Okay so this is Odem...
It is a boss behavior for a tri-boss, boss dungeon.
*please note that I am lazy ass hell and did not fix all thee errors cause why should I? im not using it gg*
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 _ Odem = Behav()
.Init(0x0e8f, Behaves("Odem",
new RunBehaviors(
SimpleWandering.Instance(1, .5f),
Once.Instance(new SimpleTaunt("TOSS MY SAAAALLLLLLLAAAAAAAADDDDDDDDD!"))
),
new RunBehaviors(
Swirling.Instance(30, 10),
SetConditionEffectTimed(ConditionEffectIndex.Healing, 3500),
SetConditionEffectTimed(ConditionEffectIndex.Damaging, 5500),
CooldownExact.Instance(2000, MultiAttack.Instance(25, 10 * (float)Math.PI / 180, 9, 0, projectileIndex: 2)),
CooldownExact.Instance(2570, RingAttack.Instance(15, projectileIndex: 3)),
CooldownExact.Instance(5500, RingAttack.Instance(18, projectileIndex: 4)),
CooldownExact.Instance(200, PredictiveMultiAttack.Instance(30, 10 * (float)Math.PI / 180, 12, 0, projectileIndex: 1))
),
HpLesserPercent.Instance(0.9f,
new RunBehaviors(
SetConditionEffectTimed(ConditionEffectIndex.Berserk, 5000),
SetConditionEffectTimed(ConditionEffectIndex.StunImmume, 6375),
CooldownExact.Instance(1500, AngleMultiAttack.Instance(0, 18.5, 6, projectileIndex: 1)),
CooldownExact.Instance(775, SimpleAttack.Instance(25, projectileIndex: 2))
)),
HpLesserPercent.Instance(0.7f,
new RunBehaviors(
Swirling.Instance(30, 10),
SetConditionEffect.Instance(ConditionEffectIndex.Invincible),
SetConditionEffect.Instance(ConditionEffectIndex.Invisible),
Timed.Instance(3500, False.Instance(Flashing.Instance(200, 0xff00ff00))),
Once.Instance(new SimpleTaunt("This is my time to show you who I really am....Show them guardians!")),
UnsetConditionEffect.Instance(ConditionEffectIndex.Invincible),
UnsetConditionEffect.Instance(ConditionEffectIndex.Invisible)
)),
HpLesserPercent.Instance(0.45f,
new RunBehaviors(
SmoothWandering.Instance(25, 1.0f),
CooldownExact.Instance(6600, Heal.Instance(30, 6500, 0x8a9f)),
CooldownExact.Instance(7500, TossEnemyAtPlayer.Instance(10, 0x0a9f)),
CooldownExact.Instance(1500, MultiAttack.Instance(25, 10 * (float)Math.PI / 180, 9, 0, projectileIndex: 0)),
CooldownExact.Instance(5000, RingAttack.Instance(72, 5, 0, projectileIndex: 3))
)),
HpLesserPercent.Instance(0.3f,
new RunBehaviors(
SmoothWandering.Instance(15, .5f),
Once.Instance(new SimpleTaunt("I WILL NOT DIE MY BROTHER ORYX! I WILL DEMOLISH AND CONQUER THE REALM!")),
SetConditionEffectTimed(ConditionEffectIndex.Invunerable, 6535),
SetConditionEffectTimed(ConditionEffectIndex.Invisible, 3585),
Once.Instance(new SimpleTaunt("YAY I'M BEING TOSSED ;)!")),
CooldownExact.Instance(500, InfiniteSpiralAttack.Instance(150, 8, 2, projectileIndex: 0)),
CooldownExact.Instance(1000, MultiAttack.Instance(5, 15 * (float)Math.PI / 180, 5, 0)),
CooldownExact.Instance(3000, RingAttack.Instance(24, 15, 0, projectileIndex: 3))
)),
HpLesserPercent.Instance(0.2f
new RunBehaviors(
Chasing.Instance(20, 6, 1, null),
SetConditionEffect.Instance(ConditionEffectIndex.Armored),
SetConditionEffectTimed(ConditionEffectIndex.Berserk, 5000),
SetConditionEffectTimed(ConditionEffectIndex.Invisible, 100000),
InfiniteSpiralAttack.Instance(150, 5, 0, projectileIndex: 4)),
CooldownExact.Instance(1000, MultiAttack.Instance(5, 20* (float)Math.PI / 180, 12, 0, projectileIndex: 3)),
CooldownExact.Instance(875, RingAttack.Instance(16, 22.5, 0, projectileIndex: 4))
),
HpLesserPercent.Instance(0.1f,
new RunBehaviors(
Swirling.Instance(30, 10),
InfiniteSpiralAttack.Instance(180, 8, 0, projectileIndex: 1),
CooldownExact.Instance(500, SimpleAttack.Instance(30, projectileIndex: 3)),
OnDeath(new SimpleTaunt("I HAVE FAILED YOU BROTHER ORYX! MY SALAD WAS TOSSED BY THESE GAY REALMERS! FHUGCK NO!!!! RIP ME!!!!!"),
loot: new LootBehavior(LootDef.Empty,
Tuple.Create(150, new LootDef(0, 8, 0, 8,
Tuple.Create(0.02, (ILoot)new ItemLoot("Sword of the Holy Revival")),
Tuple.Create(0.02, (ILoot)new ItemLoot("Peace Shield")),
Tuple.Create(0.02, (ILoot)new ItemLoot("Robe of Happiness")),
Tuple.Create(0.01, (ILoot)new ItemLoot("Helm of the Juggernaut")),
Tuple.Create(0.25, (ILoot)new TierLoot(12, ItemType.Weapon)),
Tuple.Create(0.25, (ILoot)new TierLoot(12, ItemType.Weapon)),
Tuple.Create(0.35, (ILoot)new TierLoot(5, ItemType.Ring)),
Tuple.Create(0.5, (ILoot)new StatPotionLoot(StatPotion.Att)),
Tuple.Create(0.5, (ILoot)new StatPotionLoot(StatPotion.Mana)),
Tuple.Create(0.5, (ILoot)new StatPotionLoot(StatPotion.Vit)),
Tuple.Create(0.5, (ILoot)new StatPotionLoot(StatPotion.Wis))
))
))
))));
}
}