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Did I do this right?

Postby afsdghh » Sat 18 Mar 17 - 12:23

Still don't know sprite and bullet sprite itself but its pretty done.

Obsidian might: 500k HP 30 defense (I'll add custom lewt after I know I did it right)

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using wServer.realm;
using common;
using wServer.logic.behaviors;
using wServer.logic.loot;
using wServer.logic.transitions;

namespace wServer.logic
{
partial class BehaviorDb
{
_ obsidian_might = () => Behav()
.(Obsidian Might)
new state("fight start",
New taunt(cooldown: 99999, text: "If I'm not dead already then you are not worthy.", probability: 1
),
New state("Attack passive",
New shoot(300, count: 1, shootangle: 180, projectileIndex: ??? (coolDown: 500),
),
new state("transition 1",
new taunt(cooldown: 99999, text: "YOU TEMPT POWER, I WILL CRUSH YOU!", probability: 1
),
new State("pissed",
new Shoot(300, count: 20, shootAngle: 360/20, projectileIndex: ??? (coolDown: 99999),
),
new State(spawning",
new Spawn("Knight of obsidian", maxChildren: 4, initial spawn: .5, cooldown: 100),
),
new State("rage",
new Shoot(300, count: 20, shoot shootangle: 360/20, projectileIndex: ??? (cooldown: 6000),
),
new State("reset",
new Taunt(cooldown: 99999, text: "No I must not fail", probability: 1
),
new State("pissed a",
new Taunt(cooldown: 99999, text: "PESKS LEAVE THIS WORLD", probability: 1
),
new state("dead",
new Taunt(cooldown: 99999, text: "I have failed my eternal watch is over, beware...", probability: 1),
),
new State("Suicide",
new Decay(1000)
),
new HpLessTransition(1, "fight start")
),
new HpLessTransition(.9, "Attack passive")
),
new HpLessTransition(.71, "pissed a"
),
new HpLessTransition(.7, "pissed"
),
new HpLessTransition(.7, "spawning"
),
new HpLessTransition(.69, "attack passive")
),
new HpLessTransition(.5, "rage")
),
new HpLessTransition(.4, " rage")
),
new HpLessTransition(.3, "reset"
),
new HpLessTransition(.29, "pissed")
),
new HpLessTransition(.2, "rage")
),
new HpLessTransition(.1, "dead")
),
new HpLessTransition(.1 " suicide")
)
)
),
new TierLoot(13 ItemType.Armor, .5),
new TierLoot(12 ItemType.weapon, .5),
new TierLoot(6 ItemType.ability, .5),
new TierLoot(6 ItemType.ring, .5),
)

Obsidian knight: 50k HP 20 def

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using wServer.realm;
using common;
using wServer.logic.behaviors;
using wServer.logic.loot;
using wServer.logic.transitions;

namespace wServer.logic
{
partial class BehaviorDb
{
Knight_ of_Obsidian = () => Behav()
.Init("Knight of obsidian",
new State("born",
),
new State("shield",
new prioritize (
new Orbit(.2, 2, target: "Obsidian might", radiusVariance: 1)
),
new State("attack",
new Shoot(200, count: 1, cooldown: 2500)
),
new HpLessTransition(1, "shield")
new HpLessTransition(1, "attack")


I could make Knight timed but idk timed stuff very much.

Image


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got gud son
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Postby VoidReaper » Mon 20 Mar 17 - 5:52

That seems ok, I pulled up a reference of a basic behavior I coded a while back, nothing seems to out of place.

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using wServer.realm;
using wServer.logic.behaviors;
using wServer.logic.loot;
using wServer.logic.transitions;

namespace wServer.logic
{
partial class BehaviorDb
{
_ Void Sentinel = () => Behav()
.Init("Void Sentinel",
new State(
new Wander(0.5),
new Shoot(15, 3, 5, angleOffset: 30 / 3, projectileIndex: 0, coolDown: 1200),
new Shoot(15, 5, 10, angleOffset: 60 / 3, projectileIndex: 1, coolDown: 1200),
),
new QueuedBehavior(HpLesserPercent.Instance(0.50, new SetKey(-1, 2)))
)
),
IfEqual.Instance(-1, 2,
new RunBehaviors(
Once.Instance(new SimpleTaunt("ENOUGH, NOW YOU WILL FEEL MY TRUE POWER!!!")),
new Wander(2.2),
new Shoot(15, 3, 5, angleOffset: 30 / 3, projectileIndex: 2, coolDown: 900),
new Shoot(15, 5, 10, angleOffset: 60 / 3, projectileIndex: 3, coolDown: 900),
),
new QueuedBehavior(HpLesserPercent.Instance(0.10f, new SetKey(-1, 3)))
)
),
IfEqual.Instance(-1, 3,
new RunBehaviors(
Once.Instance(new SimpleTaunt("Master..... I've Failed You.......")),
//LOOT
new Threshold(0.18,
new TierLoot(9, ItemType.Weapon, 0.04),
new TierLoot(10, ItemType.Weapon, 0.02),
new TierLoot(11, ItemType.Weapon, 0.01),
new TierLoot(12, ItemType.Armor, 0.04),
new TierLoot(9, ItemType.Armor, 0.02),
new TierLoot(10, ItemType.Armor, 0.01),
new TierLoot(11, ItemType.Ring, 0.015),
new TierLoot(12, ItemType.Ring, 0.005),
new Threshold(0.24,
new TierLoot(VOID, ItemType.Ring, 0.0005),
new TierLoot(VOID, ItemType.Armor, 0.0005),
new TierLoot(VOID, ItemType.Weapon, 0.0005),
new Threshold(0.18,
new ItemLoot("Potion of Defense", 0.02),
new ItemLoot("Potion of Attack", 0.02),
new ItemLoot("Potion of Wisdom", 0.02),
new ItemLoot("Potion of Vitality", 0.02),
new ItemLoot("Potion of Dexterity", 0.02),
new ItemLoot("Potion of Life", 0.02),
new ItemLoot("Potion of Speed", 0.02),
new ItemLoot("Potion of Mana", 0.02),
new ItemLoot("Wine Cellar Incantation", 0.001),
new ItemLoot("Potion of the Void", 0.0005),
));
}
}
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Masters Will Fall, and Darkness will Rise...
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