I did look at Sphinx prod behavior when I was done o I cood add the parts that I didnt know waht it meant I put // there too show you guys
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 _ Sphinx = Behav()
.Init(0x0d54, Behaves("Grand Sphinx",
new QueuedBehavior(
SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
Timed.Instance(2500, False.Instance(Flashing.Instance(200, 0xff00ff00))),
UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
Cooldown.Instance(600, MultiAttack.Instance(25, 10 * (float)Math.PI / 180, 2, projectileIndex: 2)),
Cooldown.Instance(600, MultiAttack.Instance(25, 10 * (float)Math.PI / 180, 2, projectileIndex: 2)),
Cooldown.Instance(300, RingAttack.Instance(9, projectileIndex: 2)),
SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
Timed.Instance(2500, False.Instance(Flashing.Instance(200, 0xff00ff00))),
UnsetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
Timed.Instance(7000, False.Instance(new QueuedBehavior(
Cooldown.Instance(300, MultiAttack.Instance(15, 30 * (float)Math.PI / 180, 3, projectileIndex: 0)),
Cooldown.Instance(300, RingAttack.Instance(3, projectileIndex: 0))
))),
//I don't know what the code from line 31-33 does :{
SetConditionEffect.Instance(ConditionEffectIndex.Invulnerable),
new SimpleTaunt("You hide like cowards... You can not hide from this!"),
AngleMultiAttack.Instance((0 * 36) * (float)Math.PI / 180, 5 * (float)Math.PI / 180, 11, projectileIndex: 1),
AngleMultiAttack.Instance((0 * 36 + 180 (float)Math.PI / 100, 5 * (float)Math.PI / 180, 11, projectileIndex: 1)
CooldownExact.Instance(1000)
),
new RunBehaviors
Once.Instance(SpawnMinionImmediate.Instance(0x0d55, 4, 4, 4)),
HpLesserPercent(0.15f,
OrderAllEntity.Instance(30, 0x0d5,
new SetKey(-1, 1) //what does line 47-48 do o.0
)
),
SmoothWandering.Instance(3, 2)
),
loot: new LootBehavior(LootDef.Empty,
Tuple.Create(800, new LootDef(0, 1, 0, 8,
Tuple.Create(0.001, (ILoot)new ItemLoot("Helm of the Juggernaut")),
Tuple.Create(0.05, (ILoot)new StatPotionLoot(StatPotion.Vit)),
Tuple.Create(0.05, (ILoot)new StatPotionLoot(StatPotion.Wis))
))
)
))
}
}