Dr Terrible (Partial Fix)

Posts 1–15 of 15 · Page 1 of 1
Dr Terrible (Partial Fix)
Credits to @rangewolf5 for the code. I added some more shtuff and fixed the loot behaviors and set a little bit of cool-downs. He might spam your chat :|

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 _ Madlab = Behav()
            .Init(0x0976, Behaves("Dr Terrible",
                    new RunBehaviors(
                        Cooldown.Instance(4950, new SimpleTaunt("Have a taste of my Putrid Concoction, Hahaha!")),
                        Cooldown.Instance(5000, TossEnemyAtPlayer.Instance(10, 0x0978)),
                        Cooldown.Instance(10000, TossEnemyAtPlayer.Instance(10, 0x12aa)),
                        SimpleWandering.Instance(2, 1)
                               ),
                    new RunBehaviors(
                        Cooldown.Instance(7000, new SimpleTaunt("If my calulations are correct, this will hurt you.")),
                        Cooldown.Instance(3000, TossEnemyAtPlayer.Instance(10, 0x0978)),
                        Cooldown.Instance(10000, TossEnemyAtPlayer.Instance(10, 0x12aa)),
                        SimpleWandering.Instance(2, 1)
                               ),
                        HpLesserPercent.Instance(0.3f,
                                   new RunBehaviors(
                        Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
                        Once.Instance(new SimpleTaunt("ARGHH! You have not deafeated me! Minions KILL THEM!!!")),
                        Once.Instance(SpawnMinion.Instance(0x1e25, 1, 2, 0, 100)),
                        Once.Instance(SpawnMinion.Instance(0x1e23, 1, 2, 0, 100)),
                        Once.Instance(SpawnMinion.Instance(0x1e24, 1, 2, 0, 100)),
                        Once.Instance(SpawnMinion.Instance(0x1e25, 1, 2, 0, 100)),
                        Once.Instance(SpawnMinion.Instance(0x1e23, 1, 2, 0, 100)),
                        Once.Instance(SpawnMinion.Instance(0x1e24, 1, 2, 0, 100)),
                        Cooldown.Instance(20000, Once.Instance(UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)))
                       )),

                    loot: new LootBehavior(LootDef.Empty,
                        Tuple.Create(100, new LootDef(0, 3, 0, 3,
                            Tuple.Create(0.03, (ILoot)new ItemLoot("Scepter of Fulmination")),
                            Tuple.Create(0.05, (ILoot)new ItemLoot("Conducting Wand")),
                            Tuple.Create(0.04, (ILoot)new ItemLoot("Robe of the Mad Scientist")),
                            Tuple.Create(0.10, (ILoot)new ItemLoot("Experimental Ring")),
                            Tuple.Create(0.01, (ILoot)new ItemLoot("Wine Cellar Incantation")),
                            Tuple.Create(0.05, (ILoot)new TierLoot(5, ItemType.Ability)),
                            Tuple.Create(0.05, (ILoot)new TierLoot(11, ItemType.Weapon)),
                            Tuple.Create(0.05, (ILoot)new TierLoot(12, ItemType.Armor)),
                            Tuple.Create(0.05, (ILoot)new TierLoot(5, ItemType.Ring)),
                            Tuple.Create(1.0, (ILoot)new StatPotionLoot(StatPotion.Wis))
                           )))))

            .Init(0x1e25, Behaves("Dr Terrible Mini Bot",
                    new RunBehaviors(
                        Chasing.Instance(3, 25, 3, null),
                        Cooldown.Instance(1000, MultiAttack.Instance(10, 20 * (float)Math.PI / 180, 2, 0, 0))
                                  )))

            .Init(0x1e24, Behaves("Dr Terrible Rampage Cyborg",
                          new RunBehaviors(
                                      Chasing.Instance(5, 25, 1, null),
                                      Cooldown.Instance(800, SimpleAttack.Instance(10, 0)),
                                      Cooldown.Instance(300, RingAttack.Instance(8, 1, 0, 1))
                                  )))

            .Init(0x1e23, Behaves("Dr Terrible Escaped Experiment",
                          new RunBehaviors(
                                      SimpleWandering.Instance(2, 1),
                                      Cooldown.Instance(800, SimpleAttack.Instance(10, 0))
                                  )))

             .Init(0x0978, Behaves("Green Potion",
                    new RunBehaviors(
                        Cooldown.Instance(3000, RingAttack.Instance(6, 6, 0, 0)),
                        Cooldown.Instance(3010, Die.Instance)
                       )))

             .Init(0x12aa, Behaves("Turret Attack",
                    new RunBehaviors(
                        Cooldown.Instance(1000, MultiAttack.Instance(10, 20 * (float)Math.PI / 180, 2, 0, 0)),
                        Cooldown.Instance(9950, Die.Instance)
                       )));
    }
}
Thanks for crediting me, some people dont do that :/ but i like what you added and i will add this to my private server +1
No prob It was you who made it. XD I wouldn't be a person who takes all the credit. If you have a skype add me SacredHeart09
#Fail really it's code is way bigger than that i still didn't finish it up and i work on it from 2 days
@pLolz You don't have to be a dick about it :/
Quote Originally Posted by Tachyonic View Post
@pLolz You don't have to be a dick about it :/
I think you'r right
@nilly By any chance? Can you change the name to (Partial Fix) after it?
Quote Originally Posted by sacredmike View Post
@nilly By any chance? Can you change the name to (Partial Fix) after it?
Done. /10char
Quote Originally Posted by sebastianfra12 View Post
error TossEnemyAtPlayer plz help ;c
You need this
Quote Originally Posted by sacredmike View Post
Credits to @rangewolf5 for the code. I added some more shtuff and fixed the loot behaviors and set a little bit of cool-downs. He might spam your chat :|

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 _ Madlab = Behav()
            .Init(0x0976, Behaves("Dr Terrible",
                    new RunBehaviors(
                        Cooldown.Instance(4950, new SimpleTaunt("Have a taste of my Putrid Concoction, Hahaha!")),
                        Cooldown.Instance(5000, TossEnemyAtPlayer.Instance(10, 0x0978)),
                        Cooldown.Instance(10000, TossEnemyAtPlayer.Instance(10, 0x12aa)),
                        SimpleWandering.Instance(2, 1)
                               ),
                    new RunBehaviors(
                        Cooldown.Instance(7000, new SimpleTaunt("If my calulations are correct, this will hurt you.")),
                        Cooldown.Instance(3000, TossEnemyAtPlayer.Instance(10, 0x0978)),
                        Cooldown.Instance(10000, TossEnemyAtPlayer.Instance(10, 0x12aa)),
                        SimpleWandering.Instance(2, 1)
                               ),
                        HpLesserPercent.Instance(0.3f,
                                   new RunBehaviors(
                        Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
                        Once.Instance(new SimpleTaunt("ARGHH! You have not deafeated me! Minions KILL THEM!!!")),
                        Once.Instance(SpawnMinion.Instance(0x1e25, 1, 2, 0, 100)),
                        Once.Instance(SpawnMinion.Instance(0x1e23, 1, 2, 0, 100)),
                        Once.Instance(SpawnMinion.Instance(0x1e24, 1, 2, 0, 100)),
                        Once.Instance(SpawnMinion.Instance(0x1e25, 1, 2, 0, 100)),
                        Once.Instance(SpawnMinion.Instance(0x1e23, 1, 2, 0, 100)),
                        Once.Instance(SpawnMinion.Instance(0x1e24, 1, 2, 0, 100)),
                        Cooldown.Instance(20000, Once.Instance(UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)))
                       )),

                    loot: new LootBehavior(LootDef.Empty,
                        Tuple.Create(100, new LootDef(0, 3, 0, 3,
                            Tuple.Create(0.03, (ILoot)new ItemLoot("Scepter of Fulmination")),
                            Tuple.Create(0.05, (ILoot)new ItemLoot("Conducting Wand")),
                            Tuple.Create(0.04, (ILoot)new ItemLoot("Robe of the Mad Scientist")),
                            Tuple.Create(0.10, (ILoot)new ItemLoot("Experimental Ring")),
                            Tuple.Create(0.01, (ILoot)new ItemLoot("Wine Cellar Incantation")),
                            Tuple.Create(0.05, (ILoot)new TierLoot(5, ItemType.Ability)),
                            Tuple.Create(0.05, (ILoot)new TierLoot(11, ItemType.Weapon)),
                            Tuple.Create(0.05, (ILoot)new TierLoot(12, ItemType.Armor)),
                            Tuple.Create(0.05, (ILoot)new TierLoot(5, ItemType.Ring)),
                            Tuple.Create(1.0, (ILoot)new StatPotionLoot(StatPotion.Wis))
                           )))))

            .Init(0x1e25, Behaves("Dr Terrible Mini Bot",
                    new RunBehaviors(
                        Chasing.Instance(3, 25, 3, null),
                        Cooldown.Instance(1000, MultiAttack.Instance(10, 20 * (float)Math.PI / 180, 2, 0, 0))
                                  )))

            .Init(0x1e24, Behaves("Dr Terrible Rampage Cyborg",
                          new RunBehaviors(
                                      Chasing.Instance(5, 25, 1, null),
                                      Cooldown.Instance(800, SimpleAttack.Instance(10, 0)),
                                      Cooldown.Instance(300, RingAttack.Instance(8, 1, 0, 1))
                                  )))

            .Init(0x1e23, Behaves("Dr Terrible Escaped Experiment",
                          new RunBehaviors(
                                      SimpleWandering.Instance(2, 1),
                                      Cooldown.Instance(800, SimpleAttack.Instance(10, 0))
                                  )))

             .Init(0x0978, Behaves("Green Potion",
                    new RunBehaviors(
                        Cooldown.Instance(3000, RingAttack.Instance(6, 6, 0, 0)),
                        Cooldown.Instance(3010, Die.Instance)
                       )))

             .Init(0x12aa, Behaves("Turret Attack",
                    new RunBehaviors(
                        Cooldown.Instance(1000, MultiAttack.Instance(10, 20 * (float)Math.PI / 180, 2, 0, 0)),
                        Cooldown.Instance(9950, Die.Instance)
                       )));
    }
}
mike when i fully finish th whole behavior i might publish to here
Quote Originally Posted by Slendergo View Post
mike when i fully finish th whole behavior i might publish to here
This post is only over 1 year old
Quote Originally Posted by CrazyJani View Post
This post is only over 1 year old
ik im just saying
Posts 1–15 of 15 · Page 1 of 1
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