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- #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)
- ),
- new RunBehaviors(
- 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)))
- )),
- 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)),
- 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"))
- )))
- ));
- }
- }
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