#region
using wServer.logic.behaviors;
using wServer.logic.loot;
using wServer.logic.transitions;
#endregion
namespace wServer.logic
{
partial class BehaviorDb
{
private _ reward = () => Behav()
.Init("white tree spawner",
new State(
new ConditionalEffect(ConditionEffectIndex.Invincible),
new State("1",
new EntitiesNotExistsTransition(2000, "pre2", "White Sprite Tree")
),
new State("pre2",
new TimedTransition(1000, "2")
),
new State("2",
new Taunt("You have killed all white trees, now come claim your reward!"),
new TimedTransition(1000, "3")
),
new State("3",
new TimedTransition(500, "4")
),
new State("4",
new Spawn("White Tree Reward", 1, coolDown: 1000),
new TimedTransition(1100, "5")
),
new State("5",
new Suicide()
)
)
);
}
}

new State("4",
new Spawn("White Tree Reward", 1, coolDown: 1000),
new EntityExistsTransition("White Tree Reward", 999, "5")
),