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Home › Forum › MultiPlayer Game Hacks & Cheats › Realm of the Mad God Hacks & Cheats › Realm of the Mad God Private Servers › Realm of the Mad God Private Servers Tutorials/Source Code › Puppet Master and minnions

PostPuppet Master and minnions

Posts 1–15 of 33 · Page 1 of 3
pLolz
pLolz
Puppet Master and minnions
So @Ahlwong asked me to make this , and I made it.
 
Credits
@Sacredmike some help with wizard and other stuff

Let's just go straight to it :
XML CODE :
Code:
  <Object type="0x2f95" id="Puppet Master Treasure">
    <Enemy />
    <Class>Character</Class>
    <Group>Puppets</Group>
    <RemoteTexture>
      <Id>948727721</Id>
      <Instance>draw</Instance>
    </RemoteTexture>

    <HitSound>monster/ents_hit</HitSound>
    <DeathSound>monster/ents_death</DeathSound>
    <Size>150</Size>
    <MaxHitPoints>10000</MaxHitPoints>
    <Defense>0</Defense>


  </Object>
  <Object type="0x2f8a" id="Wizard Puppet">
    <Enemy />
    <Group>Puppets</Group>
    <Class>Character</Class>
    <RemoteTexture>
      <Id>715119126</Id>
      <Instance>draw</Instance>
    </RemoteTexture>
    <HitSound>monster/ents_hit</HitSound>
    <DeathSound>monster/ents_death</DeathSound>
    <Size>100</Size>
    <MaxHitPoints>2200</MaxHitPoints>
    <Defense>35</Defense>
    <Projectile>
      <ObjectId>Fire Missile</ObjectId>
      <Speed>180</Speed>
      <MinDamage>50</MinDamage>
      <MaxDamage>65</MaxDamage>
      <LifetimeMS>475</LifetimeMS>
      <Amplitude>0.5</Amplitude>
      <Frequency>2</Frequency>
    </Projectile>
  </Object>
  
  <Object type="0x2f8b" id="Wizard Puppet Spell">
    <Enemy />
    <Group>Puppets</Group>
    <Class>Character</Class>
    <RemoteTexture>
      <Id>715093716</Id>
      <Instance>draw</Instance>
    </RemoteTexture>
    <HitSound>monster/ents_hit</HitSound>
    <DeathSound>monster/ents_death</DeathSound>
    <Size>0</Size>
    <Projectile>
      <ObjectId>Purple Bolt</ObjectId>
      <Speed>160</Speed>
      <MinDamage>40</MinDamage>
      <MaxDamage>55</MaxDamage>
      <LifetimeMS>1000</LifetimeMS>
      <Size>100</Size>
    </Projectile>
    <MaxHitPoints>1</MaxHitPoints>
    <Defense>0</Defense>
  </Object>


  <Object type="0x2f86" id="Rogue Puppet">
    <Enemy />
    <Group>Puppets</Group>
    <Class>Character</Class>
    <RemoteTexture>
      <Id>715093716</Id>
      <Instance>draw</Instance>
    </RemoteTexture>
    <HitSound>monster/ents_hit</HitSound>
    <DeathSound>monster/ents_death</DeathSound>
    <Size>100</Size>
    <MaxHitPoints>2500</MaxHitPoints>
    <Defense>35</Defense>
    <Projectile id="0">
      <ObjectId>Purple Magic</ObjectId>
      <Speed>90</Speed>
      <Damage>95</Damage>
      <LifetimeMS>480</LifetimeMS>
    </Projectile>
  </Object>

  <Object type="0x2f8c" id="Priest Puppet">
    <Enemy />
    <Group>Puppets</Group>
    <Class>Character</Class>
    <RemoteTexture>
      <Id>21083050</Id>
      <Instance>draw</Instance>
    </RemoteTexture>
    <HitSound>monster/ents_hit</HitSound>
    <DeathSound>monster/ents_death</DeathSound>
    <Size>100</Size>
    <MaxHitPoints>2000</MaxHitPoints>
    <Defense>35</Defense>
    <Projectile>
      <ObjectId>Blue Magic</ObjectId>
      <Speed>130</Speed>
      <MinDamage>60</MinDamage>
      <MaxDamage>75</MaxDamage>
      <LifetimeMS>770</LifetimeMS>
    </Projectile>
  </Object>
  <Object type="0x2f8d" id="Assasin Puppet">
    <Enemy />
    <Group>Puppets</Group>
    <Class>Character</Class>
    <RemoteTexture>
      <Id>715118552</Id>
      <Instance>draw</Instance>
    </RemoteTexture>
    <HitSound>monster/ents_hit</HitSound>
    <DeathSound>monster/ents_death</DeathSound>
    <Size>100</Size>
    <MaxHitPoints>2500</MaxHitPoints>
    <Defense>35</Defense>
      <Projectile id="0">
        <ObjectId>Purple Magic</ObjectId>
        <Speed>90</Speed>
        <Damage>95</Damage>
        <LifetimeMS>480</LifetimeMS>
      </Projectile>
  </Object>

  <Object type="0x2f8e" id="Archer Puppet">
    <Enemy />
    <Group>Puppets</Group>
    <Class>Character</Class>
    <RemoteTexture>
      <Id>21144059</Id>
      <Instance>draw</Instance>
    </RemoteTexture>
    <HitSound>monster/ents_hit</HitSound>
    <DeathSound>monster/ents_death</DeathSound>
    <Size>100</Size>
    <MaxHitPoints>2500</MaxHitPoints>
    <Defense>35</Defense>
    <Projectile id="0">
      <ObjectId>Blue Arrow</ObjectId>
      <Speed>160</Speed>
      <MinDamage>70</MinDamage>
      <MaxDamage>70</MaxDamage>
      <LifetimeMS>440</LifetimeMS>
      <MultiHit />
    </Projectile>
    <Projectile id="1">
      <ObjectId>Blue Arrow</ObjectId>
      <Speed>150</Speed>
      <MinDamage>80</MinDamage>
      <MaxDamage>80</MaxDamage>
      <LifetimeMS>1000</LifetimeMS>
      <Size>150</Size>
      <ConditionEffect duration="1">Paralyzed</ConditionEffect>
      <MultiHit />
      <PassesCover />
      <ParticleTrail />
    </Projectile>
  </Object>


  <Object type="0x2f8f" id="Puppet Master">
    <Enemy />
    <Class>Character</Class>
    <Group>Puppets</Group>
    <RemoteTexture>
      <Id>21062017</Id>
      <Instance>draw</Instance>
    </RemoteTexture>

    <HitSound>monster/ents_hit</HitSound>
    <DeathSound>monster/ents_death</DeathSound>
    <Size>150</Size>
    <MaxHitPoints>100000</MaxHitPoints>
    <Defense>30</Defense>

    <Projectile id="0">
      <ObjectId>Green Jinx</ObjectId>
      <Speed>90</Speed>
      <Damage>80</Damage>
      <LifetimeMS>4500</LifetimeMS>
    </Projectile>
    <Projectile id="1">
      <ObjectId>Purple Jinx</ObjectId>
      <Speed>40</Speed>
      <Damage>105</Damage>
      <LifetimeMS>4000</LifetimeMS>
      <Size>140</Size>
      <ConditionEffect duration="2.25">Slowed</ConditionEffect>
      <ArmorPiercing />
    </Projectile>
    <Projectile id="2">
      <ObjectId>Blue Bolt</ObjectId>
      <Speed>50</Speed>
      <Damage>90</Damage>
      <LifetimeMS>4000</LifetimeMS>
      <Size>140</Size>
    </Projectile>
    <God/>

  </Object>

  <Object type="0x2f92" id="Puppet Master Clone">
    <Enemy />
    <Class>Character</Class>
    <Group>Puppets</Group>
    <RemoteTexture>
      <Id>21062017</Id>
      <Instance>draw</Instance>
    </RemoteTexture>

    <HitSound>monster/ents_hit</HitSound>
    <DeathSound>monster/ents_death</DeathSound>
    <Size>100</Size>
    <MaxHitPoints>6500</MaxHitPoints>
    <Defense>10</Defense>

    <Projectile id="0">
      <ObjectId>Green Jinx</ObjectId>
      <Speed>90</Speed>
      <Damage>80</Damage>
      <LifetimeMS>2500</LifetimeMS>
    </Projectile>
    <Projectile id="1">
      <ObjectId>Purple Jinx</ObjectId>
      <Speed>60</Speed>
      <Damage>105</Damage>
      <LifetimeMS>4000</LifetimeMS>
      <Size>140</Size>
      <ArmorPiercing />
      <ConditionEffect duration="2.25">Slowed</ConditionEffect>
    </Projectile>
    <Projectile id="2">
      <ObjectId>Blue Bolt</ObjectId>
      <Speed>50</Speed>
      <Damage>90</Damage>
      <LifetimeMS>800</LifetimeMS>
      <Size>140</Size>
    </Projectile>
    <God/>

  </Object>


  <Object type="0x2f87" id="Knight Puppet">
    <Enemy />
    <Class>Character</Class>
    <Group>Puppets</Group>
    <RemoteTexture>
      <Id>715113323</Id>
      <Instance>draw</Instance>
    </RemoteTexture>
    
    <HitSound>monster/ents_hit</HitSound>
    <DeathSound>monster/ents_death</DeathSound>
    <Size>100</Size>
    <MaxHitPoints>3500</MaxHitPoints>
    <Defense>35</Defense>
    
    <Projectile id="0">
      <ObjectId>Purple Bolt</ObjectId>
      <Speed>90</Speed>
      <Damage>70</Damage>
      <LifetimeMS>390</LifetimeMS>
    </Projectile>
    <Projectile id="1">
      <ObjectId>Silver Shield</ObjectId>
      <Speed>120</Speed>
      <Damage>110</Damage>
      <LifetimeMS>190</LifetimeMS>
      <Size>140</Size>
      <ConditionEffect duration="1">Stunned</ConditionEffect>
      <MultiHit />
      <PassesCover />
      <ParticleTrail />
    </Projectile>
    
  </Object>


  <Object type="0x2f90" id="Green Jinx">
    <Class>Projectile</Class>
    <RemoteTexture>
      <Id>5213252494557184</Id>
      <Instance>draw</Instance>
    </RemoteTexture>
    <AngleCorrection>1</AngleCorrection>
  </Object>

  <Object type="0x2f91" id="Purple Jinx">
    <Class>Projectile</Class>
    <RemoteTexture>
      <Id>6671831978213376</Id>
      <Instance>draw</Instance>
    </RemoteTexture>
    <Rotation>100</Rotation>
  </Object>
And for Behaviors go in wserver/logic/db and make a file named BehaviorDb.Puppets
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System;
using wServer.logic.attack;
using wServer.logic.loot;
using wServer.logic.movement;
using wServer.logic.taunt;
using System.Text;
using wServer.logic.cond;

namespace wServer.logic
{
    partial class BehaviorDb
    {
        private static _ Puppets = Behav()
            .Init(0x2f86, Behaves("Rogue Puppet",
               new RunBehaviors(
                   Once.Instance(new SetKey(-1, 1)),
                   Once.Instance(new SetKey(-3, 1)),


                IfEqual.Instance(-3, 1, SmoothWandering.Instance(3, 2)),
                IfEqual.Instance(-3, 2, SmoothWandering.Instance(4, 4)),


                IfEqual.Instance(-1, 1,
                   new RunBehaviors(
                       CooldownExact.Instance(400, SimpleAttack.Instance(6, projectileIndex: 0)),
                       CooldownExact.Instance(4500, new RandomDo(25, new SetKey(-1, 2))
                       )
                    ),
                IfEqual.Instance(-1, 2,
                new RunBehaviors(
                    new QueuedBehavior(
                        new SetKey(-3, 2),
                        SetSize.Instance(0),
                        CooldownExact.Instance(3500),
                        SetSize.Instance(100),
                        new SetKey(-3, 1),
                        CooldownExact.Instance(3400),
                        new SetKey(-1, 1)
                        ),
                    new RunBehaviors(
                        CooldownExact.Instance(400, SimpleAttack.Instance(6, projectileIndex: 0))
                        )
                     )
                 )

              )

          )))
              .Init(0x2f87, Behaves("Knight Puppet",
              new RunBehaviors(
                  Once.Instance(new SetKey(-1 ,1)),
                  IfEqual.Instance(-1,1, SmoothWandering.Instance(3, 2)),
                  IfEqual.Instance(-1,1,
                    new RunBehaviors(
                        CooldownExact.Instance(550, SimpleAttack.Instance(6)),
                        CooldownExact.Instance(4500, new SetKey(-1 ,2))
                        )),
                   IfEqual.Instance(-1,2, Chasing.Instance(9, 7, 0, null)),
                   IfEqual.Instance(-1,2,
                      new RunBehaviors(
                          If.Instance(IsEntityPresent.Instance(1, null), new SetKey(-1,3))
                          )),
                    IfEqual.Instance(-1,3,
                       new RunBehaviors(
                           CooldownExact.Instance(550, SimpleAttack.Instance(6)),
                           new QueuedBehavior(
                               CooldownExact.Instance(300),
                               MultiAttack.Instance(3, 15* (float) Math.PI/180, 4, 0* (float) Math.PI/180, projectileIndex: 1),
                               CooldownExact.Instance(250),
                               SimpleAttack.Instance(6),
                               CooldownExact.Instance(250),
                               new SetKey(-1,4)
                               )
                            )),
                    IfEqual.Instance(-1,4, ReturnSpawn.Instance(8)),
                    IfEqual.Instance(-1,4,
                      new QueuedBehavior(
                          CooldownExact.Instance(1000),
                          new SetKey(-1,1)
                          ))
                    )
                ))
                .Init(0x2f8a, Behaves("Wizard Puppet",
                   new RunBehaviors(
                       Once.Instance(new SetKey(-2,1)),

                       IfEqual.Instance(-2,1,
                       new RunBehaviors(
                       CooldownExact.Instance(250, MultiAttack.Instance(7,5*(float) Math.PI/180,2,0)),
                       CooldownExact.Instance(2500, new SetKey(-1,1)),
                       SmoothWandering.Instance(3,2)
                       )),
                       IfEqual.Instance(-1,1,
                       new QueuedBehavior(
                           SpawnMinionImmediate.Instance(0x2f8b,1f,1,1),
                           CooldownExact.Instance(50),
                           new SetKey(-1,2)
                           )),
                        IfEqual.Instance(-1,2,
                        new QueuedBehavior(
                            OrderAllEntity.Instance(5,0x2f8b, new SetKey(-1,1)),
                            CooldownExact.Instance(10),
                            new SetKey(-1,3)
                            ))

                        )))
                .Init(0x2f8b, Behaves("Wizard Puppet Spell",
                     new RunBehaviors(
                         Chasing.Instance(10, 30, 1, null),
                         SetSize.Instance(0),
                         SetConditionEffect.Instance(ConditionEffectIndex.Invincible),
                         IfEqual.Instance(-1,1,
                         new QueuedBehavior(
                             CooldownExact.Instance(1500),
                             RingAttack.Instance(20,2,0),
                             CooldownExact.Instance(10),
                             Die.Instance
                             ))
                        ))
                    )


                .Init(0x2f8c, Behaves("Priest Puppet",
                new RunBehaviors(
                    SmoothWandering.Instance(3,2),
                    CooldownExact.Instance(350, SimpleAttack.Instance(7)),
                    CooldownExact.Instance(2500, HealGroup.Instance(8,250,"Puppets")),
                    CooldownExact.Instance(2500, Heal.Instance(1, 250, 0x2f8c))
                    ))
                )
                .Init(0x2f8d, Behaves("Assasin Puppet",
                new RunBehaviors(
                    SmoothWandering.Instance(3,2),
                    CooldownExact.Instance(400, SimpleAttack.Instance(6, projectileIndex: 0)),
                    Cooldown.Instance(2500, ThrowAttack.Instance(3, 10, 80))
                ))
            )

                .Init(0x2f8e, Behaves("Archer Puppet",
                new RunBehaviors(
                    SmoothWandering.Instance(3,2),
                    CooldownExact.Instance(400, MultiAttack.Instance(8, 15*(float) Math.PI/180,3,0,projectileIndex:0)),
                    CooldownExact.Instance(3000, SimpleAttack.Instance(12,projectileIndex:1))
                ))
            )

            .Init(0x2f8f, Behaves("Puppet Master",
               new RunBehaviors(
                   HpLesser.Instance(5000, new SetKey(-1,7)),
                   Once.Instance(new SetKey(-1,0)),
                   IfEqual.Instance(-1,0,
                   new RunBehaviors(
                    If.Instance(IsEntityPresent.Instance(8, null), new SetKey(-1,1))
                    )),
                    IfEqual.Instance(-1,1,
                    new QueuedBehavior(
                        SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                        new SimpleTaunt("Welcome to the Final Act, my friends. My Puppets require life essence in order to continue performing..."),
                        CooldownExact.Instance(3500),
                        new SimpleTaunt("Its not much, but your lives will have to do for now !"),
                        CooldownExact.Instance(2000),
                        new SetKey(-1,2)
                        )),


                    IfEqual.Instance(-1,2,
                     new RunBehaviors(
                     UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                     SetConditionEffect.Instance(ConditionEffectIndex.Armored),
                     InfiniteSpiralAttack.Instance(300, 5, -7.5f, projectileIndex: 1),
                     InfiniteSpiralAttack.Instance(301, 5, 7.5f, projectileIndex: 1),
                new QueuedBehavior(
                    SpawnMinionImmediate.Instance(0x2f8c,3,2,3),
                    SpawnMinionImmediate.Instance(0x2f87,3,2,3),
                  CooldownExact.Instance(7000),
                  new SetKey(-1, 3)
                )
              )
            ),
                  IfEqual.Instance(-1,4,
                  new RunBehaviors(
                      UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                      InfiniteSpiralAttack.Instance(150, 5, 7, projectileIndex:1),
                      new QueuedBehavior(
                        new SimpleTaunt("Watch them dance, hero , as they drain your life away !"),
                        SpawnMinionImmediate.Instance(0x2f8c,3,0,1),
                        SpawnMinionImmediate.Instance(0x2f87,3,0,1),
                        CooldownExact.Instance(7000),
                        new SetKey(-1, 5)
                    )
                )),


                   IfEqual.Instance(-1,3,
                     new RunBehaviors(
                SmoothWandering.Instance(2, 3),
                SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                UnsetConditionEffect.Instance(ConditionEffectIndex.Armored),
                Flashing.Instance(100, 0xff0000ff),
                new QueuedBehavior(
                  CooldownExact.Instance(1800),
                  new SetKey(-1, 4)
                )
              )
            ),
                 IfEqual.Instance(-1,5,
                  new RunBehaviors(
                      SmoothWandering.Instance(2f, 4f),
                      UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                        CooldownExact.Instance(1000, RingAttack.Instance(7,4,0,2)),
                        CooldownExact.Instance(1500, MultiAttack.Instance(5, 15*(float) Math.PI/180, 3, 0)),
                    new QueuedBehavior(
                        new SimpleTaunt("Find me if you can hero ! Or die trying !"),
                        SpawnMinionImmediate.Instance(0x2f92,5,3,5),
                        CooldownExact.Instance(12000),
                        OrderAllEntity.Instance(50, 0x2f92 , new SetKey(-1,0)),
                        CooldownExact.Instance(100),
                        new SetKey(-1,6)
                    ))),
                    IfEqual.Instance(-1,6,
                      new RunBehaviors(
                     SmoothWandering.Instance(2, 3),
                     SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                     UnsetConditionEffect.Instance(ConditionEffectIndex.Armored),
                     Flashing.Instance(100, 0xff0000ff),
                     new QueuedBehavior(
                     CooldownExact.Instance(1800),
                     new SetKey(-1, 2)
                )
              )
            ),
                    IfEqual.Instance(-1,7,
                       new QueuedBehavior(
                           SetConditionEffect.Instance(ConditionEffectIndex.Invincible),
                           UnsetConditionEffect.Instance(ConditionEffectIndex.Armored),
                           new SimpleTaunt("NO!!! This cannot be how my story ends !! I WILL HAVE MY ENCORE, HERO !"),
                           CooldownExact.Instance(5000),
                           SpawnMinionImmediate.Instance(0x2f95,1,1,1),
                           Cooldown.Instance(1),
                           Die.Instance
                           )
                        ))






                    ))

                    .Init(0x2f92, Behaves("Puppet Master Clone",
                    new RunBehaviors(
                        Once.Instance(new SimpleTaunt("Find me if you can hero ! Or die trying !")),
                        SetSize.Instance(150),
                        CooldownExact.Instance(1000, RingAttack.Instance(7,4,0,2)),
                        CooldownExact.Instance(1500, MultiAttack.Instance(5, 15*(float) Math.PI/180, 3, 0)),
                        Circling.Instance(7, 20, 3, 0x2f8f),
                        IfEqual.Instance(-1,0, Die.Instance)
                         
                        ))
                    )

                    .Init(0x2f95, Behaves("Puppet Master Treasure",
                    new RunBehaviors(
                        Once.Instance(SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable)),
                        Once.Instance(new SetKey(-1,0)),

                    IfEqual.Instance(-1,0,
                     new QueuedBehavior(
                         CooldownExact.Instance(2500),
                         UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
                         new SetKey(-1,1)
                        ))
                         ),
                        loot: new LootBehavior(LootDef.Empty,
                            Tuple.Create(100, new LootDef(1, 3, 1, 4,
                            Tuple.Create(0.025, (ILoot)new TierLoot(11, ItemType.Weapon)),
                            Tuple.Create(0.025, (ILoot)new TierLoot(12, ItemType.Armor)),
                            Tuple.Create(0.03, (ILoot)new TierLoot(11, ItemType.Armor)),
                            Tuple.Create(0.02, (ILoot)new TierLoot(5, ItemType.Ring)),
                            Tuple.Create(0.035, (ILoot)new TierLoot(10, ItemType.Weapon)),
                            Tuple.Create(0.035, (ILoot)new TierLoot(10, ItemType.Armor)),
                            Tuple.Create(0.055, (ILoot)new TierLoot(5, ItemType.Ability)),
                            Tuple.Create(1.0, (ILoot)new StatPotionLoot(StatPotion.Att))
                            ))
                        )
                    )



                              


         );





        //0x2f8f
                //          loot: new LootBehavior(LootDef.Empty,
                //            Tuple.Create(100, new LootDef(1, 3, 1, 4,
                //            Tuple.Create(0.015, (ILoot)new ItemLoot("Poop Sword")),
                //            Tuple.Create(0.025, (ILoot)new TierLoot(11, ItemType.Weapon)),
                //            Tuple.Create(0.025, (ILoot)new TierLoot(12, ItemType.Armor)),
                //            Tuple.Create(0.03, (ILoot)new TierLoot(11, ItemType.Armor)),
                //            Tuple.Create(0.02, (ILoot)new TierLoot(5, ItemType.Ring)),
                //            Tuple.Create(0.035, (ILoot)new TierLoot(10, ItemType.Weapon)),
                //            Tuple.Create(0.035, (ILoot)new TierLoot(10, ItemType.Armor)),
                //            Tuple.Create(0.055, (ILoot)new TierLoot(5, ItemType.Ability)),
                //            Tuple.Create(1.0, (ILoot)new StatPotionLoot(StatPotion.Att))
                //            ))
                //        )




            }
}
YOU WILL NEED RANDOMDO BEHAVIOR, It's found in older posts here
NOTE : This behavior is close to the original from rotmg , BUT I made it harder and more challenging . Also I didn't make this so It can support the dungeon like prod ( move to center , go back ) , and it is kinda complete. Feel free to edit it , and also credit me if you do anything with it.
Also the loot isn't like the original, If you do a better version by editing this , please send it to me so I can have it :3 , Missed oryx treasure.
#1 · edited 11y ago · 11y ago
pLolz
pLolz
Dammit ... wrong section. can someone move this ?
#2 · 11y ago
RE
rexssj
dem drops
// Tuple.Create(0.015, (ILoot)new ItemLoot("Poop Sword")),
only 0.015 chance
#3 · 11y ago
ossimc82
ossimc82
Thanks for the behaviors, I'll port it to the new behavior system that the "Prod-Server" uses
#4 · 11y ago
SaltyButSpeedy
SaltyButSpeedy
Great one! Plolz
#5 · 11y ago
Omniraptor
Omniraptor
Oh cool plolz thanks for this ^.^
#6 · 11y ago
pLolz
pLolz
Quote Originally Posted by ossimc82 View Post
Thanks for the behaviors, I'll port it to the new behavior system that the "Prod-Server" uses
As much as I wish I can be one of your developers.. it's nice to see that you actually enjoy it.. xD.. just curious doe . is the new behav simpler of harder to understand ?
#7 · 11y ago
pLolz
pLolz
what else should I do ?
#8 · 11y ago
FI
filenub
Make the LoD Behavior
#9 · 11y ago
Ahlwong
[MPGH]Ahl
Quote Originally Posted by pLolz View Post
what else should I do ?
Belladonna
LoD
Ceme
Deadwater Docks
Woodland Labyrinth
The Crawling Depths
Cave of a Thousand Treasures
Lair of Shaitan

This should be it
#10 · 11y ago
pLolz
pLolz
Quote Originally Posted by Ahlwong View Post
Belladonna
LoD
Ceme
Deadwater Docks
Woodland Labyrinth
The Crawling Depths
Cave of a Thousand Treasures
Lair of Shaitan

This should be it
Sorry but I can't do all of that dungeon solo. It's too hard :/.. Even doe I have an idea for the whole red blue green black thing..
Especially if it has precision. Like getting something right where it needs to so it can form the lava thing..
#11 · edited 11y ago · 11y ago
nilly
nilly
Quote Originally Posted by pLolz View Post
As much as I wish I can be one of your developers.. it's nice to see that you actually enjoy it.. xD.. just curious doe . is the new behav simpler of harder to understand ?
IMO, from someone who has made behaviors with new system and used old system as a reference here and there, it is way simpler.
#12 · 11y ago
pLolz
pLolz
Quote Originally Posted by nilly View Post
IMO, from someone who has made behaviors with new system and used old system as a reference here and there, it is way simpler.
Ok. And how complex can the behavior go ? I mean with the old system you can do pretty much what you want to, it doesn't feel like it has any limitation. You might need to do a lot of background stuff to get some stuff working ( Wizard Puppet 's Spell was pretty hard )..
#13 · 11y ago
sacredmike
sacredmike
Quote Originally Posted by pLolz View Post
Sorry but I can't do all of that dungeon solo. It's too hard :/.. Even doe I have an idea for the whole red blue green black thing..
Especially if it has precision. Like getting something right where it needs to so it can form the lava thing..
I have an idea for ceme. I can probably do it in a day or to.
#14 · 11y ago
nilly
nilly
Quote Originally Posted by pLolz View Post
Ok. And how complex can the behavior go ? I mean with the old system you can do pretty much what you want to, it doesn't feel like it has any limitation. You might need to do a lot of background stuff to get some stuff working ( Wizard Puppet 's Spell was pretty hard )..
I would say that the old system gives you a little more flexibility, but new system easier to read and understand and you can code some pretty complex stuff in far few lines. If you need some kind of complex behavior that existing behavior logic wouldn't allow for, just code up the behavior logic for it.

The biggest difference I see between the two is how timing is dealt with. Old system, you have full control over how events are timed. New system gives less control over timing actions (unless one resorts to making 10 million different states and exits them with a TimedTransistion, which is probably on par with how one codes using the old behavior system).

One thing I haven't figure out how to do with new behavior system (that I think old behavior system handles) is conditionals. For example, limon does a ring attack with many projectiles when paralyzed. I don't know how to tell the new state system to move to a certain state based on what condition effects it has.
#15 · edited 11y ago · 11y ago
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