Code:
#region

using wServer.logic.behaviors;
using wServer.logic.transitions;
using wServer.logic.loot;

#endregion

namespace wServer.logic
{
    partial class BehaviorDb
    {
        private _ FatRat = () => Behav()
        .Init("Fat Rat",
            new State(
                new State("start",
                    new Taunt("you thought you were dont with me? pff, prepare to face my true side..."),
                    new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                    new TimedTransition(2000, "now")
                    ),
                new State("now",
                    new Shoot(10, 5, projectileIndex: 0, predictive: 1, coolDown: 5, coolDownOffset: 10),
                    new Shoot(10, 5, projectileIndex: 0, predictive: 1, coolDown: 5, coolDownOffset: 10),
                    new HpLessTransition(.5, "wow")
            ),
                new State("wow",
                    new Shoot(10, 5, projectileIndex: 0, predictive: 1, coolDown: 5, coolDownOffset: 10),
                    new Shoot(10, 5, projectileIndex: 0, predictive: 1, coolDown: 5, coolDownOffset: 10),
                    new Shoot(10, 5, projectileIndex: 0, predictive: 1, coolDown: 5, coolDownOffset: 10),
                    new HpLessTransition(.1, "suicide"
                        ),
                    new State("suicide",
                        new Shoot(10, 5, projectileIndex: 0, predictive: 1, coolDown: 5, coolDownOffset: 10),
                        new Suicide()
                        )
                    )
                )
                );
    }
}