HelpBehavior

Posts 14 of 4 · Page 1 of 1
Behavior
so i just started making a behavior and i finished and all rebuilt solution and got error if someone can help me with my code that would be awesome!

code:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using wServer.realm;
using wServer.logic.behaviors;
using wServer.logic.loot;
using wServer.logic.transitions;

namespace wServer.logic
{
partial class BehaviorDb
{
_ ESkull = () => Behav()
.Init("Skull Shrine",
new State(
new State("active",
new Orbit(0.3, 2, 10, "Epic Skull Shrine"),


new State("Shoot",
new Shoot(15, 3, projectileIndex: 0, fixedAngle: 10, coolDown: 100, predictive: 0)
)
)
),


new Threshold(0.1,
new ItemLoot("Kendo Stick", 0.1)
)
.Init("Epic Skull Shrine",
new State(
new TransformOnDeath("Reaper Chest", returnToSpawn: false),
new CopyDamageOnDeath("Reaper Chest"),
new HpLessTransition(0.8, "Help Me!!"),
new State("Idle",
new Prioritize(
new Wander(0.6)
),
new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
new PlayerWithinTransition(25, "Attacking")
),
new State("Attacking",
new Taunt("I wont be affraid to kill you, {PLAYER}, you are nothing more then a burden!"),
new State("Bullet",
new Spawn("Skull Shrine", maxChildren: 100, initialSpawn: 0, coolDown: 1000),
new Shoot(10, 8, projectileIndex: 0, fixedAngle: 45, coolDown: 100, predictive: 0),
new Shoot(10, 1, projectileIndex: 0, coolDown: 50, predictive: 1),
new Grenade(5, 100, 10, coolDown: 120),
),
new State("Help Me!!",
new ConditionalEffect(ConditionEffectIndex.Armored),
new Spawn("Reaper Minion", maxChildren: 100, initialSpawn: 0, coolDown: 1000),
new Spawn("Skull Shrine", maxChildren: 100, initialSpawn: 0, coolDown: 500),
new HpLessTransition(0.5, "Rage")
),
new State("Rage",
new StayBack(1.6, 7),
new Spawn("Skull Shrine", maxChildren: 100, initialSpawn: 0, coolDown: 1000),
new Spawn("Skull Shrine", maxChildren: 100, initialSpawn: 0, coolDown: 1000),
new Spawn("Skull Shrine", maxChildren: 100, initialSpawn: 0, coolDown: 1000),
new Spawn("Skull Shrine", maxChildren: 100, initialSpawn: 0, coolDown: 1000),
new Shoot(10, 6, projectileIndex: 0, fixedAngle: 45, coolDown: 150, predictive: 1),
new Shoot(10, 6, projectileIndex: 0, fixedAngle: 90, coolDown: 100, predictive: 1),
),
new NoPlayerWithinTransition(15, "Idle")
)
)
);
}
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Please Get Back ASAP, Thank You

u see the space after the l in invulnerable?? I hope that was just an error for copy and pasting it in here

- - - Updated - - -

u see the space after the l in invulnerable?? I hope that was just an error for copy and pasting it in here
Quote Originally Posted by Hacking Rulez View Post
u see the space after the l in invulnerable?? I hope that was just an error for copy and pasting it in here

- - - Updated - - -

u see the space after the l in invulnerable?? I hope that was just an error for copy and pasting it in here
it was indeed an error from there to here
Quote Originally Posted by lolrlly1234 View Post
it was indeed an error from there to here
you know that skull shrine already has an behavior ? right? or did u delete it

- - - Updated - - -

Quote Originally Posted by lolrlly1234 View Post
it was indeed an error from there to here
you know that skull shrine already has an behavior ? right? or did u delete it

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

namespace wServer.logic
{
partial class BehaviorDb
{
private _ ESkull = () => Behav()
.Init("Skull Shrine",
new State(
new State("active",
new Orbit(0.3, 2, 10, "Epic Skull Shrine"),
new Shoot(15, 3, projectileIndex: 0, fixedAngle: 10, coolDown: 100, predictive: 0)
)
),
new Threshold(0.1,
new ItemLoot("Kendo Stick", 0.1)
)
)
.Init("Epic Skull Shrine",
new State(
new TransformOnDeath("Reaper Chest", returnToSpawn: false),
new CopyDamageOnDeath("Reaper Chest"),
new HpLessTransition(0.8, "Help Me!!"),
new State("Idle",
new Prioritize(
new Wander(0.6)
),
new ConditionalEffect(ConditionEffectIndex.Invulnerabl e),
new PlayerWithinTransition(25, "Attacking")
),
new State("Attacking",
new Taunt("I wont be affraid to kill you, {PLAYER}, you are nothing more then a burden!"),
new State("Bullet",
new Spawn("Skull Shrine", maxChildren: 100, initialSpawn: 0, coolDown: 1000),
new Shoot(10, 8, projectileIndex: 0, fixedAngle: 45, coolDown: 100, predictive: 0),
new Shoot(10, 1, projectileIndex: 0, coolDown: 50, predictive: 1),
new Grenade(5, 100, 10, coolDown: 120)
),
new State("Help Me!!",
new ConditionalEffect(ConditionEffectIndex.Armored),
new Spawn("Reaper Minion", maxChildren: 100, initialSpawn: 0, coolDown: 1000),
new Spawn("Skull Shrine", maxChildren: 100, initialSpawn: 0, coolDown: 500),
new HpLessTransition(0.5, "Rage")
),
new State("Rage",
new StayBack(1.6, 7),
new Spawn("Skull Shrine", maxChildren: 100, initialSpawn: 0, coolDown: 1000),
new Spawn("Skull Shrine", maxChildren: 100, initialSpawn: 0, coolDown: 1000),
new Spawn("Skull Shrine", maxChildren: 100, initialSpawn: 0, coolDown: 1000),
new Spawn("Skull Shrine", maxChildren: 100, initialSpawn: 0, coolDown: 1000),
new Shoot(10, 6, projectileIndex: 0, fixedAngle: 45, coolDown: 150, predictive: 1),
new Shoot(10, 6, projectileIndex: 0, fixedAngle: 90, coolDown: 100, predictive: 1)
),
new NoPlayerWithinTransition(15, "Idle")
)
)
);
}
}

btw remove the space in invulnerable
Posts 14 of 4 · Page 1 of 1

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