❓ Help With O1 (Trapped Github Server)

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❓ Help With O1 (Trapped Github Server)
Ok so ive been using trapped's server the one off his github and i tried to use C4's Code on O1 and whenever i spawn o1 it crashes the wserver please help anyone?

C4's 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 _ Oryx = Behav()
.Init(0x1740, Behaves("Oryx the Mad God 1",
new RunBehaviors(
IfExist.Instance(-1, NullBehavior.Instance,
new RunBehaviors(
new QueuedBehavior(
CooldownExact.Instance(400)
),
Once.Instance(new SimpleTaunt("Fools! I still have {HP} hitpoints!")),
new QueuedBehavior(new SetKey(-1, 1))

)
),
IfEqual.Instance(-1, 1,
new RunBehaviors(
Once.Instance(SpawnMinionImmediate.Instance(0x1749 , 10, 0, 4)),
Cooldown.Instance(800, MultiAttack.Instance(10, 15 * (float)Math.PI / 180, 4, 0, projectileIndex: 4)),
Reproduce.Instance(0x1749, 10, 1500, 4),
//new QueuedBehavior(HpLesserPercent.Instance(0.90f, new SetKey(-1, 2)))
new QueuedBehavior(Cooldown.Instance(20000, new SetKey(-1, 2)))
)
),
IfEqual.Instance(-1, 2,
new RunBehaviors(
Once.Instance(new SimpleTaunt("BE SILENT!!!")),
Timed.Instance(2500, Flashing.Instance(200, 0xf389E13)),
Once.Instance(TossEnemy.Instance(24 * (float)Math.PI / 180, 9, 0x1748)),
Once.Instance(TossEnemy.Instance(48 * (float)Math.PI / 180, 9, 0x1748)),
Once.Instance(TossEnemy.Instance(72 * (float)Math.PI / 180, 9, 0x1748)),
Once.Instance(TossEnemy.Instance(96 * (float)Math.PI / 180, 9, 0x1748)),
Once.Instance(TossEnemy.Instance(120 * (float)Math.PI / 180, 9, 0x1748)),
Once.Instance(TossEnemy.Instance(144 * (float)Math.PI / 180, 9, 0x1748)),
Once.Instance(TossEnemy.Instance(168 * (float)Math.PI / 180, 9, 0x1748)),
Once.Instance(TossEnemy.Instance(192 * (float)Math.PI / 180, 9, 0x1748)),
Once.Instance(TossEnemy.Instance(216 * (float)Math.PI / 180, 9, 0x1748)),
Once.Instance(TossEnemy.Instance(240 * (float)Math.PI / 180, 9, 0x1748)),
Once.Instance(TossEnemy.Instance(264 * (float)Math.PI / 180, 9, 0x1748)),
Once.Instance(TossEnemy.Instance(288 * (float)Math.PI / 180, 9, 0x1748)),
Once.Instance(TossEnemy.Instance(312 * (float)Math.PI / 180, 9, 0x1748)),
Once.Instance(TossEnemy.Instance(336 * (float)Math.PI / 180, 9, 0x1748)),
Once.Instance(TossEnemy.Instance(360 * (float)Math.PI / 180, 9, 0x1748)),
Cooldown.Instance(900, RingAttack.Instance(15, 20, 0, projectileIndex: 6)),
//Cooldown.Instance(1200, Once.Instance(RingAttack.Instance(40, 2, 0, projectileIndex: 14))),
//Cooldown.Instance(700, Once.Instance(RingAttack.Instance(18, 2, 0, projectileIndex: 13))),
Cooldown.Instance(3000, ThrowAttack.Instance(4, 5, 240)),
Cooldown.Instance(2500, ThrowAttack.Instance(4, 8, 150)),
new QueuedBehavior(Cooldown.Instance(45000, new SetKey(-1, 3)))
))
),
IfEqual.Instance(-1, 3,
new RunBehaviors(
Once.Instance(new SimpleTaunt("My Artifacts will protect me!")),
Timed.Instance(2500, Flashing.Instance(200, 0xf389E13)),
Cooldown.Instance(1500, RingAttack.Instance(3, 10, 0, projectileIndex: 9)),
Cooldown.Instance(2000, RingAttack.Instance(10, 10, 0, projectileIndex: 8)),
Cooldown.Instance(500, RingAttack.Instance(10, 10, 0, projectileIndex: 7)),
//Inner Elements
Once.Instance(
new RunBehaviors(
TossEnemy.Instance(0 * (float)Math.PI / 180, 2, 0x174a),
TossEnemy.Instance(90 * (float)Math.PI / 180, 2, 0x174b),
TossEnemy.Instance(180 * (float)Math.PI / 180, 2, 0x174c),
TossEnemy.Instance(270 * (float)Math.PI / 180, 2, 0x174d),
//Outer Elements
TossEnemy.Instance(0 * (float)Math.PI / 180, 9, 0x174e),
TossEnemy.Instance(90 * (float)Math.PI / 180, 9, 0x174e),
TossEnemy.Instance(180 * (float)Math.PI / 180, 9, 0x174e),
TossEnemy.Instance(270 * (float)Math.PI / 180, 9, 0x174e)
)),
new QueuedBehavior(Cooldown.Instance(55000, new SetKey(-1, 4)))
)),

IfEqual.Instance(-1, 4,
new RunBehaviors(
Once.Instance(new SimpleTaunt("I am the master of this existence!")),
Timed.Instance(2500, Flashing.Instance(200, 0xf389E13)),
Timed.Instance(7000, Cooldown.Instance(2000, RingAttack.Instance(10, 20, 0, projectileIndex: 16))),
Cooldown.Instance(900, RingAttack.Instance(15, 20, 0, projectileIndex: 6)),
Once.Instance(TossEnemy.Instance(360 * (float)Math.PI / 180, 8, 0x1742)),
Once.Instance(TossEnemy.Instance(45 * (float)Math.PI / 180, 8, 0x1742)),
Once.Instance(TossEnemy.Instance(90 * (float)Math.PI / 180, 8, 0x1742)),
Once.Instance(TossEnemy.Instance(135 * (float)Math.PI / 180, 8, 0x1742)),
Once.Instance(TossEnemy.Instance(180 * (float)Math.PI / 180, 8, 0x1742)),
Once.Instance(TossEnemy.Instance(225 * (float)Math.PI / 180, 8, 0x1742)),
Once.Instance(TossEnemy.Instance(315 * (float)Math.PI / 180, 8, 0x1742)),
Once.Instance(TossEnemy.Instance(360 * (float)Math.PI / 180, 8, 0x1742))
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 0 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 18 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 36 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 54 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 72 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 90 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 108 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 126 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 144 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 162 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 180 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 198 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 216 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 234 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 252 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 270 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 288 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 306 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 324 * (float)Math.PI / 180, projectileIndex: 0))),
// Cooldown.Instance(250, new RunBehaviors(RingAttack.Instance(3, offset: 342 * (float)Math.PI / 180, projectileIndex: 0)))
)),

loot: new LootBehavior(LootDef.Empty,
Tuple.Create(100, new LootDef(0, 2, 0, 2,
Tuple.Create(0.001, (ILoot)new TierLoot(4, ItemType.Ability)),
Tuple.Create(0.005, (ILoot)new TierLoot(5, ItemType.Ability)),

Tuple.Create(0.05, (ILoot)new TierLoot(8, ItemType.Armor)),
Tuple.Create(0.05, (ILoot)new TierLoot(9, ItemType.Armor)),
Tuple.Create(0.025, (ILoot)new TierLoot(10, ItemType.Armor)),
Tuple.Create(0.005, (ILoot)new TierLoot(11, ItemType.Armor)),
Tuple.Create(0.001, (ILoot)new TierLoot(12, ItemType.Armor)),

Tuple.Create(0.05, (ILoot)new TierLoot(8, ItemType.Weapon)),
Tuple.Create(0.05, (ILoot)new TierLoot(9, ItemType.Weapon)),
Tuple.Create(0.005, (ILoot)new TierLoot(10, ItemType.Weapon)),
Tuple.Create(0.001, (ILoot)new TierLoot(11, ItemType.Weapon)),

Tuple.Create(0.2, (ILoot)new TierLoot(5, ItemType.Ring)),
Tuple.Create(0.5, (ILoot)new TierLoot(4, ItemType.Ring)),
Tuple.Create(0.7, (ILoot)new TierLoot(3, ItemType.Ring)),
Tuple.Create(0.5, (ILoot)new StatPotionLoot(StatPotion.Def)),
Tuple.Create(0.5, (ILoot)new StatPotionLoot(StatPotion.Att))
)))

))
.Init(0x1748, Behaves("Ring Element",
new RunBehaviors(
Timed.Instance(20000, Cooldown.Instance(700, RingAttack.Instance(8, 100, 0, projectileIndex: 0))),
Once.Instance(SetConditionEffect.Instance(Conditio nEffectIndex.Invulnerable)),
CooldownExact.Instance(19000,
new RunBehaviors(
Despawn.Instance
))
))

)
.Init(0x1749, Behaves("Minion of Oryx",
new RunBehaviors(
SimpleWandering.Instance(3),
Cooldown.Instance(700, MultiAttack.Instance(10, 15 * (float)Math.PI / 180, 3, 0, projectileIndex: 0)),
Cooldown.Instance(700, MultiAttack.Instance(10, 15 * (float)Math.PI / 180, 3, 0, projectileIndex: 1))
))
)
.Init(0x174a, Behaves("Guardian Element 1",
new RunBehaviors(
Circling.Instance(2, 10, 20, 0x1740),
Once.Instance(SetConditionEffect.Instance(Conditio nEffectIndex.Invulnerable)),
Cooldown.Instance(850, MultiAttack.Instance(10, 15 * (float)Math.PI / 180, 3, 0, projectileIndex: 0)),
Cooldown.Instance(30000, SetSize.Instance(200)),
CooldownExact.Instance(40000,
new RunBehaviors(
Despawn.Instance
))
))
)
.Init(0x174b, Behaves("Guardian Element 2",
new RunBehaviors(
Circling.Instance(2, 10, 20, 0x1740),
Once.Instance(SetConditionEffect.Instance(Conditio nEffectIndex.Invulnerable)),
Cooldown.Instance(850, MultiAttack.Instance(10, 15 * (float)Math.PI / 180, 3, 0, projectileIndex: 0)),
Cooldown.Instance(30000, SetSize.Instance(200)),
CooldownExact.Instance(40000,
new RunBehaviors(
Despawn.Instance
))
))
)
.Init(0x174c, Behaves("Guardian Element 3",
new RunBehaviors(
Circling.Instance(2, 10, 20, 0x1740),
Once.Instance(SetConditionEffect.Instance(Conditio nEffectIndex.Invulnerable)),
Cooldown.Instance(850, MultiAttack.Instance(10, 15 * (float)Math.PI / 180, 3, 0, projectileIndex: 0)),
Cooldown.Instance(30000, SetSize.Instance(200)),
CooldownExact.Instance(40000,
new RunBehaviors(
Despawn.Instance
))
))
)
.Init(0x174d, Behaves("Guardian Element 4",
new RunBehaviors(
Circling.Instance(2, 10, 20, 0x1740),
Once.Instance(SetConditionEffect.Instance(Conditio nEffectIndex.Invulnerable)),
Cooldown.Instance(850, MultiAttack.Instance(10, 15 * (float)Math.PI / 180, 3, 0, projectileIndex: 0)),
Cooldown.Instance(30000, SetSize.Instance(200)),
CooldownExact.Instance(40000,
new RunBehaviors(
Despawn.Instance
))
))
)
.Init(0x174e, Behaves("Outer Guardian Element",
new RunBehaviors(
Circling.Instance(12, 10, 15, 0x1740),
Cooldown.Instance(850, MultiAttack.Instance(10, 15 * (float)Math.PI / 180, 3, 0, projectileIndex: 0)),
Once.Instance(SetConditionEffect.Instance(Conditio nEffectIndex.Invulnerable)),
CooldownExact.Instance(40000,
new RunBehaviors(
Despawn.Instance
))
))
);
}
}
1.) This behavior was designed for the MMOE server.

2.) There is an unnecessary space in "Conditio nEffectIndex". Remove it in all the instances it appears.
If the spawning only crashes the server inside the nexus, it could very likely be that his xml data is missing a <level> tag.
Quote Originally Posted by Lunati View Post
If the spawning only crashes the server inside the nexus, it could very likely be that his xml data is missing a <level> tag.
This is What My DAT25 Looks Like (The one with o1)

<Objects>
<Object type="0x1740" id="Oryx the Mad God 1">
<DisplayId>Oryx the Mad God</DisplayId>
<Enemy/>
<Class>Character</Class>

<AnimatedTexture><File>chars16x16dEncounters2</File><Index>37</Index></AnimatedTexture>

<HitSound>monster/oryx_hit</HitSound>
<DeathSound>monster/oryx_death</DeathSound>
<Quest/>
<God/>
<Oryx/>
<StasisImmune/>
<NoArticle/>


<Size>100</Size>
<MaxHitPoints>85000</MaxHitPoints>
<Defense>60</Defense>
<XpMult>0.35</XpMult>




<Projectile id="0">
<ObjectId>White Bullet</ObjectId>
<Speed>30</Speed>
<Damage>160</Damage>
<Size>120</Size>
<LifetimeMS>700</LifetimeMS>
<MultiHit/>
</Projectile>
<Projectile id="1">
<ObjectId>White Flame</ObjectId>
<Speed>100</Speed>
<Damage>280</Damage>
<Size>250</Size>
<LifetimeMS>800</LifetimeMS>
<MultiHit/>
</Projectile>
<Projectile id="2">
<ObjectId>White Bolt</ObjectId>
<Speed>80</Speed>
<Damage>90</Damage>
<LifetimeMS>1600</LifetimeMS>
<ArmorPiercing/>
<MultiHit/>
</Projectile>
<Projectile id="3">
<ObjectId>Fire Bolt</ObjectId>
<Speed>100</Speed>
<Damage>40</Damage>
<LifetimeMS>2000</LifetimeMS>
</Projectile>
<Projectile id="4">
<ObjectId>Green Star</ObjectId>
<Speed>80</Speed>
<Damage>60</Damage>
<LifetimeMS>2000</LifetimeMS>
<ConditionEffect duration="9">Slowed</ConditionEffect>
</Projectile>
<Projectile id="5">
<ObjectId>White Blue Bubble</ObjectId>
<Speed>30</Speed>
<Damage>100</Damage>
<Size>90</Size>
<LifetimeMS>4000</LifetimeMS>
<ConditionEffect duration="3">Weak</ConditionEffect>
<MultiHit/>
</Projectile>
<Projectile id="6">
<ObjectId>White Ball</ObjectId>
<Speed>30</Speed>
<Damage>120</Damage>
<Size>100</Size>
<LifetimeMS>800</LifetimeMS>
<MultiHit/>
</Projectile>
<Projectile id="7">
<ObjectId>Silver Shield</ObjectId>
<Speed>30</Speed>
<Damage>290</Damage>
<Size>130</Size>
<LifetimeMS>500</LifetimeMS>
<MultiHit/>
</Projectile>
<Projectile id="8">
<ObjectId>White Bullet</ObjectId>
<Speed>40</Speed>
<Damage>90</Damage>
<Size>90</Size>
<LifetimeMS>2500</LifetimeMS>
<ConditionEffect duration="2">Blind</ConditionEffect>
<MultiHit/>
</Projectile>
<Projectile id="9">
<ObjectId>White Bullet</ObjectId>
<Speed>55</Speed>
<Damage>400</Damage>
<Size>200</Size>
<LifetimeMS>2100</LifetimeMS>
<MultiHit/>
</Projectile>
<Projectile id="12">
<ObjectId>White Bullet</ObjectId>
<Speed>30</Speed>
<Damage>120</Damage>
<Size>75</Size>
<LifetimeMS>1900</LifetimeMS>
</Projectile>
<Projectile id="13">
<ObjectId>Dark Gray Spinner</ObjectId>
<Speed>90</Speed>
<Size>100</Size>
<Damage>1</Damage>
<LifetimeMS>1800</LifetimeMS>
<ConditionEffect duration="8">Quiet</ConditionEffect>
<MultiHit/>
</Projectile>
<Projectile id="14">
<ObjectId>Gray Spinner</ObjectId>
<Speed>90</Speed>
<Size>100</Size>
<Damage>1</Damage>
<LifetimeMS>1800</LifetimeMS>
<ConditionEffect duration="8">Weak</ConditionEffect>
<MultiHit/>
</Projectile>
<Projectile id="15">

<ObjectId>White Ball</ObjectId>
<Speed>10</Speed>
<Size>100</Size>
<Damage>100</Damage>
<LifetimeMS>2000</LifetimeMS>
<Parametric/>
<Magnitude>1</Magnitude>
<ConditionEffect duration="8">Weak</ConditionEffect>
<MultiHit/>
</Projectile>
<Projectile id="16">
<ObjectId>White Superblast</ObjectId>
<Speed>55</Speed>
<Size>240</Size>
<Damage>210</Damage>
<LifetimeMS>3000</LifetimeMS>
<MultiHit/>
<ConditionEffect duration="4">Weak</ConditionEffect>
</Projectile>
<Projectile id="17">
<ObjectId>White Ball Blast</ObjectId>
<Speed>85</Speed>
<Size>120</Size>
<Damage>180</Damage>
<LifetimeMS>3000</LifetimeMS>
</Projectile>
<Projectile id="18">
<ObjectId>White Star Stunner</ObjectId>
<Speed>40</Speed>
<Size>100</Size>
<Damage>100</Damage>
<LifetimeMS>3000</LifetimeMS>
<ConditionEffect duration="4">Dazed</ConditionEffect>
<MultiHit/>
</Projectile>
<Projectile id="19">
<ObjectId>White Ball Blast</ObjectId>
<Speed>35</Speed>
<Size>90</Size>
<Damage>100</Damage>
<LifetimeMS>3000</LifetimeMS>
<ConditionEffect duration="3">Weak</ConditionEffect>
<MultiHit/>
</Projectile>































</Object>

<Object type="0x1741" id="Assassin of Oryx">
<Class>Character</Class>
<Enemy/>
<AnimatedTexture><File>chars16x16rEncounters</File><Index>23</Index></AnimatedTexture>
<AltTexture id="1">
<AnimatedTexture><File>chars16x16rEncounters</File><Index>24</Index></AnimatedTexture>
</AltTexture>

<MaxHitPoints>4000</MaxHitPoints>
<Defense>10</Defense>
<XpMult>0</XpMult>
<Size>100</Size>
<ShadowSize>100</ShadowSize>

<Projectile id="0">
<ObjectId>Assassin Swipe</ObjectId>
<Speed>65</Speed>
<Damage>110</Damage>
<Size>100</Size>
<LifetimeMS>1200</LifetimeMS>
</Projectile>
<Projectile id="1">
<ObjectId>Assassin Slash</ObjectId>
<Damage>80</Damage>
<Speed>40</Speed>
<LifetimeMS>1200</LifetimeMS>
<Size>100</Size>
</Projectile>









</Object>

<Object type="0x1742" id="White Moon">
<Class>Character</Class>
<Enemy/>
<Texture><File>lofiObj2</File><Index>0x78</Index></Texture>

<MaxHitPoints>1000</MaxHitPoints>
<Defense>50</Defense>
<XpMult>0</XpMult>
<Size>80</Size>
<ShadowSize>40</ShadowSize>
<Z>0.27</Z>
<Flying/>

<Projectile id="0">
<ObjectId>White Planet Blast</ObjectId>
<Speed>43</Speed>
<Damage>70</Damage>
<Size>80</Size>
<LifetimeMS>300</LifetimeMS>
<MultiHit/>
</Projectile>
<Projectile id="1">
<ObjectId>White Orb</ObjectId>
<Damage>80</Damage>
<Speed>40</Speed>
<LifetimeMS>1000</LifetimeMS>
<Size>80</Size>
</Projectile>





</Object>

<Object type="0x1743" id="White Planet">
<Class>Character</Class>
<Enemy/>
<Texture><File>lofiCharBig</File><Index>0x04</Index></Texture>

<Animation prob="1" period="0">
<Frame time="0.2"><Texture><File>lofiCharBig</File><Index>0x05</Index></Texture></Frame>
<Frame time="0.2"><Texture><File>lofiCharBig</File><Index>0x04</Index></Texture></Frame>
<Frame time="0.2"><Texture><File>lofiCharBig</File><Index>0x06</Index></Texture></Frame>

<Frame time="0.4"><Texture><File>lofiCharBig</File><Index>0x07</Index></Texture></Frame>

<Frame time="0.2"><Texture><File>lofiCharBig</File><Index>0x06</Index></Texture></Frame>
<Frame time="0.2"><Texture><File>lofiCharBig</File><Index>0x04</Index></Texture></Frame>
<Frame time="0.2"><Texture><File>lofiCharBig</File><Index>0x05</Index></Texture></Frame>

<Frame time="0.4"><Texture><File>lofiCharBig</File><Index>0x08</Index></Texture></Frame>
</Animation>


<MaxHitPoints>1000</MaxHitPoints>
<Defense>50</Defense>
<XpMult>0</XpMult>
<Size>100</Size>
<ShadowSize>30</ShadowSize>
<Z>0.26</Z>
<Flying/>

<Projectile id="0">
<ObjectId>White Planet Blast</ObjectId>
<Speed>43</Speed>
<Damage>70</Damage>
<Size>100</Size>
<LifetimeMS>400</LifetimeMS>
<MultiHit/>
</Projectile>
<Projectile id="1">
<ObjectId>White Orb</ObjectId>
<Damage>80</Damage>
<Speed>40</Speed>
<LifetimeMS>1000</LifetimeMS>
<Size>80</Size>
</Projectile>




</Object>

<Object type="0x1744" id="Chase Element">
<Group>AttackType</Group>
<Class>Character</Class>
<MaxHitPoints>100000</MaxHitPoints>
<Defense>1000</Defense>
<Enemy/>


<Texture><File>lofiObj2</File><Index>0x5f</Index></Texture>


<Projectile id="0">
<ObjectId>White Ball</ObjectId>
<Speed>25</Speed>
<Damage>65</Damage>
<Size>120</Size>
<LifetimeMS>480</LifetimeMS>
<ConditionEffect duration="8">Quiet</ConditionEffect>
<MultiHit/>
</Projectile>
<Projectile id="9">
<ObjectId>Black Eye</ObjectId>
<Speed>40</Speed>
<Damage>20</Damage>
<Size>100</Size>
<LifetimeMS>480</LifetimeMS>
<ConditionEffect duration="8">Quiet</ConditionEffect>
<MultiHit/>
</Projectile>

<Projectile id="1">
<ObjectId>White Bullet</ObjectId>
<Speed>50</Speed>
<Damage>65</Damage>
<LifetimeMS>1400</LifetimeMS>
<Size>60</Size>
<ConditionEffect duration="4">Quiet</ConditionEffect>
</Projectile>

<Projectile id="2">
<ObjectId>White Bullet</ObjectId>
<Speed>20</Speed>
<Damage>65</Damage>
<Size>120</Size>
<LifetimeMS>340</LifetimeMS>
<ConditionEffect duration="8">Quiet</ConditionEffect>
<MultiHit/>
</Projectile>


<Size>80</Size>
<XpMult>0.0</XpMult>



</Object>

<Object type="0x1745" id="Black Moon">
<Group>Vagrant Repellent</Group>
<Enemy/>
<Class>Character</Class>
<Texture><File>lofiObj2</File><Index>0x5f</Index></Texture>
<HitSound>monster/cubes_hit</HitSound>
<DeathSound>monster/cubes_death</DeathSound>
<Defense>5</Defense>
<XpMult>0.0</XpMult>
<MaxHitPoints>1000</MaxHitPoints>
<Size>100</Size>
<StasisImmune/>

<Projectile id="0">
<ObjectId>Moon Shot</ObjectId>
<Damage>60</Damage>
<Speed>50</Speed>
<LifetimeMS>900</LifetimeMS>
<Size>50</Size>
<ConditionEffect duration="4">Dazed</ConditionEffect>
</Projectile>






</Object>

<Object type="0x1746" id="Black Planet">
<Group>Vagrant Repellent</Group>
<Enemy/>
<Class>Character</Class>
<Texture><File>lofiCharBig</File><Index>0x09</Index></Texture>
<HitSound>monster/cubes_hit</HitSound>
<DeathSound>monster/cubes_death</DeathSound>
<Defense>5</Defense>
<XpMult>0.0</XpMult>
<MaxHitPoints>1000</MaxHitPoints>
<Size>100</Size>
<StasisImmune/>

<Projectile id="0">
<ObjectId>Planet Shot</ObjectId>
<Damage>70</Damage>
<Speed>40</Speed>
<LifetimeMS>450</LifetimeMS>
<Size>100</Size>
</Projectile>
<Projectile id="1">
<ObjectId>White Orb</ObjectId>
<Damage>80</Damage>
<Speed>40</Speed>
<LifetimeMS>1000</LifetimeMS>
<Size>80</Size>
</Projectile>





</Object>

<Object type="0x1747" id="Anti-Spectator">
<Group>Vagrant Repellent</Group>
<Enemy/>
<Class>Character</Class>
<AnimatedTexture><File>chars8x8dEncounters</File><Index>7</Index></AnimatedTexture>
<HitSound>monster/cubes_hit</HitSound>
<DeathSound>monster/cubes_death</DeathSound>
<Defense>5</Defense>
<XpMult>0.0</XpMult>
<MaxHitPoints>1000</MaxHitPoints>
<Size>100</Size>
<StasisImmune/>

<Projectile id="0">
<ObjectId>Violet Missile</ObjectId>
<Damage>60</Damage>
<Speed>100</Speed>
<LifetimeMS>300</LifetimeMS>
<Size>90</Size>
</Projectile>




</Object>

<Object type="0x1748" id="Ring Element">
<Group>AttackType</Group>
<Class>Character</Class>
<MaxHitPoints>100000</MaxHitPoints>
<Defense>1000</Defense>
<Enemy/>


<Texture><File>lofiObj2</File><Index>0x48</Index></Texture>


<Projectile id="0">
<ObjectId>White Bullet</ObjectId>
<Speed>40</Speed>
<Damage>65</Damage>
<Size>100</Size>
<LifetimeMS>480</LifetimeMS>
<ConditionEffect duration="8">Quiet</ConditionEffect>
<MultiHit/>
</Projectile>
<Projectile id="9">
<ObjectId>White Bullet</ObjectId>
<Speed>40</Speed>
<Damage>20</Damage>
<Size>100</Size>
<LifetimeMS>480</LifetimeMS>
<ConditionEffect duration="8">Quiet</ConditionEffect>
<MultiHit/>
</Projectile>


<Size>50</Size>
<XpMult>0.0</XpMult>




</Object>

<Object type="0x1749" id="Minion of Oryx">
<Group>Minions of Oryx</Group>
<Class>Character</Class>
<MaxHitPoints>4000</MaxHitPoints>
<Defense>12</Defense>
<Enemy/>



<AnimatedTexture><File>chars16x16dEncounters2</File><Index>38</Index></AnimatedTexture>
<AltTexture id="1">
<AnimatedTexture><File>chars16x16rEncounters</File><Index>25</Index></AnimatedTexture>
</AltTexture>


<Projectile id="0">
<ObjectId>Fire Bolt</ObjectId>
<Speed>70</Speed>
<Damage>55</Damage>
<Size>80</Size>
<LifetimeMS>1300</LifetimeMS>
</Projectile>

<Projectile id="1">
<ObjectId>Green Star</ObjectId>
<Speed>60</Speed>
<Damage>75</Damage>
<Size>100</Size>
<LifetimeMS>1600</LifetimeMS>
<ConditionEffect duration="6">Slowed</ConditionEffect>
<MultiHit/>
</Projectile>


<Size>100</Size>
<XpMult>0.3</XpMult>






</Object>

<Object type="0x174a" id="Guardian Element 1">
<DisplayId>Guardian Element</DisplayId>
<Group>AttackType</Group>
<Class>Character</Class>
<MaxHitPoints>100000</MaxHitPoints>
<Defense>1000</Defense>
<Enemy/>
<StasisImmune/>


<Texture><File>lofiObj2</File><Index>0x4a</Index></Texture>


<Projectile id="0">
<ObjectId>White Flame</ObjectId>
<Speed>65</Speed>
<Damage>60</Damage>
<Size>65</Size>
<LifetimeMS>2000</LifetimeMS>
<MultiHit/>
</Projectile>
<Projectile id="1">
<ObjectId>White Bullet</ObjectId>
<Speed>52</Speed>
<Damage>60</Damage>
<Size>60</Size>
<LifetimeMS>940</LifetimeMS>
<MultiHit/>
<Amplitude>0.3</Amplitude>
<Frequency>0.5</Frequency>
</Projectile>


<Size>130</Size>
<XpMult>0.0</XpMult>



</Object>

<Object type="0x174b" id="Guardian Element 2">
<DisplayId>Guardian Element</DisplayId>
<Group>AttackType</Group>
<Class>Character</Class>
<MaxHitPoints>100000</MaxHitPoints>
<Defense>1000</Defense>
<Enemy/>
<StasisImmune/>


<Texture><File>lofiObj2</File><Index>0x4a</Index></Texture>


<Projectile id="0">
<ObjectId>White Flame</ObjectId>
<Speed>65</Speed>
<Damage>60</Damage>
<Size>65</Size>
<LifetimeMS>2000</LifetimeMS>
<MultiHit/>
</Projectile>
<Projectile id="1">
<ObjectId>White Bullet</ObjectId>
<Speed>52</Speed>
<Damage>60</Damage>
<Size>60</Size>
<LifetimeMS>940</LifetimeMS>
<MultiHit/>
<Amplitude>0.3</Amplitude>
<Frequency>0.5</Frequency>
</Projectile>


<Size>130</Size>
<XpMult>0.0</XpMult>



</Object>

<Object type="0x174c" id="Guardian Element 3">
<DisplayId>Guardian Element</DisplayId>
<Group>AttackType</Group>
<Class>Character</Class>
<MaxHitPoints>100000</MaxHitPoints>
<Defense>1000</Defense>
<Enemy/>
<StasisImmune/>


<Texture><File>lofiObj2</File><Index>0x4a</Index></Texture>


<Projectile id="0">
<ObjectId>White Flame</ObjectId>
<Speed>65</Speed>
<Damage>60</Damage>
<Size>65</Size>
<LifetimeMS>2000</LifetimeMS>
<MultiHit/>
</Projectile>
<Projectile id="1">
<ObjectId>White Bullet</ObjectId>
<Speed>52</Speed>
<Damage>60</Damage>
<Size>60</Size>
<LifetimeMS>940</LifetimeMS>
<MultiHit/>
<Amplitude>0.3</Amplitude>
<Frequency>0.5</Frequency>
</Projectile>


<Size>130</Size>
<XpMult>0.0</XpMult>



</Object>

<Object type="0x174d" id="Guardian Element 4">
<DisplayId>Guardian Element</DisplayId>
<Group>AttackType</Group>
<Class>Character</Class>
<MaxHitPoints>100000</MaxHitPoints>
<Defense>1000</Defense>
<Enemy/>
<StasisImmune/>


<Texture><File>lofiObj2</File><Index>0x4a</Index></Texture>


<Projectile id="0">
<ObjectId>White Flame</ObjectId>
<Speed>65</Speed>
<Damage>60</Damage>
<Size>65</Size>
<LifetimeMS>2000</LifetimeMS>
<MultiHit/>
</Projectile>
<Projectile id="1">
<ObjectId>White Bullet</ObjectId>
<Speed>52</Speed>
<Damage>60</Damage>
<Size>60</Size>
<LifetimeMS>940</LifetimeMS>
<MultiHit/>
<Amplitude>0.3</Amplitude>
<Frequency>0.5</Frequency>
</Projectile>


<Size>130</Size>
<XpMult>0.0</XpMult>



</Object>

<Object type="0x174e" id="Outer Guardian Element">
<DisplayId>Guardian Element</DisplayId>
<Group>AttackType</Group>
<Class>Character</Class>
<MaxHitPoints>100000</MaxHitPoints>
<Defense>1000</Defense>
<Enemy/>
<StasisImmune/>


<Texture><File>lofiObj2</File><Index>0x4a</Index></Texture>


<Projectile id="0">
<ObjectId>White Flame</ObjectId>
<Damage>50</Damage>
<Size>60</Size>
<Speed>80</Speed>
<LifetimeMS>620</LifetimeMS>
<MultiHit/>
</Projectile>


<Size>130</Size>
<XpMult>0.0</XpMult>



</Object>
</Objects>
For the future, please put these in <code> tags. Thanks.
Can you please wrap your text with [CODE][/CODE] tags?
Quote Originally Posted by Stellar Spark View Post
Can you please wrap your text with tags?
lel YOU GOT 'D!
Quote Originally Posted by Tachyonic View Post
lel
Hmph. I hate ninja posts. -_-
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