Stone Guardian Behavior... (Not the real codes!)
Here you are guys!
Thanks to @ossimc82 for bug fixes
!
Name the Behavior:
"BehaviorDb.StoneG.cs"
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using wServer.realm;
using wServer.logic.attack;
using wServer.logic.movement;
using wServer.logic.loot;
using wServer.logic.taunt;
using wServer.logic.cond;
namespace wServer.logic
{
partial class BehaviorDb
{
static _ StoneG = Behav()
.Init(0x0d78, Behaves("Oryx Stone Guardian Right",
new RunBehaviors(
SmoothWandering.Instance(2f, 2f),
Cooldown.Instance(800, MultiAttack.Instance(200, 40 * (float)Math.PI / 360, 4, 0, projectileIndex: 2)),
Cooldown.Instance(900, MultiAttack.Instance(200, 55 * (float)Math.PI / 360, 6, 0, projectileIndex: 1)),
Cooldown.Instance(850, MultiAttack.Instance(200, 70 * (float)Math.PI / 360, 4, 0, projectileIndex: 0))
),
loot: new LootBehavior(LootDef.Empty,
Tuple.Create(100, new LootDef(0, 3, 0, 8,
Tuple.Create(0.01, (ILoot)new ItemLoot("Ancient Stone Sword"))
)))))
.Init(0x0d79, Behaves("Oryx Stone Guardian Left",
new RunBehaviors(
SmoothWandering.Instance(2f, 2f),
Cooldown.Instance(800, MultiAttack.Instance(200, 40 * (float)Math.PI / 360, 4, 0, projectileIndex: 2)),
Cooldown.Instance(900, MultiAttack.Instance(200, 55 * (float)Math.PI / 360, 6, 0, projectileIndex: 1)),
Cooldown.Instance(850, MultiAttack.Instance(200, 70 * (float)Math.PI / 360, 4, 0, projectileIndex: 0))
),
loot: new LootBehavior(LootDef.Empty,
Tuple.Create(100, new LootDef(0, 3, 0, 8,
Tuple.Create(0.01, (ILoot)new ItemLoot("Ancient Stone Sword"))
)))));
}
}
!Name the Behavior:
"BehaviorDb.StoneG.cs"



