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
{
_ XpGift = () => Behav()
.Init("XP Gift C",
new State(
new Prioritize(
new Protect(0.5, "XP Gift Spawner", protectionRange: 10),
new Wander(0.5)
)
),
new Threshold(0.1,
new ItemLoot("Common Farm Egg", 0.05),
new ItemLoot("Uncommon Farm Egg", 0.01),
new ItemLoot("Legendary Farm Egg", 0.001)
)
);
}
}
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
{
_ Xpfarm = () => Behav()
.Init("XP Gift Spawner",
new State(
new ConditionalEffect(ConditionEffectIndex.Invincible, true),
new State("idle",
new PlayerWithinTransition(10, "spawn1")
),
new State("spawn1",
new Spawn("XP Gift C", maxChildren: 1000, initialSpawn: 0.050, coolDown: 3500),
new TimedTransition(3600, "check")
),
new State("check",
new EntityNotExistsTransition("XP Gift C", 50, "idle")
)
)
)
;
}
}



