new ItemLoot("Potion of Attack", 0.1)
)
);
}
}