❓ 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
))
))
);
}
}
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
))
))
);
}
}

'D!