Files
Server-Datasheets/Datasheet/AiData_76.xml
2025-03-03 20:30:53 -05:00

222 lines
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XML

<?xml version="1.0" encoding="utf-8" ?>
<AIData huntingZoneId="76">
<Ai id="100" name="사회팀 테스트용 dummy 1.1">
<CautionState alertRadius="400" rotateTime="5" probAvoid="0.000000" avoidSkill="" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" enable="false">
<ActiveMove id="0"/>
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="false">
<Attack>
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
<Work id="2" desc="" normalBehaviorId="2" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="2" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
<Info workId="2" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" sendOrderId="1" sendOrderRange="400" sendOrderMaxCount="2" sendOrderRefTarget="0" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" orderType="normal" formationId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="1" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0"/>
<Move targetDistance="100" timeout="5000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
<Pattern minHpRatio="0.000000" maxHpRatio="0.400000">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.000000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="1"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="1"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="150">
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.200000" moveRadius="1000" probMove="0.000000">
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="3"/>
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="1"/>
<Social motionId="3"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="105" name="경비병">
<CautionState alertRadius="250" rotateTime="1" probAvoid="0.000000" avoidSkill="1206" alertAngle="360" rotateAngle="500" checkInterval="5000" probActiveMove="0.200000" enable="true" hpResetWhenCombatEnd="false"/>
<CombatState watchRotateTime="1" watchRotateAngle="500" playSocialWhenFirstAggro="true" enable="true">
<AggroChangeAttack nearTargetAttackId="101" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="101" showAggroChangeMotionAfterDistantTargetAttack="false"/>
<Attack>
<WorkList>
<Work id="999" desc="무조건 나가는 공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="999" prob="0.000000" distanceRate="0.800000"/>
</Tension>
<Tension id="2">
<Info workId="999" prob="0.000000" distanceRate="0.800000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="10000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList/>
<TensionList>
<Tension id="1"/>
</TensionList>
<ReceiveOrderList/>
</Cooperation>
<CounterFlee workId="0" toAnger="false" speedUpRate="0.000000" maxMovingTime="0" recentHitTime="0" recentPcBehaviorTime="0"/>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0"/>
<MonsterSummon hpRate="0.000000" executionRate="0.000000" summonNum="0" summonRange="0" summonTemplateId="0"/>
<Move targetDistance="150" timeout="1000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="1.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="1.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1"/>
</StTensionList>
<StWorkList/>
</ShorttermTarget>
<Social socialMotionId="0"/>
</CombatState>
<EventList/>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="200" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false">
<Buff range="0" coolTime="0"/>
<RandomMove moveMinDistance="100" moveMaxDistance="400" probSocial="1.000000" moveRadius="1000" probMove="0.000000">
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="3"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="106" name="빌리저NPC dummy 1.1">
<CautionState alertRadius="250" rotateTime="10" probAvoid="0.000000" avoidSkill="" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" enable="false" hpResetWhenCombatEnd="false">
<ActiveMove id="0"/>
</CautionState>
<CombatState watchRotateTime="10" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="false">
<Attack>
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="false" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="false" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
<Work id="2" desc="" normalBehaviorId="2" normalBehaviorType="social" offFlockOnNormalMode="false" angerBehaviorId="2" angerBehaviorType="social" offFlockOnAngerMode="false" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
<Info workId="2" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="false" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="false" preProcess="PcTargetByAggro()" sendOrderId="1" sendOrderRange="400" sendOrderMaxCount="2" sendOrderRefTarget="0" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="1"/>
</ReceiveOrderList>
</Cooperation>
<CounterFlee workId="2" toAnger="true" speedUpRate="1.100000" maxMovingTime="10000" recentHitTime="30000" recentPcBehaviorTime="20000"/>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.200000" executionRate="0.100000" fleeDistance="1000" shareAggroRange="500"/>
<MonsterSummon hpRate="0.200000" executionRate="0.000000" summonNum="1" summonRange="300" summonTemplateId="0"/>
<Move targetDistance="100" timeout="5000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
<Pattern minHpRatio="0.000000" maxHpRatio="0.400000">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.000000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="1"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="1"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="150" followNearUser="false">
<Buff range="0" coolTime="0"/>
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.000000" moveRadius="1000" probMove="0.000000"/>
</PeaceState>
</Ai>
</AIData>