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- #region
- using wServer.logic.behaviors;
- using wServer.logic.loot;
- using wServer.logic.transitions;
- #endregion
- namespace wServer.logic
- {
- partial class BehaviorDb
- {
- private _ EventSpawner = () => Behav()
- .Init("0AAAEVENTSPAWNERXD",
- new State(
- new TransformOnDeath("0AAAEVENTSPAWNERXDD"),
- new State("PlayerChoice",
- new Taunt("Hey, today because I'm nice I will give you a choice to what I should spawn!"),
- new TimedTransition(5000, "PlayerChoice2")
- ),
- new State("WOWWWW",
- new Taunt("Up for another round, that's what I'm doing!"),
- new TimedTransition(3000, "PlayerChoice2")
- ),
- new State("PlayerChoice2",
- new Taunt("So choose one of the following 'CUBE' 'SKULL' 'SPHINX' 'CRYSTAL'"),
- new TimedTransition(25, "NOOOOOOWWWW")
- ),
- new State("NOOOOOOWWWW",
- new ChatTransition("Cube God Prep", "cube"),
- new ChatTransition("Skull Shrine Prep", "skull"),
- new ChatTransition("Mysterious Crystal Prep", "crystal"),
- new ChatTransition("Grand Sphinx Prep", "sphinx"),
- new ChatTransition("Cube God Prep", "CUBE"),
- new ChatTransition("Skull Shrine Prep", "SKULL"),
- new ChatTransition("Mysterious Crystal Prep", "CRYSTAL"),
- new ChatTransition("Grand Sphinx Prep", "SPHINX")
- ),
- new State("Cube God Prep",
- new Taunt("Cube God that is in 10 seconds"),
- new TimedTransition(0, "Cube God")
- ),
- new State("Cube God",
- new ConditionalEffect(ConditionEffectIndex.Invincible),
- new Spawn("Cube God", 1, coolDown: 10000),
- new TimedTransition(12000, "Cube God Check")
- ),
- new State("Cube God Check",
- new EntityNotExistsTransition("Cube God", 10000, "suicide")
- ),
- new State("Skull Shrine Prep",
- new Taunt("Skull Shrine that is in 10 seconds"),
- new TimedTransition(0, "Skull Shrine")
- ),
- new State("Skull Shrine",
- new ConditionalEffect(ConditionEffectIndex.Invincible),
- new Spawn("Skull Shrine", 1, coolDown: 10000),
- new TimedTransition(12000, "Skull Shrine Check")
- ),
- new State("Skull Shrine Check",
- new EntityNotExistsTransition("Skull Shrine", 10000, "suicide")
- ),
- new State("Mysterious Crystal Prep",
- new Taunt("Mysterious Crystal that is in 10 seconds"),
- new TimedTransition(0, "Crystal")
- ),
- new State("Crystal",
- new ConditionalEffect(ConditionEffectIndex.Invincible),
- new Spawn("Mysterious Crystal", 1, coolDown: 10000),
- new TimedTransition(12000, "Crystal Check")
- ),
- new State("Crystal Check",
- new EntityNotExistsTransition("Mysterious Crystal", 12000, "Prisoner Check")
- ),
- new State("Prisoner Check",
- new EntityNotExistsTransition("Crystal Prisoner", 12000, "suicide")
- ),
- new State("Grand Sphinx Prep",
- new Taunt("Grand Sphinx Prep that is in 10 seconds"),
- new TimedTransition(0, "Grand Sphinx")
- ),
- new State("Grand Sphinx",
- new ConditionalEffect(ConditionEffectIndex.Invincible),
- new Spawn("Grand Sphinx", 1, coolDown: 10000),
- new TimedTransition(12000, "Grand Sphinx Check")
- ),
- new State("Grand Sphinx Check",
- new EntityNotExistsTransition("Grand Sphinx", 2000, "suicide")
- ),
- new State("suicide",
- new Suicide()
- )
- )
- );
- }
- }
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