Files
Server-Datasheets/Datasheet/AIData_811.xml
2025-03-03 20:30:53 -05:00

3571 lines
335 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<AIData huntingZoneId="811">
<Ai id="0" name="어보미네이션본마스터_3번전투구간보스">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="45" playSocialWhenFirstAggro="true" enable="true" hpResetWhenCombatEnd="true">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="false" />
<Attack>
<WorkList>
<Work id="2" desc="왼쪽팔을 1회 휘두르며 공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1102, 1, 0.8)" distanceType="1" distanceRate="0.800000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="0.5" nextAttackId="5" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1102" angerBehaviorId="2102" />
<Work id="3" desc="무기를 내려 찍으면서 광역공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1103" angerBehaviorId="2103" />
<Work id="4" desc="무기를 내려 찍으면서 광역공격 후 전방으로 1회 공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1104" angerBehaviorId="2104" />
<Work id="5" desc="전방으로 무기를 연속 2회 휘두르며 공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1105" angerBehaviorId="2105" />
<Work id="6" desc="전방으로 무기를 연속 3회 휘두르며 공격 후 무기를 내려 찍으면서 광역공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1106" angerBehaviorId="2106" />
<Work id="7" desc="전방1회투척공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="15000" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1107" angerBehaviorId="2107" />
<Work id="8" desc="전방3회투척공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="15000" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1108" angerBehaviorId="2108" />
<Work id="9" desc="전방으로 1번 크게 휘두르기" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1109, 1, 1)" distanceType="1" distanceRate="0.800000" coolTime="15000" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1109" angerBehaviorId="2109" />
<Work id="10" desc="전방으로 2번 크게 휘두르기" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1110, 1, 1)" distanceType="1" distanceRate="0.800000" coolTime="20000" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1110" angerBehaviorId="2110" />
<Work id="11" desc="왼쪽라운드어택" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetTargetDir() &gt; 240 AND GetTargetDir() &lt; 300 AND IsInSkillAttackRange(1111, 1,1)" distanceType="1" distanceRate="1.000000" coolTime="10000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1111" angerBehaviorId="2111" />
<Work id="12" desc="오른쪽라운드어택" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetTargetDir() &gt; 60 AND GetTargetDir() &lt; 120 AND IsInSkillAttackRange(1112, 1, 1)" distanceType="1" distanceRate="1.000000" coolTime="10000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1112" angerBehaviorId="2112" />
<Work id="15" desc="PC에게 접근" normalBehaviorType="activeMove" offFlockOnNormalMode="true" angerBehaviorType="activeMove" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="33" angerBehaviorId="33" />
<Work id="18" desc="콤보 1_맵 한가운데로 이동 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 전방으로 1번 크게 휘두르기 (1)" patternGuide="instanceDeath" patternShowTime="10" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="GetHpRatio() &lt; 0.9" distanceType="1" distanceRate="0.800000" coolTime="80000" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="56" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="true" msg="811008" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="132" angerBehaviorId="132" />
<Work id="19" desc="콤보 1_맵 한가운데로 이동 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 전방으로 1번 크게 휘두르기 (2)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAreaRandom(1, 360, 1, 3500)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="20" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1113" angerBehaviorId="2113" />
<Work id="20" desc="콤보 1_맵 한가운데로 이동 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 전방으로 1번 크게 휘두르기 (3)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAreaRandom(1, 360, 1, 3500)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="21" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1113" angerBehaviorId="2113" />
<Work id="21" desc="콤보 1_맵 한가운데로 이동 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 전방으로 1번 크게 휘두르기 (4)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAreaRandom(1, 360, 1, 3500)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="true" msg="811018" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1109" angerBehaviorId="2109" />
<Work id="22" desc="콤보 2_HP 60% 맵 한 가운데로 이동 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 전방으로 2번 크게 휘두르기 (1)" patternGuide="instanceDeath" patternShowTime="10" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="GetHpRatio() &lt; 0.6" distanceType="1" distanceRate="1.000000" coolTime="80000" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="59" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="true" msg="" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="132" angerBehaviorId="132" />
<Work id="23" desc="콤보 2_HP 60% 맵 한 가운데로 이동 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 전방으로 2번 크게 휘두르기 (2)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAreaRandom(1, 360, 1, 3500)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="24" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1113" angerBehaviorId="2113" />
<Work id="24" desc="콤보 2_HP 60% 맵 한 가운데로 이동 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 전방으로 2번 크게 휘두르기 (3)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAreaRandom(1, 360, 1, 3500)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="25" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1113" angerBehaviorId="2113" />
<Work id="25" desc="콤보 2_HP 60% 맵 한 가운데로 이동 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 전방으로 2번 크게 휘두르기 (4)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAreaRandom(1, 360, 1, 3500)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="26" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1113" angerBehaviorId="2113" />
<Work id="26" desc="콤보 2_HP 60% 맵 한 가운데로 이동 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 전방으로 2번 크게 휘두르기 (5)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAreaRandom(1, 360, 1, 3500)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="true" msg="811018" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1110" angerBehaviorId="2110" />
<Work id="27" desc="콤보 3_왼쪽 팔을 1회 휘두르며 공격 &gt; 왼쪽 라운드 어택 &gt; 오른족 라운드 어택 &gt; 무기를 내려 찍으면서 광역 공격 (1)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAreaRandom(1, 360, 1, 500) AND PcTargetByAreaRandom(1, 360, 1, 3500)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="28" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="true" msg="" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1102" angerBehaviorId="2102" />
<Work id="28" desc="콤보 3_왼쪽 팔을 1회 휘두르며 공격 &gt; 왼쪽 라운드 어택 &gt; 오른족 라운드 어택 &gt; 무기를 내려 찍으면서 광역 공격 (2)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="29" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1111" angerBehaviorId="2111" />
<Work id="29" desc="콤보 3_왼쪽 팔을 1회 휘두르며 공격 &gt; 왼쪽 라운드 어택 &gt; 오른족 라운드 어택 &gt; 무기를 내려 찍으면서 광역 공격 (3)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="30" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1112" angerBehaviorId="2112" />
<Work id="30" desc="콤보 3_왼쪽 팔을 1회 휘두르며 공격 &gt; 왼쪽 라운드 어택 &gt; 오른족 라운드 어택 &gt; 무기를 내려 찍으면서 광역 공격 (4)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1103" angerBehaviorId="2103" />
<Work id="31" desc="콤보 4_왼쪽 팔을 1회 휘두르며 공격 &gt; 왼쪽 라운드 어택 &gt; 오른쪽 라운드 어택 &gt; 무기를 내려 찍으면서 광역 공격 후 휘두르기 (1)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAreaRandom(1, 360, 1, 500) AND PcTargetByAreaRandom(1, 360, 1, 3500)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="32" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="true" msg="811011" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1102" angerBehaviorId="2102" />
<Work id="32" desc="콤보 4_왼쪽 팔을 1회 휘두르며 공격 &gt; 왼쪽 라운드 어택 &gt; 오른쪽 라운드 어택 &gt; 무기를 내려 찍으면서 광역 공격 후 휘두르기 (2)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="33" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1111" angerBehaviorId="2111" />
<Work id="33" desc="콤보 4_왼쪽 팔을 1회 휘두르며 공격 &gt; 왼쪽 라운드 어택 &gt; 오른쪽 라운드 어택 &gt; 무기를 내려 찍으면서 광역 공격 후 휘두르기 (3)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="34" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1112" angerBehaviorId="2112" />
<Work id="34" desc="콤보 4_왼쪽 팔을 1회 휘두르며 공격 &gt; 왼쪽 라운드 어택 &gt; 오른쪽 라운드 어택 &gt; 무기를 내려 찍으면서 광역 공격 후 휘두르기 (4)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1104" angerBehaviorId="2104" />
<Work id="35" desc="콤보 5_뒤로 도망가기 &gt; 전방으로 무기를 연속 2회 휘두르기 (1)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAreaRandom(1, 360, 1, 500)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="36" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="true" msg="811012" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3101" angerBehaviorId="3101" />
<Work id="36" desc="콤보 5_뒤로 도망가기 &gt; 전방으로 무기를 연속 2회 휘두르기 (2)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1105" angerBehaviorId="2105" />
<Work id="37" desc="콤보 6_뒤로 도망가기 &gt; 전방으로 연속 3회 휘두른 후 광역 공격 (1)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAreaRandom(1, 360, 1, 500)" distanceType="1" distanceRate="1.000000" coolTime="90000" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="38" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="true" msg="811013" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3101" angerBehaviorId="3101" />
<Work id="38" desc="콤보 6_뒤로 도망가기 &gt; 전방으로 연속 3회 휘두른 후 광역 공격 (2)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1106" angerBehaviorId="2106" />
<Work id="39" desc="콤보 7_뒤로 도망가기 &gt; 전방으로 2번 크게 휘두르기 (1)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAreaRandom(1, 360, 1, 500)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="40" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="true" msg="811014" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3101" angerBehaviorId="3101" />
<Work id="40" desc="콤보 7_뒤로 도망가기 &gt; 전방으로 2번 크게 휘두르기 (2)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="true" msg="811018" msgProb="1.0" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1110" angerBehaviorId="2110" />
<Work id="41" desc="콤보 8_전방으로 2번 크게 휘두르기 &gt; 무기를 내려 찍으면서 광역 공격 (1)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAreaRandom(1, 360, 1, 500) AND PcTargetByDirection(1, 360, 1, 500, 1)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="42" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="true" msg="811015" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1110" angerBehaviorId="2110" />
<Work id="42" desc="콤보 8_전방으로 2번 크게 휘두르기 &gt; 무기를 내려 찍으면서 광역 공격 (2)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1103" angerBehaviorId="2103" />
<Work id="43" desc="HP 60% 텐션 변경 시에 연출용 modealram" normalBehaviorType="social" offFlockOnNormalMode="false" angerBehaviorType="social" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="9000000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="2" angerBehaviorId="2" />
<Work id="44" desc="HP 30% 텐션 변경 시에 연출용 modealram" normalBehaviorType="social" offFlockOnNormalMode="false" angerBehaviorType="social" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="9000000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="2" angerBehaviorId="2" />
<Work id="45" desc="일반_촉수소환_Groggy &gt; 바닥 내려 찍기 &gt; 촉수 소환 (1)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetHpRatio() &lt; 0.99 AND PcTargetByAreaRandom(1, 360, 1, 3500) AND IsTargetInAbnormality(9630) == 0" distanceType="1" distanceRate="1.000000" coolTime="90000" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="true" msg="811016" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3102" angerBehaviorId="3102" />
<Work id="48" desc="폭주_촉수소환_Groggy &gt; 바닥 내려 찍기 &gt; 촉수 소환 (1)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetHpRatio() &lt; 0.6 AND PcTargetByAreaRandom(1, 360, 1, 3500) AND IsTargetInAbnormality(9630) == 0" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="true" msg="811016" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3102" angerBehaviorId="3102" />
<Work id="51" desc="돌 떨구기_바닥 내려 찍기 &gt; 돌 소환 (1)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="52" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="true" msg="811017" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3103" angerBehaviorId="3103" />
<Work id="52" desc="돌 떨구기_바닥 내려 찍기 &gt; 돌 소환 (2)" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="6" angerBehaviorId="6" />
<Work id="53" desc="돌 떨구기_바닥 내려 찍기 &gt; 돌 소환 (0)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="45000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="51" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3105" angerBehaviorId="3105" />
<Work id="54" desc="콤보 1_맵 한가운데로 이동 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 전방으로 1번 크게 휘두르기 (1.5)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="55" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3103" angerBehaviorId="3103" />
<Work id="55" desc="콤보 1_맵 한가운데로 이동 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 전방으로 1번 크게 휘두르기 (1.5)" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="56" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="10" angerBehaviorId="10" />
<Work id="56" desc="콤보 1_맵 한가운데로 이동 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 전방으로 1번 크게 휘두르기 (1.5)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="19" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3104" angerBehaviorId="3104" />
<Work id="57" desc="콤보 2_HP 60% 맵 한 가운데로 이동 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 전방으로 2번 크게 휘두르기 (1.5)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="58" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3103" angerBehaviorId="3103" />
<Work id="58" desc="콤보 2_HP 60% 맵 한 가운데로 이동 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 전방으로 2번 크게 휘두르기 (1.5)" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="59" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="10" angerBehaviorId="10" />
<Work id="59" desc="콤보 2_HP 60% 맵 한 가운데로 이동 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 에너지 발사 &gt; 전방으로 2번 크게 휘두르기 (1.5)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="23" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3104" angerBehaviorId="3104" />
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<Info workId="56" prob="0.000000" distanceRate="0.000000" />
<Info workId="57" prob="0.000000" distanceRate="0.000000" />
<Info workId="58" prob="0.000000" distanceRate="0.000000" />
<Info workId="59" prob="0.000000" distanceRate="0.000000" />
<Info workId="15" prob="0.000000" distanceRate="0.000000" />
</Tension>
<Tension id="3">
<Info workId="48" prob="1.000000" distanceRate="1.000000" />
<Info workId="53" prob="0.000000" distanceRate="0.000000" />
<Info workId="44" prob="1.000000" distanceRate="1.000000" />
<Info workId="2" prob="0.300000" distanceRate="0.800000" />
<Info workId="3" prob="0.000000" distanceRate="0.000000" />
<Info workId="4" prob="0.400000" distanceRate="0.800000" />
<Info workId="5" prob="0.000000" distanceRate="0.000000" />
<Info workId="6" prob="0.600000" distanceRate="0.600000" />
<Info workId="39" prob="1.000000" distanceRate="0.800000" />
<Info workId="7" prob="0.000000" distanceRate="0.000000" />
<Info workId="8" prob="0.200000" distanceRate="0.800000" />
<Info workId="41" prob="1.000000" distanceRate="0.800000" />
<Info workId="9" prob="0.000000" distanceRate="0.000000" />
<Info workId="10" prob="0.000000" distanceRate="0.000000" />
<Info workId="11" prob="0.500000" distanceRate="0.800000" />
<Info workId="12" prob="0.500000" distanceRate="0.800000" />
<Info workId="18" prob="0.000000" distanceRate="0.000000" />
<Info workId="19" prob="0.000000" distanceRate="0.000000" />
<Info workId="20" prob="0.000000" distanceRate="0.000000" />
<Info workId="21" prob="0.000000" distanceRate="0.000000" />
<Info workId="22" prob="1.000000" distanceRate="1.000000" />
<Info workId="23" prob="0.000000" distanceRate="0.000000" />
<Info workId="24" prob="0.000000" distanceRate="0.000000" />
<Info workId="25" prob="0.000000" distanceRate="0.000000" />
<Info workId="26" prob="0.000000" distanceRate="0.000000" />
<Info workId="27" prob="0.000000" distanceRate="0.000000" />
<Info workId="28" prob="0.000000" distanceRate="0.000000" />
<Info workId="29" prob="0.000000" distanceRate="0.000000" />
<Info workId="30" prob="0.000000" distanceRate="0.000000" />
<Info workId="31" prob="0.000000" distanceRate="0.000000" />
<Info workId="32" prob="0.000000" distanceRate="0.000000" />
<Info workId="33" prob="0.000000" distanceRate="0.000000" />
<Info workId="34" prob="0.000000" distanceRate="0.000000" />
<Info workId="35" prob="0.000000" distanceRate="0.000000" />
<Info workId="36" prob="0.000000" distanceRate="0.000000" />
<Info workId="37" prob="0.000000" distanceRate="0.000000" />
<Info workId="38" prob="0.000000" distanceRate="0.000000" />
<Info workId="40" prob="0.000000" distanceRate="0.000000" />
<Info workId="42" prob="0.000000" distanceRate="0.000000" />
<Info workId="43" prob="0.000000" distanceRate="0.000000" />
<Info workId="45" prob="0.000000" distanceRate="0.000000" />
<Info workId="51" prob="0.000000" distanceRate="0.000000" />
<Info workId="52" prob="0.000000" distanceRate="0.000000" />
<Info workId="54" prob="0.000000" distanceRate="0.000000" />
<Info workId="55" prob="0.000000" distanceRate="0.000000" />
<Info workId="56" prob="0.000000" distanceRate="0.000000" />
<Info workId="57" prob="0.000000" distanceRate="0.000000" />
<Info workId="58" prob="0.000000" distanceRate="0.000000" />
<Info workId="59" prob="0.000000" distanceRate="0.000000" />
<Info workId="15" prob="0.000000" distanceRate="0.000000" />
</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="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" orderType="normal" formationId="0" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000" />
</Tension>
</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="100" timeout="5000" />
<PatternList id="1">
<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>
<Pattern minHpRatio="0.300000" maxHpRatio="0.600000">
<AngerMode>
<Tension attackTension="2" 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="2" 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>
<Pattern minHpRatio="0.000000" maxHpRatio="0.300000">
<AngerMode>
<Tension attackTension="3" 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="3" 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">
<Info stWorkId="2" prob="0.500000" />
<Info stWorkId="3" prob="0.000000" />
</StTension>
</StTensionList>
<StWorkList>
<StWork id="2" desc="[원거리 견제] 전방1회투척공격" preProcess="GetCombatTime()&gt; 30000 AND PcTargetByDirection(1, 360, 150, 500, 1)" immediateAttackId="7" coolTime="30000" msgImmediately="false" msg="0" msgProb="0.000000" />
<StWork id="3" desc="[원거리 견제] 전방3회투척공격" preProcess=" GetCombatTime()&gt; 30000 AND PcTargetByDirection(1, 360, 150, 500, 1)" immediateAttackId="8" coolTime="45000" msgImmediately="false" msg="0" msgProb="0.000000" />
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="1" />
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="150" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.000000" moveRadius="1000" probMove="0.000000">
<Social motionId="1" />
<Social motionId="1" />
</RandomMove>
</PeaceState>
</Ai>
<Ai id="1" name="어보미네이션인펙션_1번전투구간보스">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000" enable="true" />
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="true" enable="true" hpResetWhenCombatEnd="true">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="false" />
<Attack>
<WorkList>
<Work id="101" desc="왼손을 2번 휘두르는 공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1101, 1, 1)" distanceType="1" distanceRate="0.800000" coolTime="3000" isDirectionRevision="true" nextAttackProb="0.20000,0.2" nextAttackId="301,102" referenceNextAttackPreprocess="false,false" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="102" desc="왼손을 1번 휘두른 후 바닥을 내리치는 공격" normalBehaviorId="1102" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2102" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1102, 1, 1)" distanceType="1" distanceRate="0.800000" coolTime="3000" isDirectionRevision="true" nextAttackProb="0.15,0.2" nextAttackId="302,303" referenceNextAttackPreprocess="false,false" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="301" desc="왼쪽으로 구르는 공격" normalBehaviorId="1301" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2301" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetTargetDir() &gt; 180 AND GetTargetDir() &lt; 300 AND IsInSkillAttackRange(1301, 1,1)" distanceType="1" distanceRate="1.000000" coolTime="18000" isDirectionRevision="false" nextAttackProb="1.0" nextAttackId="350" referenceNextAttackPreprocess="false" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="302" desc="오른쪽으로 구르는 공격" normalBehaviorId="1302" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2302" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetTargetDir() &gt; 60 AND GetTargetDir() &lt; 180 AND IsInSkillAttackRange(1302, 1, 1)" distanceType="1" distanceRate="1.000000" coolTime="18000" isDirectionRevision="false" nextAttackProb="1.0" nextAttackId="349" referenceNextAttackPreprocess="false" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="303" desc="앞구르기 후 광역 공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1104, 1, 0.8)" distanceType="1" distanceRate="0.800000" coolTime="10000" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="0.3" nextAttackId="304" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1104" angerBehaviorId="2104" />
<Work id="304" desc="준비 동작 후 전방으로 부채꼴 모양으로 광역 공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1105, 1, 1.2)" distanceType="1" distanceRate="0.800000" coolTime="45000" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1105" angerBehaviorId="2105" />
<Work id="305" desc="준비 동작 후 전방으로 레이저 공격 후 광역 공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetCombatTime() &gt; 30000 AND IsInSkillAttackRange(1106, 1, 1.2)" distanceType="1" distanceRate="0.800000" coolTime="30000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1106" angerBehaviorId="2106" />
<Work id="315" desc="[어둠의 동굴 전용] 일반 상태에서 트윈을 잡아 먹는 행동" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="NpcTargetByDirection(1, 360, 1, 200, 0) AND NpcTargetByAbnormal(1, 360, 1, 300, 28901)" distanceType="1" distanceRate="0.800000" coolTime="30000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1103" angerBehaviorId="2103" />
<Work id="316" desc="[어둠의 동굴 전용] 광폭 상태에서 modealram만 사용" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="NpcTargetByDirection(1, 360, 1, 3500, 0) AND NpcTargetByAbnormal(1, 360, 1, 3500, 28901)" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1303" angerBehaviorId="1303" />
<Work id="317" desc="[어둠의 동굴 전용] WAVE에서 썩은을 잡아 먹는 행동 " normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="NpcTargetByDirection(1, 360, 1, 300, 0) AND NpcTargetByAbnormal(1, 360, 1, 3500, 28903)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1103" angerBehaviorId="2103" />
<Work id="318" desc="[어둠의 동굴 전용] WAVE 상황에서 Modealram만 사용하기" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="NpcTargetByDirection(1, 360, 1, 3500, 0) AND NpcTargetByAbnormal(1, 360, 1, 3500, 28903)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1303" angerBehaviorId="1303" />
<Work id="319" desc="HP 90%에서 맵 가운데로 이동" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="600000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="324" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1" angerBehaviorId="1" />
<Work id="322" desc="HP 50%에서 맵 가운데로 이동" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="600000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="325" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1" angerBehaviorId="1" />
<Work id="323" desc="HP 10%에서 맵 가운데로 이동" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="600000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="326" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1" angerBehaviorId="1" />
<Work id="324" desc="HP 90%에서 입구쪽 몬스터 스폰" normalBehaviorType="dynamicSpawn" offFlockOnNormalMode="false" angerBehaviorType="dynamicSpawn" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="600000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="337" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="9" angerBehaviorId="9" />
<Work id="325" desc="HP 50% 에서 출구쪽 몬스터 스폰" normalBehaviorType="dynamicSpawn" offFlockOnNormalMode="false" angerBehaviorType="dynamicSpawn" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="600000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="337" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="10" angerBehaviorId="10" />
<Work id="326" desc="HP 10%에서 입구쪽 몬스터 스폰" normalBehaviorType="dynamicSpawn" offFlockOnNormalMode="false" angerBehaviorType="dynamicSpawn" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="60000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="327" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="11" angerBehaviorId="11" />
<Work id="327" desc="HP 10%에서 출구쪽 몬스터 스폰" normalBehaviorType="dynamicSpawn" offFlockOnNormalMode="false" angerBehaviorType="dynamicSpawn" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="600000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="337" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="12" angerBehaviorId="12" />
<Work id="328" desc="HP 90% 몬스터 스폰 시 시스템 메시지" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="600000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="319" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3" angerBehaviorId="3" />
<Work id="329" desc="스폰 시 이벤트용 activeMove" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="600000" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="330" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3" angerBehaviorId="3" />
<Work id="330" desc="스폰 시 이벤트용 modealram" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1303" angerBehaviorId="1303" />
<Work id="334" desc="PC에게 접근(완전히 붙을 때 까지)" normalBehaviorType="activeMove" offFlockOnNormalMode="true" angerBehaviorType="activeMove" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="33" angerBehaviorId="33" />
<Work id="335" desc="HP 50% 몬스터 스폰 시 시스템 메시지" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="600000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="322" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3" angerBehaviorId="3" />
<Work id="336" desc="HP 10% 몬스터 스폰 시 시스템 메시지" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="600000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="323" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3" angerBehaviorId="3" />
<Work id="337" desc="WAVE 상황에서 자신에게 무적 이상상태" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="true" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="5" angerBehaviorId="5" />
<Work id="338" desc="WAVE 끝나고 연출용 시스템 메시지" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInAbnormality(6450)" distanceType="1" distanceRate="1.000000" coolTime="130000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="true" msg="811006" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1303" angerBehaviorId="1303" />
<Work id="339" desc="콤보 1_앞구르기 후 4단 공격 (2)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByDirection(1, 360, 1, 2000, 1)" distanceType="1" distanceRate="0.800000" coolTime="40000" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="340" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="true" msg="811008" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1104" angerBehaviorId="1104" />
<Work id="340" desc="콤보 1_앞구르기 후 4단 공격 (3)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1103" angerBehaviorId="2103" />
<Work id="341" desc="콤보 2_기본 공격 1 &gt; 기본 공격 2 &gt; 오른쪽으로 구른 후 레이저 쏘는 공격 (1)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAreaRandom(1, 360, 1, 500)" distanceType="1" distanceRate="1.000000" coolTime="25000" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="342" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="true" msg="0" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1101" angerBehaviorId="2101" />
<Work id="342" desc="콤보 2_기본 공격 1 &gt; 기본 공격 2 &gt; 오른쪽으로 구른 후 레이저 쏘는 공격 (2)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByLastTarget()" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="false" nextAttackProb="1.0" nextAttackId="343" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1102" angerBehaviorId="2102" />
<Work id="343" desc="콤보 2_기본 공격 1 &gt; 기본 공격 2 &gt; 오른쪽으로 구른 후 레이저 쏘는 공격 (3)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetTargetDir() &lt; 180 AND IsInSkillAttackRange(1302, 1, 1)" distanceType="1" distanceRate="0.800000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="false" nextAttackProb="1.0" nextAttackId="349" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1302" angerBehaviorId="2302" />
<Work id="344" desc="콤보 2_기본 공격 1 &gt; 기본 공격 2 &gt; 오른쪽으로 구른 후 레이저 쏘는 공격 (4)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1106, 1, 1.2)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1105" angerBehaviorId="2105" />
<Work id="345" desc="콤보 3_기본 공격 1 &gt; 왼쪽으로 구른 후 레이저 쏘는 공격 (1)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAreaRandom(1, 360, 1, 500)" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" referenceNextAttackPreprocess="false" nextAttackProb="1.0" nextAttackId="346" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="true" msg="0" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1101" angerBehaviorId="2101" />
<Work id="346" desc="콤보 3_기본 공격 1 &gt; 왼쪽으로 구른 후 레이저 쏘는 공격 (2)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetTargetDir() &lt; 300 AND IsInSkillAttackRange(1301, 1,1)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="false" nextAttackProb="1.0" nextAttackId="350" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1301" angerBehaviorId="2301" />
<Work id="347" desc="콤보 3_기본 공격 1 &gt; 왼쪽으로 구른 후 레이저 쏘는 공격 (3)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1106, 1, 1.2)" distanceType="1" distanceRate="0.800000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1105" angerBehaviorId="2105" />
<Work id="348" desc="콤보 1_앞구르기 후 4단 공격 (1)" normalBehaviorType="social" offFlockOnNormalMode="false" angerBehaviorType="social" offFlockOnAngerMode="false" preProcess="PcTargetByDirection(1, 360, 1, 2000, 1)" distanceType="1" distanceRate="0.800000" coolTime="90000" isDirectionRevision="true" referenceNextAttackPreprocess="false" nextAttackProb="1.0" nextAttackId="339" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="true" msg="811008" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="4" angerBehaviorId="4" />
<Work id="349" desc="왼쪽으로 라운드 무브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="false" nextAttackProb="1.0" nextAttackId="344" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3101" angerBehaviorId="3101" />
<Work id="350" desc="오른쪽으로 라운드 무브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="false" nextAttackProb="1.0" nextAttackId="347" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3102" angerBehaviorId="3102" />
<Work id="351" desc="Wait" normalBehaviorType="social" offFlockOnNormalMode="false" angerBehaviorType="social" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.0" coolTime="" isDirectionRevision="" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="" nextShorttermTargetId="" noCancelNextAttackByAggroChanged="" msgImmediately="" msg="" msgProb="" activeMoveIdForSkillOnNormalMode="" activeMoveIdForSkillOnAngerMode="" normalBehaviorId="3" angerBehaviorId="3" />
<Work id="352" desc="스폰 시 이벤트용 던전이벤트" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="true" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="1.0" coolTime="6000000" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="" nextShorttermTargetId="" noCancelNextAttackByAggroChanged="true" msgImmediately="" msg="" msgProb="" activeMoveIdForSkillOnNormalMode="" activeMoveIdForSkillOnAngerMode="" normalBehaviorId="16" angerBehaviorId="16" />
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<Info workId="350" prob="0.000000" distanceRate="0.000000" />
<Info workId="351" prob="0.0" distanceRate="0.0" />
<Info workId="352" prob="0.0" distanceRate="0.0" />
<Info workId="317" prob="1.000000" distanceRate="1.000000" />
</Tension>
<Tension id="5">
<Info workId="335" prob="1.000000" distanceRate="1.000000" />
<Info workId="322" prob="1.000000" distanceRate="1.000000" />
<Info workId="101" prob="0.000000" distanceRate="0.000000" />
<Info workId="102" prob="0.000000" distanceRate="0.000000" />
<Info workId="302" prob="0.000000" distanceRate="0.000000" />
<Info workId="303" prob="0.000000" distanceRate="0.000000" />
<Info workId="304" prob="0.000000" distanceRate="0.000000" />
<Info workId="305" prob="0.000000" distanceRate="0.000000" />
<Info workId="301" prob="0.000000" distanceRate="0.000000" />
<Info workId="315" prob="0.000000" distanceRate="0.000000" />
<Info workId="319" prob="0.000000" distanceRate="0.000000" />
<Info workId="323" prob="0.000000" distanceRate="0.000000" />
<Info workId="324" prob="0.000000" distanceRate="0.000000" />
<Info workId="316" prob="0.000000" distanceRate="0.000000" />
<Info workId="325" prob="0.000000" distanceRate="0.000000" />
<Info workId="326" prob="0.000000" distanceRate="0.000000" />
<Info workId="327" prob="0.000000" distanceRate="0.000000" />
<Info workId="328" prob="0.000000" distanceRate="0.000000" />
<Info workId="329" prob="0.000000" distanceRate="0.000000" />
<Info workId="330" prob="0.000000" distanceRate="0.000000" />
<Info workId="334" prob="0.000000" distanceRate="0.000000" />
<Info workId="336" prob="0.000000" distanceRate="0.000000" />
<Info workId="337" prob="0.000000" distanceRate="0.000000" />
<Info workId="338" prob="0.000000" distanceRate="0.000000" />
<Info workId="318" prob="0.000000" distanceRate="0.000000" />
<Info workId="348" prob="0.000000" distanceRate="0.000000" />
<Info workId="339" prob="0.000000" distanceRate="0.000000" />
<Info workId="340" prob="0.000000" distanceRate="0.000000" />
<Info workId="341" prob="0.000000" distanceRate="0.000000" />
<Info workId="342" prob="0.000000" distanceRate="0.000000" />
<Info workId="343" prob="0.000000" distanceRate="0.000000" />
<Info workId="344" prob="0.000000" distanceRate="0.000000" />
<Info workId="345" prob="0.000000" distanceRate="0.000000" />
<Info workId="346" prob="0.000000" distanceRate="0.000000" />
<Info workId="347" prob="0.000000" distanceRate="0.000000" />
<Info workId="349" prob="0.000000" distanceRate="0.000000" />
<Info workId="350" prob="0.000000" distanceRate="0.000000" />
<Info workId="351" prob="0.0" distanceRate="0.0" />
<Info workId="352" prob="0.0" distanceRate="0.0" />
<Info workId="317" prob="0.000000" distanceRate="0.000000" />
</Tension>
<Tension id="6">
<Info workId="336" prob="1.000000" distanceRate="1.000000" />
<Info workId="323" prob="1.000000" distanceRate="1.000000" />
<Info workId="101" prob="0.000000" distanceRate="0.000000" />
<Info workId="102" prob="0.000000" distanceRate="0.000000" />
<Info workId="301" prob="0.000000" distanceRate="0.000000" />
<Info workId="303" prob="0.000000" distanceRate="0.000000" />
<Info workId="304" prob="0.000000" distanceRate="0.000000" />
<Info workId="305" prob="0.000000" distanceRate="0.000000" />
<Info workId="302" prob="0.000000" distanceRate="0.000000" />
<Info workId="315" prob="0.000000" distanceRate="0.000000" />
<Info workId="319" prob="0.000000" distanceRate="0.000000" />
<Info workId="322" prob="0.000000" distanceRate="0.000000" />
<Info workId="324" prob="0.000000" distanceRate="0.000000" />
<Info workId="325" prob="0.000000" distanceRate="0.000000" />
<Info workId="326" prob="0.000000" distanceRate="0.000000" />
<Info workId="327" prob="0.000000" distanceRate="0.000000" />
<Info workId="328" prob="0.000000" distanceRate="0.000000" />
<Info workId="316" prob="0.000000" distanceRate="0.000000" />
<Info workId="329" prob="0.000000" distanceRate="0.000000" />
<Info workId="330" prob="0.000000" distanceRate="0.000000" />
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<Info workId="335" prob="0.000000" distanceRate="0.000000" />
<Info workId="337" prob="0.000000" distanceRate="0.000000" />
<Info workId="338" prob="0.000000" distanceRate="0.000000" />
<Info workId="318" prob="0.000000" distanceRate="0.000000" />
<Info workId="348" prob="0.000000" distanceRate="0.000000" />
<Info workId="339" prob="0.000000" distanceRate="0.000000" />
<Info workId="340" prob="0.000000" distanceRate="0.000000" />
<Info workId="341" prob="0.000000" distanceRate="0.000000" />
<Info workId="342" prob="0.000000" distanceRate="0.000000" />
<Info workId="343" prob="0.000000" distanceRate="0.000000" />
<Info workId="344" prob="0.000000" distanceRate="0.000000" />
<Info workId="345" prob="0.000000" distanceRate="0.000000" />
<Info workId="346" prob="0.000000" distanceRate="0.000000" />
<Info workId="347" prob="0.000000" distanceRate="0.000000" />
<Info workId="349" prob="0.000000" distanceRate="0.000000" />
<Info workId="350" prob="0.000000" distanceRate="0.000000" />
<Info workId="351" prob="0.0" distanceRate="0.0" />
<Info workId="352" prob="0.0" distanceRate="0.0" />
<Info workId="317" prob="0.000000" distanceRate="0.000000" />
</Tension>
<Tension id="7">
<Info workId="352" prob="1.0" distanceRate="1.0" />
<Info workId="338" prob="1.000000" distanceRate="1.000000" />
<Info workId="329" prob="0" distanceRate="0" />
<Info workId="315" prob="1.000000" distanceRate="0.800000" />
<Info workId="102" prob="0.200000" distanceRate="0.800000" />
<Info workId="301" prob="0.180000" distanceRate="0.800000" />
<Info workId="304" prob="0.100000" distanceRate="0.800000" />
<Info workId="305" prob="0.000000" distanceRate="0.800000" />
<Info workId="302" prob="0.180000" distanceRate="0.800000" />
<Info workId="303" prob="0.150000" distanceRate="0.800000" />
<Info workId="316" prob="0.000000" distanceRate="0.000000" />
<Info workId="317" prob="0.000000" distanceRate="0.000000" />
<Info workId="318" prob="0.000000" distanceRate="0.000000" />
<Info workId="319" prob="0.000000" distanceRate="0.000000" />
<Info workId="322" prob="0.000000" distanceRate="0.000000" />
<Info workId="323" prob="0.000000" distanceRate="0.000000" />
<Info workId="324" prob="0.000000" distanceRate="0.000000" />
<Info workId="325" prob="0.000000" distanceRate="0.000000" />
<Info workId="326" prob="0.000000" distanceRate="0.000000" />
<Info workId="327" prob="0.000000" distanceRate="0.000000" />
<Info workId="328" prob="0.000000" distanceRate="0.000000" />
<Info workId="330" prob="0.000000" distanceRate="0.000000" />
<Info workId="101" prob="0.200000" distanceRate="0.800000" />
<Info workId="335" prob="0.000000" distanceRate="0.000000" />
<Info workId="336" prob="0.000000" distanceRate="0.000000" />
<Info workId="337" prob="0.000000" distanceRate="0.000000" />
<Info workId="348" prob="0.800000" distanceRate="0.800000" />
<Info workId="339" prob="0.000000" distanceRate="0.000000" />
<Info workId="340" prob="0.000000" distanceRate="0.000000" />
<Info workId="341" prob="0.400000" distanceRate="0.800000" />
<Info workId="342" prob="0.000000" distanceRate="0.000000" />
<Info workId="343" prob="0.000000" distanceRate="0.000000" />
<Info workId="344" prob="0.000000" distanceRate="0.000000" />
<Info workId="345" prob="0.400000" distanceRate="0.800000" />
<Info workId="346" prob="0.000000" distanceRate="0.000000" />
<Info workId="347" prob="0.000000" distanceRate="0.000000" />
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<Info workId="351" prob="0.0" distanceRate="0.0" />
<Info workId="334" prob="0.300000" distanceRate="0.800000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="101" desc="" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="10" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="normal" formationId="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="101" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="101" />
</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="100" timeout="1000" />
<PatternList id="1">
<Pattern default="true">
<AngerMode>
<Tension attackTension="2" cooperationTension="1" shorttermTargetTension="1" />
<Incline attackProb="1.000000" cooperationProb="0.000000" shorttermTargetProb="1.000000" 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="1.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000" />
</NormalMode>
</Pattern>
</PatternList>
<PatternList id="2">
<Pattern default="true">
<AngerMode>
<Tension attackTension="6" 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="6" 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>
<PatternList id="3">
<Pattern default="true">
<AngerMode>
<Tension attackTension="4" 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="4" 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>
<PatternList id="4">
<Pattern default="true">
<AngerMode>
<Tension attackTension="5" 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="5" 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>
<PatternList id="5">
<Pattern default="true">
<AngerMode>
<Tension attackTension="7" 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="7" 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">
<Info stWorkId="1" prob="0.000000" />
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="준비 동작 후 전방으로 레이저 공격 후 광역 공격" preProcess="PcTargetByDirection(1, 360, 150, 500, 1) AND GetCombatTime()&gt; 30000" immediateAttackId="305" coolTime="45000" msgImmediately="false" msg="0" msgProb="0.000000" />
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="" />
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
<EventList />
</Ai>
<Ai id="3" name="어보미네이션트윈_1번전투구간용">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false" enable="true" hpResetWhenCombatEnd="false">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="101" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="101" showAggroChangeMotionAfterDistantTargetAttack="false" />
<Attack>
<WorkList>
<Work id="205" desc="[어둠의 동굴 전용] 무조건 어보미네이션인펙션에게 이동하여 이상상태 적용" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetCombatTime() &gt; 10000 AND NpcTargetByAbnormal(1, 360, 0, 3500, 28902)" distanceType="3" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="206" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1303" angerBehaviorId="1303" />
<Work id="206" desc="[어둠의 동굴 전용] 자신에게 사망 이상상태 적용" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="true" msg="811007" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1302" angerBehaviorId="1302" />
<Work id="209" desc="스폰되고 잠시 동안 준비 동작" normalBehaviorType="social" offFlockOnNormalMode="false" angerBehaviorType="social" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3" angerBehaviorId="3" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="205" prob="1.000000" distanceRate="1.000000" />
<Info workId="206" prob="0.000000" distanceRate="0.000000" />
<Info workId="209" prob="0.000000" distanceRate="0.000000" />
</Tension>
<Tension id="2">
<Info workId="205" prob="1.000000" distanceRate="0.800000" />
<Info workId="206" prob="0.000000" distanceRate="0.000000" />
<Info workId="209" prob="0.000000" distanceRate="0.000000" />
</Tension>
<Tension id="3">
<Info workId="205" prob="1.000000" distanceRate="1.000000" />
<Info workId="206" prob="0.000000" distanceRate="0.000000" />
<Info workId="209" prob="0.000000" distanceRate="0.000000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="New Work" normalBehaviorType="social" offFlockOnNormalMode="false" angerBehaviorType="social" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="0" isDirectionRevision="false" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" sendOrderId="0" sendOrderRange="" sendOrderMaxCount="0" sendOrderRefTarget="0" orderType="normal" formationId="0" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="2" angerBehaviorId="2" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="205" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="205" />
</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="100" timeout="1000" />
<PatternList id="1">
<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>
<PatternList id="2">
<Pattern default="true">
<AngerMode>
<Tension attackTension="2" 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="2" 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">
<Info stWorkId="1" prob="0.000000" />
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="1" preProcess="PcTargetByAggro()" immediateAttackId="205" coolTime="0" msgImmediately="false" msg="0" msgProb="0.000000" />
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="" />
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="4" name="어보미네이션퓨전_2번전투구간용">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false">
<Attack>
<WorkList>
<Work id="101" desc="어보미네이션퓨전_기본공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="102" desc="어보미네이션퓨전_스턴공격" normalBehaviorId="1102" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1102" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="103" desc="어보이네이션퓨전_기본공격2" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1103" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="104" desc="어보미네이션퓨전_공중디버프공격" normalBehaviorId="1104" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1104" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="105" desc="어보미네이션퓨전_공중다이빙공격" normalBehaviorId="1105" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1105" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="106" desc="어보미네이션퓨전_돌진공격" normalBehaviorId="1106" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1106" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="203" desc="어보미네이션퓨전_좌걸음" normalBehaviorId="1203" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1203" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(5)&lt;2" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="204" desc="어보미네이션퓨전_우걸음" normalBehaviorId="1204" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1204" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(5)&lt;2" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="205" desc="연출용" normalBehaviorType="social" offFlockOnNormalMode="false" angerBehaviorType="social" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3" angerBehaviorId="3" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="0.200000" distanceRate="0.800000" />
<Info workId="102" prob="0.200000" distanceRate="0.800000" />
<Info workId="103" prob="0.200000" distanceRate="0.800000" />
<Info workId="104" prob="0.200000" distanceRate="0.800000" />
<Info workId="105" prob="0.100000" distanceRate="0.800000" />
<Info workId="106" prob="0.100000" distanceRate="0.800000" />
<Info workId="203" prob="0.000000" distanceRate="0.000000" />
<Info workId="204" prob="0.000000" distanceRate="0.000000" />
<Info workId="205" prob="0.000000" distanceRate="0.000000" />
</Tension>
<Tension id="2">
<Info workId="101" prob="0.200000" distanceRate="0.800000" />
<Info workId="102" prob="0.200000" distanceRate="0.800000" />
<Info workId="103" prob="0.200000" distanceRate="0.800000" />
<Info workId="104" prob="0.200000" distanceRate="0.800000" />
<Info workId="105" prob="0.100000" distanceRate="0.800000" />
<Info workId="106" prob="0.100000" distanceRate="0.800000" />
<Info workId="203" prob="0.000000" distanceRate="0.000000" />
<Info workId="204" prob="0.000000" distanceRate="0.000000" />
<Info workId="205" prob="0.000000" distanceRate="0.000000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="101" desc="" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="10" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="normal" formationId="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="101" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="101" />
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000" />
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0" />
<Move targetDistance="100" timeout="1000" />
<PatternList id="1">
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1" />
<Incline attackProb="0.500000" 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="0.500000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000" />
</NormalMode>
</Pattern>
</PatternList>
<PatternList id="2">
<Pattern default="true">
<AngerMode>
<Tension attackTension="2" 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="2" 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">
<Info stWorkId="1" prob="0.000000" />
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="101" />
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="" />
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="5" name="썩은어보미네이션">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false">
<Attack>
<WorkList>
<Work id="101" desc="썩은어보미네이션_기본공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="102" desc="썩은어보미네이션_기본공격2" normalBehaviorId="1102" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1102" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="103" desc="썩은어보미네이션_앞구르기" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1103" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="203" desc="썩은어보미네이션_좌걸음" normalBehaviorId="1203" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1203" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(5)&lt;2" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="204" desc="썩은어보미네이션_우걸음" normalBehaviorId="1204" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1204" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(5)&lt;2" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="0.200000" distanceRate="0.800000" />
<Info workId="102" prob="0.300000" distanceRate="0.800000" />
<Info workId="103" prob="0.500000" distanceRate="0.800000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="101" desc="" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="10" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="normal" formationId="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="101" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="101" />
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000" />
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0" />
<Move targetDistance="100" timeout="1000" />
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1" />
<Incline attackProb="0.500000" 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="0.500000" 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="101" />
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="" />
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="6" name="썩은어보미네이션_1번전투구간용">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false" enable="true" hpResetWhenCombatEnd="false">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="false" />
<Attack>
<WorkList>
<Work id="1" desc="[어둠의 동굴 전용] Wait" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="5000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3" angerBehaviorId="3" />
<Work id="2" desc="[어둠의 동굴 전용] 인펙션에게 흡수되는 구르기 공격" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="true" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1301" angerBehaviorId="1301" />
<Work id="3" desc="[어둠의 동굴 전용] 소환과 동시에 맵 한 가운데로 이동" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 10000" distanceType="3" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="2" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1" angerBehaviorId="1" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="3" prob="1.000000" distanceRate="1.000000" />
<Info workId="2" prob="0.000000" distanceRate="0.800000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="101" desc="" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="10" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="normal" formationId="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="2" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="2" />
</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="100" timeout="1000" />
<PatternList id="1">
<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="" />
</CombatState>
<EventList />
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="7" name="썩은어보미네이션_1번전투_시작">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false">
<Attack>
<WorkList>
<Work id="1" desc="[어둠의 동굴 전용] Wait" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="5000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1302" angerBehaviorId="1302" />
<Work id="2" desc="[어둠의 동굴 전용] 인펙션에게 흡수되는 구르기 공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="4" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1301" angerBehaviorId="1301" />
<Work id="3" desc="[어둠의 동굴 전용] 맵 중앙으로 이동하는 activeMove" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="12000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="2" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1" angerBehaviorId="1" />
<Work id="4" desc="[어둠의 동굴 전용] 구르기 공격 후 자살" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1" angerBehaviorId="1" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="3" prob="1.000000" distanceRate="0.800000" />
<Info workId="2" prob="1.000000" distanceRate="0.800000" />
<Info workId="4" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="101" desc="" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="10" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="normal" formationId="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="2" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="2" />
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000" />
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0" />
<Move targetDistance="100" timeout="1000" />
<PatternList id="1">
<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="" />
</CombatState>
<EventList />
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="8" name="썩은어보미네이션">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false">
<Attack>
<WorkList>
<Work id="1" desc="[어둠의 동굴 전용] Wait" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="5000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1302" angerBehaviorId="1302" />
<Work id="2" desc="[어둠의 동굴 전용] 인펙션에게 흡수되는 구르기 공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="4" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1301" angerBehaviorId="1301" />
<Work id="3" desc="[어둠의 동굴 전용] 맵 중앙으로 이동하는 activeMove" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="12000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="2" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1" angerBehaviorId="1" />
<Work id="4" desc="[어둠의 동굴 전용] 구르기 공격 후 자살" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="2" angerBehaviorId="2" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="3" prob="1.000000" distanceRate="0.800000" />
<Info workId="2" prob="1.000000" distanceRate="0.800000" />
<Info workId="4" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="101" desc="" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="10" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="normal" formationId="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="2" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="2" />
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000" />
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0" />
<Move targetDistance="100" timeout="1000" />
<PatternList id="1">
<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="" />
</CombatState>
<EventList />
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="9" name="썩은어보미네이션_2번 전투 구간용">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false">
<Attack>
<WorkList>
<Work id="101" desc="썩은어보미네이션_기본공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="102" desc="썩은어보미네이션_기본공격2" normalBehaviorId="1102" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1102" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="103" desc="썩은어보미네이션_앞구르기" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1103" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="203" desc="썩은어보미네이션_좌걸음" normalBehaviorId="1203" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1203" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(5)&lt;2" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="204" desc="썩은어보미네이션_우걸음" normalBehaviorId="1204" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1204" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(5)&lt;2" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="0.200000" distanceRate="0.800000" />
<Info workId="102" prob="0.300000" distanceRate="0.800000" />
<Info workId="103" prob="0.500000" distanceRate="0.800000" />
<Info workId="203" prob="0.000000" distanceRate="0.000000" />
<Info workId="204" prob="0.000000" distanceRate="0.000000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="101" desc="" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="10" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="normal" formationId="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="101" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="101" />
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000" />
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0" />
<Move targetDistance="100" timeout="1000" />
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1" />
<Incline attackProb="0.500000" 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="0.500000" 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="101" />
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="" />
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="10" name="썩은어보미네이션_2번 전투 구간용">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false">
<Attack>
<WorkList>
<Work id="101" desc="썩은어보미네이션_기본공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="102" desc="썩은어보미네이션_기본공격2" normalBehaviorId="1102" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1102" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="103" desc="썩은어보미네이션_앞구르기" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1103" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="203" desc="썩은어보미네이션_좌걸음" normalBehaviorId="1203" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1203" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(5)&lt;2" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="204" desc="썩은어보미네이션_우걸음" normalBehaviorId="1204" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1204" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(5)&lt;2" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="0.200000" distanceRate="0.800000" />
<Info workId="102" prob="0.300000" distanceRate="0.800000" />
<Info workId="103" prob="0.500000" distanceRate="0.800000" />
<Info workId="203" prob="0.000000" distanceRate="0.000000" />
<Info workId="204" prob="0.000000" distanceRate="0.000000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="101" desc="" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="10" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="normal" formationId="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="101" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="101" />
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000" />
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0" />
<Move targetDistance="100" timeout="1000" />
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1" />
<Incline attackProb="0.500000" 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="0.500000" 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="101" />
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="" />
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="11" name="썩은어보미네이션">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false">
<Attack>
<WorkList>
<Work id="1" desc="[어둠의 동굴 전용] Wait" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="5000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1302" angerBehaviorId="1302" />
<Work id="2" desc="[어둠의 동굴 전용] 인펙션에게 흡수되는 구르기 공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="4" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1301" angerBehaviorId="1301" />
<Work id="3" desc="[어둠의 동굴 전용] 맵 중앙으로 이동하는 activeMove" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="12000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="2" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1" angerBehaviorId="1" />
<Work id="4" desc="[어둠의 동굴 전용] 구르기 공격 후 자살" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="5" angerBehaviorId="5" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="3" prob="1.000000" distanceRate="0.800000" />
<Info workId="2" prob="1.000000" distanceRate="0.800000" />
<Info workId="4" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="101" desc="" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="10" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="normal" formationId="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="2" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="2" />
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000" />
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0" />
<Move targetDistance="100" timeout="1000" />
<PatternList id="1">
<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="" />
</CombatState>
<EventList />
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="12" name="썩은어보미네이션">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false">
<Attack>
<WorkList>
<Work id="1" desc="[어둠의 동굴 전용] Wait" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="5000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1302" angerBehaviorId="1302" />
<Work id="2" desc="[어둠의 동굴 전용] 인펙션에게 흡수되는 구르기 공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="4" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1301" angerBehaviorId="1301" />
<Work id="3" desc="[어둠의 동굴 전용] 맵 중앙으로 이동하는 activeMove" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="12000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="2" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1" angerBehaviorId="1" />
<Work id="4" desc="[어둠의 동굴 전용] 구르기 공격 후 자살" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="6" angerBehaviorId="6" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="3" prob="1.000000" distanceRate="0.800000" />
<Info workId="2" prob="1.000000" distanceRate="0.800000" />
<Info workId="4" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="101" desc="" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="10" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="normal" formationId="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="2" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="2" />
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000" />
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0" />
<Move targetDistance="100" timeout="1000" />
<PatternList id="1">
<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="" />
</CombatState>
<EventList />
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="13" name="썩은어보미네이션">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false">
<Attack>
<WorkList>
<Work id="1" desc="[어둠의 동굴 전용] Wait" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="5000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1302" angerBehaviorId="1302" />
<Work id="2" desc="[어둠의 동굴 전용] 인펙션에게 흡수되는 구르기 공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="4" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1301" angerBehaviorId="1301" />
<Work id="3" desc="[어둠의 동굴 전용] 맵 중앙으로 이동하는 activeMove" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="12000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="2" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1" angerBehaviorId="1" />
<Work id="4" desc="[어둠의 동굴 전용] 구르기 공격 후 자살" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="7" angerBehaviorId="7" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="3" prob="1.000000" distanceRate="0.800000" />
<Info workId="2" prob="1.000000" distanceRate="0.800000" />
<Info workId="4" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="101" desc="" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="10" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="normal" formationId="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="2" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="2" />
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000" />
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0" />
<Move targetDistance="100" timeout="1000" />
<PatternList id="1">
<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="" />
</CombatState>
<EventList />
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="14" name="썩은어보미네이션">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false">
<Attack>
<WorkList>
<Work id="1" desc="[어둠의 동굴 전용] Wait" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="5000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1302" angerBehaviorId="1302" />
<Work id="2" desc="[어둠의 동굴 전용] 인펙션에게 흡수되는 구르기 공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="4" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1301" angerBehaviorId="1301" />
<Work id="3" desc="[어둠의 동굴 전용] 맵 중앙으로 이동하는 activeMove" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="12000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="2" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1" angerBehaviorId="1" />
<Work id="4" desc="[어둠의 동굴 전용] 구르기 공격 후 자살" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="8" angerBehaviorId="8" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="3" prob="1.000000" distanceRate="0.800000" />
<Info workId="2" prob="1.000000" distanceRate="0.800000" />
<Info workId="4" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="101" desc="" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="10" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="normal" formationId="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="2" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="2" />
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000" />
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0" />
<Move targetDistance="100" timeout="1000" />
<PatternList id="1">
<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="" />
</CombatState>
<EventList />
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="15" name="썩은어보미네이션">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false">
<Attack>
<WorkList>
<Work id="1" desc="[어둠의 동굴 전용] Wait" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="5000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1302" angerBehaviorId="1302" />
<Work id="2" desc="[어둠의 동굴 전용] 인펙션에게 흡수되는 구르기 공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="4" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1301" angerBehaviorId="1301" />
<Work id="3" desc="[어둠의 동굴 전용] 맵 중앙으로 이동하는 activeMove" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="12000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="2" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1" angerBehaviorId="1" />
<Work id="4" desc="[어둠의 동굴 전용] 구르기 공격 후 자살" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="9" angerBehaviorId="9" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="3" prob="1.000000" distanceRate="0.800000" />
<Info workId="2" prob="1.000000" distanceRate="0.800000" />
<Info workId="4" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="101" desc="" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="10" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="normal" formationId="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="2" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="2" />
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000" />
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0" />
<Move targetDistance="100" timeout="1000" />
<PatternList id="1">
<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="" />
</CombatState>
<EventList />
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="16" name="썩은어보미네이션_1번전투_종료">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false">
<Attack>
<WorkList>
<Work id="1" desc="[어둠의 동굴 전용] Wait" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="5000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1302" angerBehaviorId="1302" />
<Work id="2" desc="[어둠의 동굴 전용] 인펙션에게 흡수되는 구르기 공격" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="4" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1301" angerBehaviorId="1301" />
<Work id="3" desc="[어둠의 동굴 전용] 맵 중앙으로 이동하는 activeMove" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="12000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="2" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1" angerBehaviorId="1" />
<Work id="4" desc="[어둠의 동굴 전용] 구르기 공격 후 자살" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="10" angerBehaviorId="10" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="3" prob="1.000000" distanceRate="0.800000" />
<Info workId="2" prob="1.000000" distanceRate="0.800000" />
<Info workId="4" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="101" desc="" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="10" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="normal" formationId="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="2" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="2" />
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000" />
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0" />
<Move targetDistance="100" timeout="1000" />
<PatternList id="1">
<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="" />
</CombatState>
<EventList />
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="17" name="입구쪽_어보미네이션트윈_소환용 투명 NPC">
<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="true" hpResetWhenCombatEnd="false">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="false" />
<Attack>
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="false" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="3" desc="[어둠의 동굴 전용] 입구쪽_어보미네이션트윈_다이나믹스폰" normalBehaviorType="dynamicSpawn" offFlockOnNormalMode="true" angerBehaviorType="dynamicSpawn" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="600000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="4" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1" angerBehaviorId="1" />
<Work id="4" desc="[어둠의 동굴 전용] 몬스터 소환 시 시스템 메시지" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="4" angerBehaviorId="4" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="3" prob="0.000000" distanceRate="0.000000" />
<Info workId="4" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="1.000000" distanceRate="1.000000" />
</Tension>
<Tension id="2">
<Info workId="3" prob="1.000000" distanceRate="0.800000" />
<Info workId="4" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</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="" toAnger="false" speedUpRate="0.000000" maxMovingTime="0" recentHitTime="0" recentPcBehaviorTime="0" />
<Idle duration="1000" />
<MonsterFlee hpRate="0.200000" executionRate="0.100000" fleeDistance="1000" shareAggroRange="500" />
<MonsterSummon hpRate="0.000000" executionRate="0.000000" summonNum="0" summonRange="0" summonTemplateId="0" />
<Move targetDistance="100" timeout="5000" />
<PatternList id="1">
<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>
<PatternList id="2">
<Pattern default="true">
<AngerMode>
<Tension attackTension="2" 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="2" 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">
<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" popupMsg="" msgProb="0.000000" msgInterval="0" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.000000" moveRadius="1000" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="18" name="출구쪽_어보미네이션트윈_소환용 투명 NPC">
<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="true" hpResetWhenCombatEnd="false">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="false" />
<Attack>
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="false" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="3" desc="[어둠의 동굴 전용] 입구쪽_어보미네이션트윈_다이나믹스폰" normalBehaviorType="dynamicSpawn" offFlockOnNormalMode="true" angerBehaviorType="dynamicSpawn" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="600000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="4" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1" angerBehaviorId="1" />
<Work id="4" desc="[어둠의 동굴 전용] 몬스터 소환 시 시스템 메시지" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="4" angerBehaviorId="4" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="3" prob="0.000000" distanceRate="0.800000" />
<Info workId="4" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="1.000000" distanceRate="1.000000" />
</Tension>
<Tension id="2">
<Info workId="3" prob="1.000000" distanceRate="0.800000" />
<Info workId="4" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</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="" toAnger="false" speedUpRate="0.000000" maxMovingTime="0" recentHitTime="0" recentPcBehaviorTime="0" />
<Idle duration="1000" />
<MonsterFlee hpRate="0.200000" executionRate="0.100000" fleeDistance="1000" shareAggroRange="500" />
<MonsterSummon hpRate="0.000000" executionRate="0.000000" summonNum="0" summonRange="0" summonTemplateId="0" />
<Move targetDistance="100" timeout="5000" />
<PatternList id="1">
<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>
<PatternList id="2">
<Pattern default="true">
<AngerMode>
<Tension attackTension="2" 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="2" 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">
<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" popupMsg="" msgProb="0.000000" msgInterval="0" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.000000" moveRadius="1000" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="19" name="어보미네이션퓨전">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false">
<Attack>
<WorkList>
<Work id="101" desc="어보미네이션퓨전_기본공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="102" desc="어보미네이션퓨전_스턴공격" normalBehaviorId="1102" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1102" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="103" desc="어보이네이션퓨전_기본공격2" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1103" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="104" desc="어보미네이션퓨전_공중디버프공격" normalBehaviorId="1104" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1104" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="105" desc="어보미네이션퓨전_공중다이빙공격" normalBehaviorId="1105" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1105" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="106" desc="어보미네이션퓨전_돌진공격" normalBehaviorId="1106" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1106" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="203" desc="어보미네이션퓨전_좌걸음" normalBehaviorId="1203" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1203" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(5)&lt;2" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="204" desc="어보미네이션퓨전_우걸음" normalBehaviorId="1204" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1204" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(5)&lt;2" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="205" desc="연출용" normalBehaviorType="social" offFlockOnNormalMode="false" angerBehaviorType="social" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3" angerBehaviorId="3" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="0.000000" distanceRate="0.000000" />
<Info workId="102" prob="0.000000" distanceRate="0.000000" />
<Info workId="103" prob="0.000000" distanceRate="0.000000" />
<Info workId="104" prob="0.000000" distanceRate="0.000000" />
<Info workId="105" prob="0.000000" distanceRate="0.000000" />
<Info workId="106" prob="0.000000" distanceRate="0.000000" />
<Info workId="203" prob="0.000000" distanceRate="0.000000" />
<Info workId="204" prob="0.000000" distanceRate="0.000000" />
<Info workId="205" prob="0.000000" distanceRate="0.000000" />
</Tension>
<Tension id="2">
<Info workId="101" prob="0.200000" distanceRate="0.800000" />
<Info workId="102" prob="0.200000" distanceRate="0.800000" />
<Info workId="103" prob="0.200000" distanceRate="0.800000" />
<Info workId="104" prob="0.200000" distanceRate="0.800000" />
<Info workId="105" prob="0.100000" distanceRate="0.800000" />
<Info workId="106" prob="0.100000" distanceRate="0.800000" />
<Info workId="203" prob="0.000000" distanceRate="0.000000" />
<Info workId="205" prob="0.000000" distanceRate="0.000000" />
<Info workId="204" prob="0.000000" distanceRate="0.000000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="101" desc="" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="10" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="normal" formationId="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="101" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="101" />
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000" />
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0" />
<Move targetDistance="100" timeout="1000" />
<PatternList id="1">
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1" />
<Incline attackProb="0.500000" 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="0.500000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000" />
</NormalMode>
</Pattern>
</PatternList>
<PatternList id="2">
<Pattern default="true">
<AngerMode>
<Tension attackTension="2" 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="2" 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">
<Info stWorkId="1" prob="0.000000" />
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="101" />
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="" />
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="20" name="어보미네이션퓨전">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false">
<Attack>
<WorkList>
<Work id="101" desc="어보미네이션퓨전_기본공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="102" desc="어보미네이션퓨전_스턴공격" normalBehaviorId="1102" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1102" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="103" desc="어보이네이션퓨전_기본공격2" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1103" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="104" desc="어보미네이션퓨전_공중디버프공격" normalBehaviorId="1104" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1104" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="105" desc="어보미네이션퓨전_공중다이빙공격" normalBehaviorId="1105" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1105" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="106" desc="어보미네이션퓨전_돌진공격" normalBehaviorId="1106" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1106" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="203" desc="어보미네이션퓨전_좌걸음" normalBehaviorId="1203" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1203" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(5)&lt;2" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
<Work id="204" desc="어보미네이션퓨전_우걸음" normalBehaviorId="1204" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1204" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(5)&lt;2" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="0.200000" distanceRate="0.800000" />
<Info workId="102" prob="0.200000" distanceRate="0.800000" />
<Info workId="103" prob="0.200000" distanceRate="0.800000" />
<Info workId="104" prob="0.200000" distanceRate="0.800000" />
<Info workId="105" prob="0.100000" distanceRate="0.800000" />
<Info workId="106" prob="0.100000" distanceRate="0.800000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="101" desc="" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="10" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="normal" formationId="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="101" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="101" />
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000" />
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0" />
<Move targetDistance="100" timeout="1000" />
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1" />
<Incline attackProb="0.500000" 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="0.500000" 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="101" />
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="" />
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100">
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="21" name="입구쪽_썩은어보미네이션_소환용 투명 NPC">
<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="true" hpResetWhenCombatEnd="false">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="false" />
<Attack>
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="false" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="3" desc="[어둠의 동굴 전용] 인펙션 HP 90%_입구쪽_어보미네이션트윈_다이나믹스폰" normalBehaviorType="dynamicSpawn" offFlockOnNormalMode="false" angerBehaviorType="dynamicSpawn" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 5000" distanceType="1" distanceRate="0.800000" coolTime="300000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="6" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3" angerBehaviorId="3" />
<Work id="4" desc="[어둠의 동굴 전용] 인펙션 HP 60%_입구쪽_어보미네이션트윈_다이나믹스폰" normalBehaviorType="dynamicSpawn" offFlockOnNormalMode="false" angerBehaviorType="dynamicSpawn" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 5000" distanceType="1" distanceRate="0.800000" coolTime="300000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="6" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3" angerBehaviorId="3" />
<Work id="5" desc="[어둠의 동굴 전용] 인펙션 HP 30%_입구쪽_어보미네이션트윈_다이나믹스폰" normalBehaviorType="dynamicSpawn" offFlockOnNormalMode="true" angerBehaviorType="dynamicSpawn" offFlockOnAngerMode="true" preProcess="GetCombatTime() &gt; 5000" distanceType="1" distanceRate="0.800000" coolTime="300000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="6" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3" angerBehaviorId="3" />
<Work id="6" desc="[어둠의 동굴 전용] 넥스트 어택 1_어보미네이션트윈_다이나믹스폰" normalBehaviorType="dynamicSpawn" offFlockOnNormalMode="false" angerBehaviorType="dynamicSpawn" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="7" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3" angerBehaviorId="3" />
<Work id="7" desc="[어둠의 동굴 전용] 넥스트 어택 2_어보미네이션트윈_다이나믹스폰" normalBehaviorType="dynamicSpawn" offFlockOnNormalMode="false" angerBehaviorType="dynamicSpawn" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="3" angerBehaviorId="3" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="3" prob="0.000000" distanceRate="0.800000" />
<Info workId="4" prob="0.000000" distanceRate="0.000000" />
<Info workId="5" prob="0.000000" distanceRate="0.000000" />
<Info workId="6" prob="0.000000" distanceRate="0.000000" />
<Info workId="7" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="1.000000" distanceRate="1.000000" />
</Tension>
<Tension id="2">
<Info workId="3" prob="1.000000" distanceRate="0.800000" />
<Info workId="4" prob="0.000000" distanceRate="0.000000" />
<Info workId="5" prob="0.000000" distanceRate="0.000000" />
<Info workId="6" prob="0.000000" distanceRate="0.000000" />
<Info workId="7" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</Tension>
<Tension id="3">
<Info workId="4" prob="1.000000" distanceRate="0.800000" />
<Info workId="3" prob="0.000000" distanceRate="0.000000" />
<Info workId="5" prob="0.000000" distanceRate="0.000000" />
<Info workId="6" prob="0.000000" distanceRate="0.000000" />
<Info workId="7" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</Tension>
<Tension id="4">
<Info workId="5" prob="1.000000" distanceRate="0.800000" />
<Info workId="3" prob="0.000000" distanceRate="0.000000" />
<Info workId="4" prob="0.000000" distanceRate="0.000000" />
<Info workId="6" prob="0.000000" distanceRate="0.000000" />
<Info workId="7" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</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="0" toAnger="false" speedUpRate="0.000000" maxMovingTime="0" recentHitTime="0" recentPcBehaviorTime="0" />
<Idle duration="1000" />
<MonsterFlee hpRate="0.200000" executionRate="0.100000" fleeDistance="1000" shareAggroRange="500" />
<MonsterSummon hpRate="0.000000" executionRate="0.000000" summonNum="0" summonRange="0" summonTemplateId="0" />
<Move targetDistance="100" timeout="5000" />
<PatternList id="1">
<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>
<PatternList id="2">
<Pattern default="true">
<AngerMode>
<Tension attackTension="2" 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="2" 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>
<PatternList id="3">
<Pattern default="true">
<AngerMode>
<Tension attackTension="3" 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="3" 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>
<PatternList id="4">
<Pattern default="true">
<AngerMode>
<Tension attackTension="4" 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="4" 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">
<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" popupMsg="" msgProb="0.000000" msgInterval="0" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.000000" moveRadius="1000" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="22" name="출구쪽_썩은어보미네이션_소환용 투명 NPC">
<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="true" hpResetWhenCombatEnd="false">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="false" />
<Attack>
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="false" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000" />
</Tension>
<Tension id="2">
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</Tension>
<Tension id="3">
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</Tension>
<Tension id="4">
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</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="0" toAnger="false" speedUpRate="0.000000" maxMovingTime="0" recentHitTime="0" recentPcBehaviorTime="0" />
<Idle duration="1000" />
<MonsterFlee hpRate="0.200000" executionRate="0.100000" fleeDistance="1000" shareAggroRange="500" />
<MonsterSummon hpRate="0.000000" executionRate="0.000000" summonNum="0" summonRange="0" summonTemplateId="0" />
<Move targetDistance="100" timeout="5000" />
<PatternList id="1">
<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>
<PatternList id="2">
<Pattern default="true">
<AngerMode>
<Tension attackTension="2" 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="2" 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>
<PatternList id="3">
<Pattern default="true">
<AngerMode>
<Tension attackTension="3" 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="3" 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>
<PatternList id="4">
<Pattern default="true">
<AngerMode>
<Tension attackTension="4" 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="4" 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">
<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" popupMsg="" msgProb="0.000000" msgInterval="0" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.000000" moveRadius="1000" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="23" name="2번 전투 구간 우측 스폰용 투명 NPC">
<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="true" hpResetWhenCombatEnd="false">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="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="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="2" desc="[어둠의 동굴 전용] 자신의 위치에 걸어다니는 시체 소환" normalBehaviorType="dynamicSpawn" offFlockOnNormalMode="false" angerBehaviorType="dynamicSpawn" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="40000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="5" angerBehaviorId="5" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="2" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="1.000000" distanceRate="1.000000" />
</Tension>
<Tension id="2">
<Info workId="2" prob="1.000000" distanceRate="0.000000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</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="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" orderType="normal" formationId="0" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="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>
<CounterFlee workId="1" 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 id="1">
<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>
<PatternList id="2">
<Pattern default="true">
<AngerMode>
<Tension attackTension="2" 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="2" 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">
<Info stWorkId="1" prob="0.000000" />
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="1" coolTime="0" msgImmediately="false" msg="0" msgProb="0.000000" />
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="1" />
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="150" followNearUser="false" popupMsg="" msgProb="0.000000" msgInterval="0" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.000000" moveRadius="1000" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="24" name="3번 전투 구간 촉수 소환용 투명 NPC">
<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="true" hpResetWhenCombatEnd="false">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="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="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="2" desc="[어둠의 동굴 전용] 촉수 소환을 위한 스턴 이상상태" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAbnormal(1, 360, 1, 3500, 6406) == 0 AND PcTargetByAbnormal(1, 360, 1, 3500, 28805) == 0" distanceType="1" distanceRate="0.800000" coolTime="60000" isDirectionRevision="false" referenceNextAttackPreprocess="true" nextAttackProb="1.0" nextAttackId="3" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="811002" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1308" angerBehaviorId="1308" />
<Work id="3" desc="어둠의 동굴 전용_촉수 소환" normalBehaviorType="dynamicSpawn" offFlockOnNormalMode="false" angerBehaviorType="dynamicSpawn" offFlockOnAngerMode="false" preProcess="PcTargetByAbnormal(1, 360, 1, 3500, 28805)" distanceType="1" distanceRate="0.800000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="7" angerBehaviorId="7" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="2" prob="0.000000" distanceRate="0.000000" />
<Info workId="3" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="1.000000" distanceRate="1.000000" />
</Tension>
<Tension id="2">
<Info workId="2" prob="1.000000" distanceRate="1.000000" />
<Info workId="3" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</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="0" 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 id="1">
<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>
<PatternList id="2">
<Pattern default="true">
<AngerMode>
<Tension attackTension="2" 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="2" 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">
<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" popupMsg="" msgProb="0.000000" msgInterval="0" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.000000" moveRadius="1000" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="25" name="2번 전투 구간_입구쪽 스폰용 투명 NPC">
<CautionState alertRadius="250" rotateTime="10" probAvoid="0.000000" avoidSkill="" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" enable="false" hpResetWhenCombatEnd="false" />
<CombatState watchRotateTime="10" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="true" hpResetWhenCombatEnd="false">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="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="[어둠의 동굴 전용] 30초 마다 어보미네이션트윈 소환" normalBehaviorId="6" normalBehaviorType="dynamicSpawn" offFlockOnNormalMode="false" angerBehaviorId="6" angerBehaviorType="dynamicSpawn" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="6000000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="2" prob="1.000000" distanceRate="1.000000" />
<Info workId="1" 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="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" orderType="normal" formationId="0" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="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" />
</ReceiveOrderList>
</Cooperation>
<CounterFlee workId="1" 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 id="1">
<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">
<Info stWorkId="1" prob="0.000000" />
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="1" coolTime="0" msgImmediately="false" msg="0" msgProb="0.000000" />
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="1" />
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="150" followNearUser="false" popupMsg="" msgProb="0.000000" msgInterval="0" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.000000" moveRadius="1000" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="26" name="2번 전투 구간_입구쪽 스폰용 어보미네이션트윈">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000">
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false" enable="true" hpResetWhenCombatEnd="false">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="false" />
<Attack>
<WorkList>
<Work id="101" desc="어보미네이션트윈_기본공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="102" desc="어보미네이션트윈_돌진공격1" normalBehaviorId="1102" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorId="1102" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="103" desc="어보미네이션트윈_돌진공격2" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorId="1103" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="104" desc="어보미네이션트윈_회전공격" normalBehaviorId="1104" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorId="1104" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAreaRandom(1, 360, 1, 500)" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="105" desc="어보미네이션트윈_원거리누킹" normalBehaviorId="1105" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorId="1105" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAreaRandom(1, 360, 1, 500)" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="203" desc="어보미네이션트윈_좌걸음" normalBehaviorId="1203" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorId="1203" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetDamagedCount(5)&lt;2" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="204" desc="어보미네이션트윈_우걸음" normalBehaviorId="1204" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1204" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(5)&lt;2" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="0.200000" distanceRate="0.800000" />
<Info workId="102" prob="0.200000" distanceRate="0.800000" />
<Info workId="103" prob="0.200000" distanceRate="0.800000" />
<Info workId="104" prob="0.200000" distanceRate="0.800000" />
<Info workId="105" prob="0.200000" distanceRate="0.800000" />
<Info workId="203" prob="0.000000" distanceRate="0.000000" />
<Info workId="204" prob="0.000000" distanceRate="0.000000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="101" desc="" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="10" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="normal" formationId="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="101" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="101" />
</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="100" timeout="1000" />
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1" />
<Incline attackProb="0.500000" 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="0.500000" 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="101" />
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="" />
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.000000" moveRadius="200" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="27" name="2번 전투 구간_길목 양쪽에서 스폰되는 걸어다니는 시체">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.000000" enable="true" hpResetWhenCombatEnd="false" />
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false" enable="true">
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="false" />
<Attack>
<WorkList>
<Work id="103" desc="걸어다니는시체_자기주변200uu진액폭발_DeathWait_노멀/분노공용" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1103" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="PcTargetByAreaRandom(1, 360, 1, 2000)" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="0" msgImmediately="false" msg="0" msgProb="0.000000" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="104" desc="wait자세" normalBehaviorId="1201" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorId="1201" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="103" prob="1.000000" distanceRate="0.800000" />
<Info workId="104" prob="0.300000" distanceRate="0.800000" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000" />
<Cooperation concurrentAttackDuration="5000" 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="0" timeout="1000" />
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1" />
<Incline attackProb="0.500000" 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="0.500000" 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="" />
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="0" maxLeaderDistance="0" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="0" moveMaxDistance="0" probSocial="0.000000" moveRadius="1" probMove="0.000000">
<Social motionId="3" />
</RandomMove>
</PeaceState>
</Ai>
<Ai id="28" name="Dark_Knight(창기사)">
<CautionState alertRadius="250" rotateTime="1" probAvoid="0.000000" avoidSkill="" alertAngle="360" rotateAngle="500" checkInterval="5000" probActiveMove="0.200000">
<ActiveMove id="0" />
<ActiveMove id="0" />
</CautionState>
<CombatState watchRotateTime="1" watchRotateAngle="500" playSocialWhenFirstAggro="true" enable="true" hpResetWhenCombatEnd="false">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="false" />
<Attack>
<WorkList>
<Work id="101" desc="1콤보_combo1" 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="" />
<Work id="103" desc="방패방어_Defence" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2103" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" />
<Work id="104" desc="강력한돌진_screwThrough" normalBehaviorId="1104" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2104" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" />
<Work id="105" desc="방패치기_ShieldStrike" normalBehaviorId="1105" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2105" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" />
<Work id="106" desc="반격찌르기_Riposte" normalBehaviorId="1106" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2106" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" />
<Work id="107" desc="2콤보_combo2_노말" normalBehaviorId="1110" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2110" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" />
<Work id="108" desc="3콤보_combo3_노말" normalBehaviorId="1111" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2111" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" />
<Work id="201" desc="헉헉 모션 50" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetHpRatio() &lt; 0.5 AND GetHpRatio() &gt; 0.2" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" />
<Work id="202" desc="헉헉 모션 20" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetHpRatio() &lt; 0.2" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" />
<Work id="204" desc="어그로 체인지" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" />
<Work id="207" desc="사이드워크(좌)_1" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.500000" nextAttackId="327" />
<Work id="208" desc="사이드워크(우)_1" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.500000" nextAttackId="328" />
<Work id="327" desc="사이드워크(좌)_2" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" />
<Work id="328" desc="사이드워크(우)_2" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" />
<Work id="999" desc="무조건 나가는 공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="201" prob="0.000000" distanceRate="0.800000" />
<Info workId="202" prob="0.000000" distanceRate="0.800000" />
<Info workId="207" prob="0.000000" distanceRate="0.800000" />
<Info workId="208" prob="0.000000" distanceRate="0.800000" />
<Info workId="204" prob="0.000000" distanceRate="0.800000" />
<Info workId="101" prob="0.200000" distanceRate="0.800000" />
<Info workId="103" prob="0.200000" distanceRate="0.800000" />
<Info workId="104" prob="0.200000" distanceRate="0.800000" />
<Info workId="105" prob="0.200000" distanceRate="0.800000" />
<Info workId="106" prob="0.200000" distanceRate="0.800000" />
<Info workId="107" prob="0.200000" distanceRate="0.800000" />
<Info workId="108" prob="0.200000" distanceRate="0.800000" />
<Info workId="327" prob="0.000000" distanceRate="0.800000" />
<Info workId="328" prob="0.000000" distanceRate="0.800000" />
<Info workId="999" prob="0.000000" distanceRate="0.800000" />
</Tension>
<Tension id="2">
<Info workId="201" prob="0.000000" distanceRate="0.800000" />
<Info workId="202" prob="0.000000" distanceRate="0.800000" />
<Info workId="101" prob="0.200000" distanceRate="0.800000" />
<Info workId="103" prob="0.200000" distanceRate="0.800000" />
<Info workId="104" prob="0.200000" distanceRate="0.800000" />
<Info workId="105" prob="0.200000" distanceRate="0.800000" />
<Info workId="106" prob="0.200000" distanceRate="0.800000" />
<Info workId="107" prob="0.200000" distanceRate="0.800000" />
<Info workId="108" prob="0.200000" distanceRate="0.800000" />
<Info workId="204" prob="0.000000" distanceRate="0.800000" />
<Info workId="207" prob="0.000000" distanceRate="0.800000" />
<Info workId="208" prob="0.000000" distanceRate="0.800000" />
<Info workId="327" prob="0.000000" distanceRate="0.800000" />
<Info workId="328" prob="0.000000" distanceRate="0.800000" />
<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>
<Work id="1" desc="10m 이내에 동료가 있으면 10%확률로 동시공격한다." normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetNpcCountInRange(250) &gt; 1" sendOrderId="1" sendOrderRange="300" sendOrderMaxCount="5" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="0" orderType="concurrent" formationId="0" />
<Work id="2" desc="HP가 20% 미만인 PC가 주변에 있으면 10초간 단체지속공격한다" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="PcTargetByHp(1,360,0,300,0,0.2,0)" sendOrderId="2" sendOrderRange="300" sendOrderMaxCount="5" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" orderType="sequential" formationId="0" />
<Work id="3" desc="누킹/캐스팅 계열 스킬을 사용하는 PC가 있으면 양옆으로 찢어지는 포메이션명령 내리기" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="PcTargetBySkillCategoryUsing(1,360,0,500,13) OR PcTargetBySkillCategoryUsing(1,360,0,500,23)" sendOrderId="3" sendOrderRange="300" sendOrderMaxCount="5" sendOrderRefTarget="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" orderType="formation" formationId="1" />
<Work id="4" desc="다구리 맞으면 명령자 주위로 불러오는 포메이션" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(3) &gt; 4" sendOrderId="4" sendOrderRange="300" sendOrderMaxCount="5" sendOrderRefTarget="0" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" orderType="formation" formationId="2" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="0.100000" distanceRate="1.000000" />
<Info workId="2" prob="1.000000" distanceRate="1.000000" />
<Info workId="3" prob="1.000000" distanceRate="1.000000" />
<Info workId="4" prob="1.000000" distanceRate="1.000000" />
</Tension>
<Tension id="2">
<Info workId="1" prob="0.100000" distanceRate="1.000000" />
<Info workId="2" prob="1.000000" distanceRate="1.000000" />
<Info workId="3" prob="1.000000" distanceRate="1.000000" />
<Info workId="4" prob="1.000000" distanceRate="1.000000" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="1.000000" attackId="101" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0" />
<ReceiveOrder orderId="2" prob="1.000000" attackId="101" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0" />
<ReceiveOrder orderId="3" prob="1.000000" attackId="101" formationCheckTime="4000" formationAttackProb="1.000000" formationAttackId="204" />
<ReceiveOrder orderId="4" prob="1.000000" attackId="208" formationCheckTime="4000" formationAttackProb="1.000000" formationAttackId="204" />
</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="2" cooperationTension="2" shorttermTargetTension="2" />
<Incline attackProb="0.500000" cooperationProb="0.500000" shorttermTargetProb="0.300000" avoidProb="0.000000" moveProb="0.500000" socialProb="0.000000" />
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1" />
<Incline attackProb="0.500000" cooperationProb="0.500000" shorttermTargetProb="0.300000" avoidProb="0.000000" moveProb="0.500000" socialProb="0.000000" />
</NormalMode>
</Pattern>
<Pattern minHpRatio="0.000000" maxHpRatio="0.300000">
<AngerMode>
<Tension attackTension="2" cooperationTension="2" shorttermTargetTension="2" />
<Incline attackProb="0.500000" cooperationProb="0.500000" shorttermTargetProb="0.300000" avoidProb="0.000000" moveProb="0.500000" socialProb="0.000000" />
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1" />
<Incline attackProb="0.500000" cooperationProb="0.500000" shorttermTargetProb="0.300000" avoidProb="0.000000" moveProb="0.500000" socialProb="0.000000" />
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.500000" />
<Info stWorkId="2" prob="0.500000" />
</StTension>
<StTension id="2">
<Info stWorkId="1" prob="0.500000" />
<Info stWorkId="2" prob="0.500000" />
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="HP20% 미만일때 100% 도망가기" preProcess="GetHpRatio() &lt; 0.2" immediateAttackId="101" coolTime="0" msgImmediately="false" msg="0" msgProb="0.000000" />
<StWork id="2" desc="주변에 리액션이 난 파티원이 있을때 그쪽으로 이동" preProcess="NpcTargetByReaction(1,360,0,500,3)" immediateAttackId="101" coolTime="0" msgImmediately="false" msg="0" msgProb="0.000000" />
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="0" />
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="200" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="100" moveMaxDistance="400" probSocial="0.300000" moveRadius="1000" probMove="0.400000">
<Social motionId="1" />
<Social motionId="2" />
</RandomMove>
</PeaceState>
</Ai>
<Ai id="29" name="떨어지는 돌">
<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="true" hpResetWhenCombatEnd="false">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="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="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="2" desc="어둠의 동굴 전용_돌떨어지기" normalBehaviorId="1102" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorId="1102" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="2" prob="1.000000" distanceRate="1.000000" />
<Info workId="1" 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="0" 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 id="1">
<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">
<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" popupMsg="" msgProb="0.000000" msgInterval="0" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.000000" moveRadius="1000" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="30" name="뱀머리 석상">
<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" hpResetWhenCombatEnd="false">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList>
<Work id="1" desc="HP 40%에 무조건 해제 스킬 사용" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorType="skill" offFlockOnAngerMode="true" distanceType="1" distanceRate="1.000000" isDirectionRevision="false" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1102" angerBehaviorId="1102" />
</WorkList>
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="false" />
<Attack>
<WorkList>
<Work id="1" desc="WAIT" 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="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="2" desc="어둠의 동굴 전용_소환되면서 네임드에게 HP 회복 부여" normalBehaviorId="1" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorId="1" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt;5000" distanceType="1" distanceRate="1.000000" coolTime="1000000000" isDirectionRevision="false" nextAttackProb="" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="3" desc="어둠의 동굴 전용_HP40%아래에서 네임드와 PC의 이상상태 해제" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetHpRatio() &lt; 0.5" distanceType="1" distanceRate="1.000000" coolTime="360000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1102" angerBehaviorId="1102" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="2" prob="1.000000" distanceRate="1.000000" />
<Info workId="3" prob="1.000000" distanceRate="1.000000" />
<Info workId="1" prob="1.000000" distanceRate="1.000000" />
</Tension>
<Tension id="2">
<Info workId="3" prob="1.000000" distanceRate="1.000000" />
<Info workId="2" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" 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="0" 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 id="1">
<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>
<Pattern minHpRatio="0.000000" maxHpRatio="0.400000">
<AngerMode>
<Tension attackTension="2" 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="2" 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">
<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" popupMsg="" msgProb="0.000000" msgInterval="0" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.000000" moveRadius="1000" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="31" name="네임드에게 HP 40% 부터 떨어지는 돌 스폰">
<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="true" hpResetWhenCombatEnd="false">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="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="돌 떨어트리기 (1)" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="40000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="11" angerBehaviorId="11" />
<Work id="3" desc="돌 떨어트리기 (2)" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 40000" distanceType="1" distanceRate="1.000000" coolTime="40000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="12" angerBehaviorId="12" />
<Work id="4" desc="돌 떨어트리기 (3)" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 80000" distanceType="1" distanceRate="1.000000" coolTime="40000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="13" angerBehaviorId="13" />
<Work id="5" desc="돌 떨어트리기 (4)" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 120000" distanceType="1" distanceRate="1.000000" coolTime="40000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="14" angerBehaviorId="14" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="2" prob="0" distanceRate="0.000000" />
<Info workId="3" prob="0" distanceRate="0.000000" />
<Info workId="4" prob="0" distanceRate="0.000000" />
<Info workId="5" prob="0" distanceRate="0.000000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
</Tension>
<Tension id="2">
<Info workId="3" prob="1.0" distanceRate="1.0" />
<Info workId="2" prob="0.0" distanceRate="0.0" />
<Info workId="4" prob="0.0" distanceRate="0.0" />
<Info workId="5" prob="0.0" distanceRate="0.0" />
<Info workId="1" prob="0.0" distanceRate="0.0" />
</Tension>
<Tension id="3">
<Info workId="4" prob="1.0" distanceRate="1.0" />
<Info workId="2" prob="0.0" distanceRate="0.0" />
<Info workId="3" prob="0.0" distanceRate="0.0" />
<Info workId="5" prob="0.0" distanceRate="0.0" />
<Info workId="1" prob="0.0" distanceRate="0.0" />
</Tension>
<Tension id="4">
<Info workId="5" prob="1.0" distanceRate="1.0" />
<Info workId="2" prob="0.0" distanceRate="0.0" />
<Info workId="3" prob="0.0" distanceRate="0.0" />
<Info workId="4" prob="0.0" distanceRate="0.0" />
<Info workId="1" prob="0.0" distanceRate="0.0" />
</Tension>
<Tension id="5">
<Info workId="2" prob="1.0" distanceRate="1.0" />
<Info workId="3" prob="0.0" distanceRate="0.0" />
<Info workId="4" prob="0.0" distanceRate="0.0" />
<Info workId="5" prob="0.0" distanceRate="0.0" />
<Info workId="1" prob="0.0" distanceRate="0.0" />
</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="0" 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 id="1">
<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>
<PatternList id="2">
<Pattern default="true">
<AngerMode>
<Tension attackTension="2" 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="2" 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>
<PatternList id="3">
<Pattern default="true">
<AngerMode>
<Tension attackTension="3" 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="3" 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>
<PatternList id="4">
<Pattern default="true">
<AngerMode>
<Tension attackTension="4" 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="4" 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">
<Info stWorkId="1" prob="0.000000" />
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="1" />
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="1" />
<PatternList id="5">
<Pattern default="true">
<NormalMode>
<Tension attackTension="5" cooperationTension="1" shorttermTargetTension="1" />
<Incline attackProb="1.0" cooperationProb="0" shorttermTargetProb="0" avoidProb="0" moveProb="0" socialProb="0" />
</NormalMode>
<AngerMode>
<Tension attackTension="5" cooperationTension="1" shorttermTargetTension="1" />
<Incline attackProb="1.0" cooperationProb="0" shorttermTargetProb="0" avoidProb="0" moveProb="0" socialProb="0" />
</AngerMode>
</Pattern>
</PatternList>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="150" followNearUser="false" popupMsg="" msgProb="0.000000" msgInterval="0" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.000000" moveRadius="1000" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="32" name="임시 탱커 지정_투명 NPC">
<CautionState alertRadius="250" rotateTime="10" probAvoid="0.000000" avoidSkill="" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" enable="false" hpResetWhenCombatEnd="false" />
<CombatState watchRotateTime="10" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="true" hpResetWhenCombatEnd="false">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="false" />
<Attack>
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="false" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="2" desc="어둠의 동굴 전용_임시 탱커 만들기" normalBehaviorId="1308" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1308" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetCombatTime() &gt; 10000 AND PcTargetByAbnormal(1, 360, 0, 2000, 28809) == 0 AND PcTargetByAreaRandom(1, 360, 1, 3500) AND (GetTargetClass() &lt; 6 OR GetTargetClass() &gt; 7)" distanceType="1" distanceRate="1.000000" coolTime="1000" isDirectionRevision="false" nextAttackProb="" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="true" msg="811001" msgProb="1.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="2" prob="1.000000" distanceRate="1.000000" />
<Info workId="1" 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="1" sendOrderId="1" sendOrderRange="400" sendOrderMaxCount="2" sendOrderRefTarget="0" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" orderType="normal" formationId="0" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="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>
<CounterFlee workId="0" toAnger="false" 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 id="1">
<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">
<Info stWorkId="1" prob="0.000000" />
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="" preProcess="1" immediateAttackId="1" coolTime="0" msgImmediately="false" msg="0" msgProb="0.000000" />
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="1" />
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="150" followNearUser="false" popupMsg="" msgProb="0.000000" msgInterval="0" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.000000" moveRadius="1000" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="33" name="떨어지는 돌_A ">
<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="true" hpResetWhenCombatEnd="false">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="false" />
<Attack>
<WorkList>
<Work id="1" desc="어둠의 동굴 전용_스폰되고 자리 표시" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorId="1103" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="2" desc="어둠의 동굴 전용_떨어지는 돌로 공격 후 Dot존 생성 (1)" normalBehaviorId="1102" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorId="1102" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 3000" distanceType="1" distanceRate="1.000000" coolTime="600000" isDirectionRevision="false" nextAttackProb="" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="true" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="4" desc="어둠의 동굴 전용_전투 시작 5초 후 텐션을 변경하여 돌 떨어 트리기" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 5000" distanceType="1" distanceRate="1.000000" coolTime="1000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="7" angerBehaviorId="7" />
<Work id="5" desc="어둠의 동굴 전용_돌 떨어진 후 Death 상태 유지" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1105" angerBehaviorId="1105" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="2" prob="1.000000" distanceRate="1.000000" />
<Info workId="4" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" prob="1.000000" distanceRate="1.000000" />
<Info workId="5" prob="0.000000" distanceRate="0.000000" />
</Tension>
<Tension id="2">
<Info workId="2" prob="1.000000" distanceRate="1.000000" />
<Info workId="1" prob="0.000000" distanceRate="0.000000" />
<Info workId="4" prob="0.000000" distanceRate="0.000000" />
<Info workId="5" prob="0.000000" distanceRate="0.000000" />
</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="0" 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 id="1">
<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>
<PatternList id="2">
<Pattern default="true">
<AngerMode>
<Tension attackTension="2" 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="2" 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">
<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" popupMsg="" msgProb="0.000000" msgInterval="0" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.000000" moveRadius="1000" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="34" name="어보미네이션 촉수">
<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" hpResetWhenCombatEnd="false">
<AbsolutelyAttack>
<CutAllBehaviorList />
<CutNextAttackList />
<WorkList />
</AbsolutelyAttack>
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="false" />
<Attack>
<WorkList>
<Work id="1" desc="WAIT" 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="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="2" desc="어둠의 동굴 전용_소환과 동시에 네임드에게 HP 회복 부여" normalBehaviorId="1" normalBehaviorType="dungeonEventGroup" offFlockOnNormalMode="false" angerBehaviorId="1" angerBehaviorType="dungeonEventGroup" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="1000000000" isDirectionRevision="false" nextAttackProb="" nextAttackId="" referenceNextAttackPreprocess="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" />
<Work id="3" desc="어둠의 동굴 전용_HP40%아래에서 네임드와 PC의 이상상태 해제" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetHpRatio() &lt; 0.5" distanceType="1" distanceRate="1.000000" coolTime="360000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1102" angerBehaviorId="1102" />
<Work id="4" desc="어둠의 동굴 전용_촉수안 Dot 존 생성" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="28000" isDirectionRevision="false" referenceNextAttackPreprocess="" nextAttackProb="" nextAttackId="" nextShorttermTargetProb="0.000000" nextShorttermTargetId="0" noCancelNextAttackByAggroChanged="false" msgImmediately="false" msg="0" msgProb="0.000000" activeMoveIdForSkillOnNormalMode="0" activeMoveIdForSkillOnAngerMode="0" normalBehaviorId="1104" angerBehaviorId="1104" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="4" prob="1.000000" distanceRate="1.000000" />
<Info workId="2" prob="1.000000" distanceRate="1.000000" />
<Info workId="3" prob="0.000000" distanceRate="0.000000" />
<Info workId="1" 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="0" 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 id="1">
<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>
</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" popupMsg="" msgProb="0.000000" msgInterval="0" followDungeonUser="false" followQuestUser="false" questPatrol="false">
<Buff range="0" coolTime="0" />
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.000000" moveRadius="1000" probMove="0.000000" />
</PeaceState>
</Ai>
<Ai id="35" 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>
<Ai id="100" name="사회팀 테스트용 dummy 1.1">
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="150">
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.2" 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>
<CautionState alertRadius="400" rotateTime="5" probAvoid="0.000000" avoidSkill="" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" enable="false">
<ActiveMove id="" />
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="false">
<ShorttermTarget>
<StWorkList>
<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="1" />
</StWorkList>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0" />
</StTension>
</StTensionList>
</ShorttermTarget>
<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" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" orderType="normal" formationId="" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1" distanceRate="1" />
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0" attackId="1" formationCheckTime="" formationAttackProb="" formationAttackId="" />
</ReceiveOrderList>
</Cooperation>
<Attack>
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1" 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" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" />
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1" distanceRate="1" />
<Info workId="2" prob="1" distanceRate="1" />
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="" cooltime="10000" />
<Move targetDistance="100" timeout="5000" />
<Social socialMotionId="1" />
<Idle duration="1000" />
<PatternList>
<Pattern default="true">
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1" />
<Incline attackProb="0.000000" cooperationProb="0" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000" />
</NormalMode>
<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" />
</AngerMode>
</Pattern>
<Pattern minHpRatio="0" maxHpRatio="0.400000">
<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" />
</NormalMode>
<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" />
</AngerMode>
</Pattern>
</PatternList>
<MonsterFlee hpRate="0" executionRate="0" fleeDistance="0" shareAggroRange="0" />
</CombatState>
</Ai>
</AIData>