60% Davy Jones Behavior

Posts 1–3 of 3 · Page 1 of 1
60% Davy Jones Behavior
Hey. So this is my first ALMOST complete code... I started not to long ago. And I have a good friend helping me out named @rangewolf5. I work on the Conditions and @rangewolf5 works on the attacks. So credit him also
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 _ Davy = Behav()
            .Init(0x0e32, Behaves("Davy Jones",
                    new RunBehaviors(
                        IfExist.Instance(-1, NullBehavior.Instance,
                            new RunBehaviors(
        	                      SimpleWandering.Instance(2,1),
        	                      Cooldown.Instance(2400, RingAttack.Instance(6,5,0,1)),
                            new QueuedBehavior(Cooldown.Instance(5000, new SetKey(-1, 1)))
                            )
                        ),
                        IfEqual.Instance(-1, 1,
                            new RunBehaviors(
                                Chasing.Instance(3, 25, 2, null),
                                Cooldown.Instance(1500, MultiAttack.Instance(7, 7 * (float)Math.PI / 180, 8, 0, projectileIndex: 0))
        	                   ))),
        	                      
       		HpLesserPercent.Instance(0.7f,
            new RunBehaviors(
                        Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
                        Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Paralyzed)),
                        Once.Instance(new SimpleTaunt("On your knees ye slimey sea slurp!")),
                        Cooldown.Instance(15000, Once.Instance(UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable))), 
                        Cooldown.Instance(15000, Once.Instance(UnsetConditionEffect.Instance(ConditionEffectIndex.Paralyzed)))
                       )),
        	                      
            HpLesserPercent.Instance(0.4f,
            new RunBehaviors(
                        Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
                        Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Paralyzed)),
                        Once.Instance(new SimpleTaunt("Avast, ye filthy mongrel!")),
                        Cooldown.Instance(15000, Once.Instance(UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable))), 
                        Cooldown.Instance(15000, Once.Instance(UnsetConditionEffect.Instance(ConditionEffectIndex.Paralyzed)))
                       )),
        	                      
                                                        
                    loot: new LootBehavior(LootDef.Empty,
                        Tuple.Create(100, new LootDef(0, 5, 0, 10,
                            Tuple.Create(0.01, (ILoot)new ItemLoot("Spirit Dagger")),
                            Tuple.Create(0.03, (ILoot)new ItemLoot("Spectral Cloth Armor")),
                            Tuple.Create(0.01, (ILoot)new ItemLoot("Ghostly Prism")),
                            Tuple.Create(0.99, (ILoot)new StatPotionLoot(StatPotion.Wis)),
                            Tuple.Create(0.03, (ILoot)new ItemLoot("Captain's Ring")),
                            Tuple.Create(0.85, (ILoot)new ItemLoot("Ghost Pirate Rum")),
                            Tuple.Create(0.20, (ILoot)new StatPotionLoot(StatPotion.Att)),
                            Tuple.Create(0.09, (ILoot)new ItemLoot("Wine Cellar Incantation"))
                        ))
                    )
        	                     ));
    }
}
I have the barrels and that if you want :3
Posts 1–3 of 3 · Page 1 of 1
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