#region
using System;
using wServer.logic.attack;
using wServer.logic.loot;
using wServer.logic.movement;
using wServer.logic.taunt;
#endregion
namespace wServer.logic
{
partial class BehaviorDb
{
private static _ HolyKnightTwo = Behav()
.Init(0x5005, Behaves("The Holy Knight 2",
new RunBehaviors(
new QueuedBehavior(
Once.Instance(new SimpleTaunt("Here I am! You will die!!")),
Flashing.Instance(1000, 0xffffffff),
Cooldown.Instance(4000, HpLesser.Instance(100000, new SetKey(-1, 2))),
MultiAttack.Instance(10, 20*(float) Math.PI/180, 8, 0, projectileIndex: 3)),
IfEqual.Instance(-1, 2,
new QueuedBehavior(
Once.Instance(
new SimpleTaunt("Go away! You all are to weak!")),
Cooldown.Instance(1000, RingAttack.Instance(16, 22, 16, projectileIndex: 2)),
Cooldown.Instance(1000, MultiAttack.Instance(10, 20*(float) Math.PI/180, 8, 0, projectileIndex: 3)),
Cooldown.Instance(4000, HpLesser.Instance(70000, new SetKey(-1, 3))),
#region Circle Attack 1
IfEqual.Instance(-1, 3,
new QueuedBehavior(
new RunBehaviors(
RingAttack.Instance(4, offset: 0*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 18*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 36*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
RingAttack.Instance(4, offset: 54*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 72*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
SimpleAttack.Instance(5, 3),
RingAttack.Instance(4, offset: 90*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
RingAttack.Instance(4, offset: 108*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 126*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 144*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 162*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
SimpleAttack.Instance(5, 3),
RingAttack.Instance(4, offset: 180*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 198*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 216*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 234*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
RingAttack.Instance(4, offset: 252*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
SimpleAttack.Instance(5, 3),
RingAttack.Instance(4, offset: 270*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 288*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
RingAttack.Instance(4, offset: 306*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 324*(float) Math.PI/180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 342*(float) Math.PI/180)
),
Cooldown.Instance(250),
new RunBehaviors(
UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
RingAttack.Instance(4, offset: 360*(float) Math.PI/180)),
#endregion
new RunBehaviors(
SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
Flashing.Instance(150, 0x0000FF0C),
Flashing.Instance(150, 0x0000FF0C),
Flashing.Instance(150, 0x0000FF0C),
Flashing.Instance(150, 0x0000FF0C),
Flashing.Instance(150, 0x0000FF0C),
Cooldown.Instance(800),
Once.Instance(new SimpleTaunt("You are still not death?")),
Chasing.Instance(1, 10, 5, null),
Cooldown.Instance(1500, PredictiveMultiAttack.Instance(25, 10*(float) Math.PI/180, 3, 1, 1)),
Cooldown.Instance(3500, PredictiveMultiAttack.Instance(25, 10 * (float)Math.PI / 180, 3, 1, 1)),
Cooldown.Instance(5500, PredictiveMultiAttack.Instance(25, 10 * (float)Math.PI / 180, 3, 1, 1)),
Cooldown.Instance(8000, PredictiveMultiAttack.Instance(25, 10 * (float)Math.PI / 180, 3, 1, 1)),
new SetKey(-1, 2))),
loot: new LootBehavior(LootDef.Empty,
Tuple.Create(100, new LootDef(0, 3, 0, 8,
Tuple.Create(0.1, (ILoot)new ItemLoot("Blue Paradise")),
Tuple.Create(0.1, (ILoot)new ItemLoot("Pink Passion Breeze")),
Tuple.Create(0.1, (ILoot)new ItemLoot("Bahama Sunrise")),
Tuple.Create(0.1, (ILoot)new ItemLoot("Lime Jungle Bay"))
)))))))));
}
}
));
}
}
#region
using System;
using wServer.logic.attack;
using wServer.logic.loot;
using wServer.logic.movement;
using wServer.logic.taunt;
#endregion
namespace wServer.logic
{
partial class BehaviorDb
{
private static _ HolyKnightTwo = Behav()
.Init(0x5005, Behaves("The Holy Knight 2",
new RunBehaviors(
new QueuedBehavior(
Once.Instance(new SimpleTaunt("Here I am! You will die!!")),
Flashing.Instance(1000, 0xffffffff),
Cooldown.Instance(4000, HpLesser.Instance(100000, new SetKey(-1, 2))),
MultiAttack.Instance(10, 20 * (float)Math.PI / 180, 8, 0, projectileIndex: 3)),
IfEqual.Instance(-1, 2,
new QueuedBehavior(
Once.Instance(
new SimpleTaunt("Go away! You all are to weak!")),
Cooldown.Instance(1000, RingAttack.Instance(16, 22, 16, projectileIndex: 2)),
Cooldown.Instance(1000, MultiAttack.Instance(10, 20 * (float)Math.PI / 180, 8, 0, projectileIndex: 3)),
Cooldown.Instance(4000, HpLesser.Instance(70000, new SetKey(-1, 3))),
#region Circle Attack 1
IfEqual.Instance(-1, 3,
new QueuedBehavior(
new RunBehaviors(
RingAttack.Instance(4, offset: 0 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 18 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 36 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
RingAttack.Instance(4, offset: 54 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 72 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
SimpleAttack.Instance(5, 3),
RingAttack.Instance(4, offset: 90 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
RingAttack.Instance(4, offset: 108 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 126 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 144 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 162 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
SimpleAttack.Instance(5, 3),
RingAttack.Instance(4, offset: 180 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 198 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 216 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 234 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
RingAttack.Instance(4, offset: 252 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
SimpleAttack.Instance(5, 3),
RingAttack.Instance(4, offset: 270 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 288 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
RingAttack.Instance(4, offset: 306 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 324 * (float)Math.PI / 180)
),
Cooldown.Instance(200),
new RunBehaviors(
RingAttack.Instance(4, offset: 342 * (float)Math.PI / 180)
),
Cooldown.Instance(250),
new RunBehaviors(
UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
RingAttack.Instance(4, offset: 360 * (float)Math.PI / 180)),
#endregion
new RunBehaviors(
SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
Flashing.Instance(150, 0x0000FF0C),
Flashing.Instance(150, 0x0000FF0C),
Flashing.Instance(150, 0x0000FF0C),
Flashing.Instance(150, 0x0000FF0C),
Flashing.Instance(150, 0x0000FF0C),
Cooldown.Instance(800),
Once.Instance(new SimpleTaunt("You are still not death?")),
Chasing.Instance(1, 10, 5, null),
Cooldown.Instance(1500, PredictiveMultiAttack.Instance(25, 10 * (float)Math.PI / 180, 3, 1, 1)),
Cooldown.Instance(3500, PredictiveMultiAttack.Instance(25, 10 * (float)Math.PI / 180, 3, 1, 1)),
Cooldown.Instance(5500, PredictiveMultiAttack.Instance(25, 10 * (float)Math.PI / 180, 3, 1, 1)),
Cooldown.Instance(8000, PredictiveMultiAttack.Instance(25, 10 * (float)Math.PI / 180, 3, 1, 1)),
new SetKey(-1, 2))))))),
loot: new LootBehavior(LootDef.Empty,
Tuple.Create(100, new LootDef(0, 3, 0, 8,
Tuple.Create(0.1, (ILoot)new ItemLoot("Blue Paradise")),
Tuple.Create(0.1, (ILoot)new ItemLoot("Pink Passion Breeze")),
Tuple.Create(0.1, (ILoot)new ItemLoot("Bahama Sunrise")),
Tuple.Create(0.1, (ILoot)new ItemLoot("Lime Jungle Bay"))
)))));
}
}
