Files
Server-Datasheets/Datasheet/AIData_823.xml
2025-03-03 20:30:53 -05:00

4837 lines
397 KiB
XML

<?xml version="1.0" encoding="utf-8" ?>
<AIData huntingZoneId="823">
<Ai id="0" name="사회팀 테스트용 dummy 1.1">
<CautionState alertRadius="400" rotateTime="5" probAvoid="0.000000" avoidSkill="" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" enable="false">
<ActiveMove id="0"/>
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="false">
<Attack>
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
<Work id="2" desc="" normalBehaviorId="2" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="2" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
<Info workId="2" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" sendOrderId="1" sendOrderRange="400" sendOrderMaxCount="2" sendOrderRefTarget="0" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" orderType="normal" formationId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="1" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0"/>
<Move targetDistance="100" timeout="5000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
<Pattern minHpRatio="0.000000" maxHpRatio="0.400000">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.000000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="1"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="1"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="150">
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.200000" moveRadius="1000" probMove="0.000000">
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="3"/>
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="1"/>
<Social motionId="3"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="1" name="사회팀 테스트용 dummy 1.1">
<CautionState alertRadius="250" rotateTime="10" probAvoid="0.000000" avoidSkill="0" 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="0.000000" nextAttackId="0"/>
<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="0.000000" nextAttackId="0"/>
</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="0.000000" nextAttackId="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="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="2" 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="3" name="사회팀 테스트용 dummy 1.1">
<CautionState alertRadius="400" rotateTime="5" probAvoid="0.000000" avoidSkill="" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" enable="false">
<ActiveMove id="0"/>
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="false">
<Attack>
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
<Work id="2" desc="" normalBehaviorId="2" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="2" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
<Info workId="2" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" sendOrderId="1" sendOrderRange="400" sendOrderMaxCount="2" sendOrderRefTarget="0" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" orderType="normal" formationId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="1" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0"/>
<Move targetDistance="100" timeout="5000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
<Pattern minHpRatio="0.000000" maxHpRatio="0.400000">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.000000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="1"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="1"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="150">
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.200000" moveRadius="1000" probMove="0.000000">
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="3"/>
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="1"/>
<Social motionId="3"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="4" name="사회팀 테스트용 dummy 1.1">
<CautionState alertRadius="400" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" enable="false">
<ActiveMove id="0"/>
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="false">
<Attack>
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
<Work id="2" desc="" normalBehaviorId="2" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="2" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
<Info workId="2" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" sendOrderId="1" sendOrderRange="400" sendOrderMaxCount="2" sendOrderRefTarget="0" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="0" orderType="normal" formationId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="1" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0"/>
<Move targetDistance="100" timeout="5000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
<Pattern minHpRatio="0.000000" maxHpRatio="0.400000">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.000000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="1"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="1"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="150">
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.200000" moveRadius="1000" probMove="0.000000">
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="3"/>
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="1"/>
<Social motionId="3"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="5" 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="6" name="사회팀 테스트용 dummy 1.1">
<CautionState alertRadius="400" rotateTime="5" probAvoid="0.000000" avoidSkill="" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" enable="false">
<ActiveMove id="0"/>
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="false">
<Attack>
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
<Work id="2" desc="" normalBehaviorId="2" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="2" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
<Info workId="2" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" sendOrderId="1" sendOrderRange="400" sendOrderMaxCount="2" sendOrderRefTarget="0" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" orderType="normal" formationId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="1" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0"/>
<Move targetDistance="100" timeout="5000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
<Pattern minHpRatio="0.000000" maxHpRatio="0.400000">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.000000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="1"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="1"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="150">
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.200000" moveRadius="1000" probMove="0.000000">
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="3"/>
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="1"/>
<Social motionId="3"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="7" name="사회팀 테스트용 dummy 1.1">
<CautionState alertRadius="400" rotateTime="5" probAvoid="0.000000" avoidSkill="" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" enable="false">
<ActiveMove id="0"/>
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="false">
<Attack>
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
<Work id="2" desc="" normalBehaviorId="2" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="2" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
<Info workId="2" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" sendOrderId="1" sendOrderRange="400" sendOrderMaxCount="2" sendOrderRefTarget="0" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" orderType="normal" formationId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="1" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0"/>
<Move targetDistance="100" timeout="5000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
<Pattern minHpRatio="0.000000" maxHpRatio="0.400000">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.000000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="1"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="1"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="150">
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.200000" moveRadius="1000" probMove="0.000000">
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="3"/>
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="1"/>
<Social motionId="3"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="8" name="이동경로 호위 Ai">
<CautionState alertRadius="400" rotateTime="5" probAvoid="0.000000" avoidSkill="" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" enable="true">
<ActiveMove id="0"/>
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="true" hpResetWhenCombatEnd="false">
<Attack>
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
<Work id="2" desc="" normalBehaviorId="2" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="2" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
<Info workId="2" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" sendOrderId="1" sendOrderRange="400" sendOrderMaxCount="2" sendOrderRefTarget="0" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" orderType="normal" formationId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="1" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0"/>
<Move targetDistance="100" timeout="5000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
<Pattern minHpRatio="0.000000" maxHpRatio="0.400000">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.000000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="1"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="1"/>
</CombatState>
<PeaceState checkInterval="10000" minLeaderDistance="100" maxLeaderDistance="150" questPatrol="true" popupMsg="823100001,823100002,823100003" msgProb="1.000000" msgInterval="11000">
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.050000" moveRadius="200" probMove="0.400000">
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="3"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="9" name="유안티전사">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.300000" avoidSkill="" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.500000">
<ActiveMove id="1"/>
<ActiveMove id="2"/>
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false">
<Attack>
<WorkList>
<Work id="101" desc="기본공격_akt01" 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="103" desc="독침공격_akt02" 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="창던지기공격_akt03" 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="150" desc="PC에게 접근" normalBehaviorId="3" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorId="3" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="GetTargetDistance()&gt;250" distanceType="1" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="205" desc="명령수신동작 후 nextAttackId 공격" normalBehaviorId="1205" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1205" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(5)&lt;2 AND GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="1.000000" nextAttackId="101"/>
<Work id="209" desc="대기" normalBehaviorId="1209" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1209" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(5)&lt;2 AND GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="1.000000" nextAttackId="101"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="150" prob="0.200000" distanceRate="0.800000"/>
<Info workId="205" prob="0.000000" distanceRate="0.800000"/>
<Info workId="209" prob="0.000000" distanceRate="0.800000"/>
<Info workId="103" prob="0.200000" distanceRate="0.800000"/>
<Info workId="104" prob="0.200000" distanceRate="0.800000"/>
<Info workId="101" prob="0.200000" distanceRate="0.800000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="더미" 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="1"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="0.000000" distanceRate="0.800000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="101" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="101"/>
<ReceiveOrder orderId="2" prob="1.000000" 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="더미" preProcess="1" immediateAttackId="101"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="0"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100">
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.300000" moveRadius="200" probMove="0.500000">
<Social motionId="1"/>
<Social motionId="2"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="10" name="유안티전사">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.300000" avoidSkill="" alertAngle="360" rotateAngle="60" checkInterval="5000" probActiveMove="0.500000">
<ActiveMove id="4"/>
<ActiveMove id="5"/>
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="false">
<Attack>
<WorkList>
<Work id="101" desc="기본공격_akt01" 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="103" desc="독침공격_akt02" 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="창던지기공격_akt03" 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="150" desc="PC에게 접근" normalBehaviorId="6" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorId="6" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="GetTargetDistance()&gt;250" distanceType="1" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="205" desc="명령수신동작 후 nextAttackId 공격" normalBehaviorId="1205" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1205" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(5)&lt;2 AND GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="1.000000" nextAttackId="101"/>
<Work id="209" desc="대기" normalBehaviorId="1209" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1209" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(5)&lt;2 AND GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="1.000000" nextAttackId="101"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="150" prob="0.200000" distanceRate="0.800000"/>
<Info workId="205" prob="0.000000" distanceRate="0.800000"/>
<Info workId="209" prob="0.000000" distanceRate="0.800000"/>
<Info workId="103" prob="0.200000" distanceRate="0.800000"/>
<Info workId="104" prob="0.200000" distanceRate="0.800000"/>
<Info workId="101" prob="0.200000" distanceRate="0.800000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="더미" 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="2"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="0.000000" distanceRate="0.800000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="101" formationCheckTime="1000" formationAttackProb="0.000000" formationAttackId="101"/>
<ReceiveOrder orderId="2" prob="1.000000" 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="더미" preProcess="1" immediateAttackId="101"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="0"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="50" maxLeaderDistance="100">
<RandomMove moveMinDistance="50" moveMaxDistance="150" probSocial="0.300000" moveRadius="200" probMove="0.500000">
<Social motionId="1"/>
<Social motionId="2"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="11" name="유안티 부족장">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.300000" avoidSkill="1206" alertAngle="360" rotateAngle="60" checkInterval="3000" probActiveMove="0.300000">
<ActiveMove id="7"/>
<ActiveMove id="8"/>
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="true">
<Attack>
<WorkList>
<Work id="101" desc="기본공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="102" desc="공격1" normalBehaviorId="1102" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2102" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="103" desc="공격2" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2103" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="104" desc="공격3" normalBehaviorId="1104" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2104" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="205" desc="명령동작" normalBehaviorId="1205" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2205" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(10)&lt;2 AND GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="206" desc="백회피" normalBehaviorId="1206" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2206" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(10)&lt;2 AND GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="207" desc="좌걸음" normalBehaviorId="1207" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2207" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(10)&lt;2 AND GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="208" desc="우걸음" normalBehaviorId="1208" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2208" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(10)&lt;2 AND GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="255" desc="부하스폰용명령동작" normalBehaviorId="1205" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2205" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="1.000000" nextAttackId="355"/>
<Work id="355" desc="부하스폰" normalBehaviorId="1" normalBehaviorType="dynamicSpawn" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="dynamicSpawn" offFlockOnAngerMode="true" preProcess="GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="201" desc="50탈진" normalBehaviorId="1201" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1201" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetHpRatio()&gt;0.2 AND GetHpRatio()&lt;0.5 AND IsInAnger()==0" distanceType="1" distanceRate="0.800000" coolTime="7000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="202" desc="20탈진" normalBehaviorId="1202" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1202" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetHpRatio()&lt;0.2 AND IsInAnger()==0" distanceType="1" distanceRate="0.800000" coolTime="8000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="359" desc="사전동작(특수공격)" normalBehaviorId="1203" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2203" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="102"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="201" prob="0.500000" distanceRate="0.800000"/>
<Info workId="202" prob="0.500000" distanceRate="0.800000"/>
<Info workId="255" prob="0.200000" distanceRate="0.800000"/>
<Info workId="205" prob="0.100000" distanceRate="0.800000"/>
<Info workId="206" prob="0.100000" distanceRate="0.800000"/>
<Info workId="207" prob="0.100000" distanceRate="0.800000"/>
<Info workId="208" prob="0.100000" distanceRate="0.800000"/>
<Info workId="359" prob="0.200000" distanceRate="0.800000"/>
<Info workId="103" prob="0.200000" distanceRate="0.800000"/>
<Info workId="104" prob="0.200000" distanceRate="1.000000"/>
<Info workId="355" prob="0.000000" distanceRate="0.800000"/>
<Info workId="101" prob="0.200000" distanceRate="1.000000"/>
</Tension>
<Tension id="2">
<Info workId="201" prob="0.500000" distanceRate="0.800000"/>
<Info workId="202" prob="0.500000" distanceRate="0.800000"/>
<Info workId="255" prob="0.200000" distanceRate="0.800000"/>
<Info workId="205" prob="0.000000" distanceRate="0.800000"/>
<Info workId="206" 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="359" prob="0.200000" distanceRate="0.800000"/>
<Info workId="103" prob="0.200000" distanceRate="0.800000"/>
<Info workId="104" prob="0.200000" distanceRate="1.000000"/>
<Info workId="355" prob="0.000000" distanceRate="0.800000"/>
<Info workId="101" prob="0.200000" distanceRate="1.000000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="1206" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="전투시작시포메이션명령" normalBehaviorId="1205" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2205" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetCombatTime() &gt; 10000" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="20" sendOrderRefTarget="1" distanceType="1" distanceRate="0.800000" coolTime="20000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="101" orderType="formation" formationId="3"/>
<Work id="2" desc="단체공격명령" normalBehaviorId="1205" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2205" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="2" sendOrderRange="800" sendOrderMaxCount="20" sendOrderRefTarget="1" distanceType="1" distanceRate="0.800000" coolTime="10000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="101" orderType="concurrent" formationId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="0.000000" distanceRate="0.800000"/>
<Info workId="2" prob="0.000000" distanceRate="0.800000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="101" formationCheckTime="2000" formationAttackProb="0.000000" formationAttackId="101"/>
<ReceiveOrder orderId="2" prob="0.000000" attackId="101" formationCheckTime="2000" formationAttackProb="0.000000" formationAttackId="101"/>
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0"/>
<Move targetDistance="300" timeout="1000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="2" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.700000" cooperationProb="0.000000" shorttermTargetProb="0.200000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.500000" cooperationProb="0.300000" shorttermTargetProb="0.300000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.500000"/>
<Info stWorkId="2" prob="0.500000"/>
<Info stWorkId="3" prob="0.500000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="목표_원거리견제" preProcess="PcTargetByDirection(0,160,150,500,1)" immediateAttackId="101"/>
<StWork id="2" desc="목표_뒤견제" preProcess="PcTargetByDirection(180,120,0,150,0)" immediateAttackId="101"/>
<StWork id="3" desc="목표_힐견제" preProcess="PcTargetBySkillCategoryUsed(0,160,0,300,31, 2)" immediateAttackId="101"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="0"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="75" maxLeaderDistance="150">
<RandomMove moveMinDistance="150" moveMaxDistance="300" probSocial="0.300000" moveRadius="300" probMove="0.500000">
<Social motionId="1"/>
<Social motionId="2"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="12" name="유안티 부족장">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.300000" avoidSkill="1206" alertAngle="360" rotateAngle="60" checkInterval="3000" probActiveMove="0.300000">
<ActiveMove id="9"/>
<ActiveMove id="10"/>
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="true">
<Attack>
<WorkList>
<Work id="101" desc="기본공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="102" desc="공격1" normalBehaviorId="1102" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2102" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="103" desc="공격2" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2103" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="104" desc="공격3" normalBehaviorId="1104" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2104" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="205" desc="명령동작" normalBehaviorId="1205" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2205" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(10)&lt;2 AND GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="206" desc="백회피" normalBehaviorId="1206" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2206" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(10)&lt;2 AND GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="207" desc="좌걸음" normalBehaviorId="1207" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2207" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(10)&lt;2 AND GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="208" desc="우걸음" normalBehaviorId="1208" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2208" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(10)&lt;2 AND GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="255" desc="부하스폰용명령동작" normalBehaviorId="1205" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2205" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="1.000000" nextAttackId="355"/>
<Work id="355" desc="부하스폰" normalBehaviorId="2" normalBehaviorType="dynamicSpawn" offFlockOnNormalMode="true" angerBehaviorId="2" angerBehaviorType="dynamicSpawn" offFlockOnAngerMode="true" preProcess="GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="201" desc="50탈진" normalBehaviorId="1201" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1201" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetHpRatio()&gt;0.2 AND GetHpRatio()&lt;0.5 AND IsInAnger()==0" distanceType="1" distanceRate="0.800000" coolTime="7000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="202" desc="20탈진" normalBehaviorId="1202" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1202" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetHpRatio()&lt;0.2 AND IsInAnger()==0" distanceType="1" distanceRate="0.800000" coolTime="8000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="359" desc="사전동작(특수공격)" normalBehaviorId="1203" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2203" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="102"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="201" prob="0.500000" distanceRate="0.800000"/>
<Info workId="202" prob="0.500000" distanceRate="0.800000"/>
<Info workId="255" prob="0.200000" distanceRate="0.800000"/>
<Info workId="205" prob="0.100000" distanceRate="0.800000"/>
<Info workId="206" prob="0.100000" distanceRate="0.800000"/>
<Info workId="207" prob="0.100000" distanceRate="0.800000"/>
<Info workId="208" prob="0.100000" distanceRate="0.800000"/>
<Info workId="359" prob="0.200000" distanceRate="0.800000"/>
<Info workId="103" prob="0.200000" distanceRate="0.800000"/>
<Info workId="104" prob="0.200000" distanceRate="1.000000"/>
<Info workId="355" prob="0.000000" distanceRate="0.800000"/>
<Info workId="101" prob="0.200000" distanceRate="1.000000"/>
</Tension>
<Tension id="2">
<Info workId="201" prob="0.500000" distanceRate="0.800000"/>
<Info workId="202" prob="0.500000" distanceRate="0.800000"/>
<Info workId="255" prob="0.200000" distanceRate="0.800000"/>
<Info workId="205" prob="0.000000" distanceRate="0.800000"/>
<Info workId="206" 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="359" prob="0.200000" distanceRate="0.800000"/>
<Info workId="103" prob="0.200000" distanceRate="0.800000"/>
<Info workId="104" prob="0.200000" distanceRate="1.000000"/>
<Info workId="355" prob="0.000000" distanceRate="0.800000"/>
<Info workId="101" prob="0.200000" distanceRate="1.000000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="1206" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="전투시작시포메이션명령" normalBehaviorId="1205" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2205" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetCombatTime() &gt; 10000" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="20" sendOrderRefTarget="1" distanceType="1" distanceRate="0.800000" coolTime="20000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="101" orderType="formation" formationId="4"/>
<Work id="2" desc="단체공격명령" normalBehaviorId="1205" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2205" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="2" sendOrderRange="800" sendOrderMaxCount="20" sendOrderRefTarget="1" distanceType="1" distanceRate="0.800000" coolTime="10000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="101" orderType="concurrent" formationId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="0.000000" distanceRate="0.800000"/>
<Info workId="2" prob="0.000000" distanceRate="0.800000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="101" formationCheckTime="2000" formationAttackProb="0.000000" formationAttackId="101"/>
<ReceiveOrder orderId="2" prob="0.000000" attackId="101" formationCheckTime="2000" formationAttackProb="0.000000" formationAttackId="101"/>
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0"/>
<Move targetDistance="300" timeout="1000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="2" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.700000" cooperationProb="0.000000" shorttermTargetProb="0.200000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.500000" cooperationProb="0.300000" shorttermTargetProb="0.300000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.500000"/>
<Info stWorkId="2" prob="0.500000"/>
<Info stWorkId="3" prob="0.500000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="목표_원거리견제" preProcess="PcTargetByDirection(0,160,150,500,1)" immediateAttackId="101"/>
<StWork id="2" desc="목표_뒤견제" preProcess="PcTargetByDirection(180,120,0,150,0)" immediateAttackId="101"/>
<StWork id="3" desc="목표_힐견제" preProcess="PcTargetBySkillCategoryUsed(0,160,0,300,31, 2)" immediateAttackId="101"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="0"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="75" maxLeaderDistance="150">
<RandomMove moveMinDistance="150" moveMaxDistance="300" probSocial="0.300000" moveRadius="300" probMove="0.500000">
<Social motionId="1"/>
<Social motionId="2"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="13" name="유안티 부족장">
<CautionState alertRadius="250" rotateTime="5" probAvoid="0.300000" avoidSkill="1206" alertAngle="360" rotateAngle="60" checkInterval="3000" probActiveMove="0.300000">
<ActiveMove id="11"/>
<ActiveMove id="12"/>
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="60" playSocialWhenFirstAggro="true">
<Attack>
<WorkList>
<Work id="101" desc="기본공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="102" desc="공격1" normalBehaviorId="1102" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2102" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="103" desc="공격2" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2103" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="104" desc="공격3" normalBehaviorId="1104" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2104" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="205" desc="명령동작" normalBehaviorId="1205" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2205" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(10)&lt;2 AND GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="206" desc="백회피" normalBehaviorId="1206" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2206" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(10)&lt;2 AND GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="207" desc="좌걸음" normalBehaviorId="1207" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2207" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(10)&lt;2 AND GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="208" desc="우걸음" normalBehaviorId="1208" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2208" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(10)&lt;2 AND GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="255" desc="부하스폰용명령동작" normalBehaviorId="1205" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2205" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="1.000000" nextAttackId="355"/>
<Work id="355" desc="부하스폰" normalBehaviorId="3" normalBehaviorType="dynamicSpawn" offFlockOnNormalMode="true" angerBehaviorId="3" angerBehaviorType="dynamicSpawn" offFlockOnAngerMode="true" preProcess="GetDynamicSpawnCount()&lt;1" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="201" desc="50탈진" normalBehaviorId="1201" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1201" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetHpRatio()&gt;0.2 AND GetHpRatio()&lt;0.5 AND IsInAnger()==0" distanceType="1" distanceRate="0.800000" coolTime="7000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="202" desc="20탈진" normalBehaviorId="1202" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1202" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetHpRatio()&lt;0.2 AND IsInAnger()==0" distanceType="1" distanceRate="0.800000" coolTime="8000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId=""/>
<Work id="359" desc="사전동작(특수공격)" normalBehaviorId="1203" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2203" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="102"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="201" prob="0.500000" distanceRate="0.800000"/>
<Info workId="202" prob="0.500000" distanceRate="0.800000"/>
<Info workId="255" prob="0.200000" distanceRate="0.800000"/>
<Info workId="205" prob="0.100000" distanceRate="0.800000"/>
<Info workId="206" prob="0.100000" distanceRate="0.800000"/>
<Info workId="207" prob="0.100000" distanceRate="0.800000"/>
<Info workId="208" prob="0.100000" distanceRate="0.800000"/>
<Info workId="359" prob="0.200000" distanceRate="0.800000"/>
<Info workId="103" prob="0.200000" distanceRate="0.800000"/>
<Info workId="104" prob="0.200000" distanceRate="1.000000"/>
<Info workId="355" prob="0.000000" distanceRate="0.800000"/>
<Info workId="101" prob="0.200000" distanceRate="1.000000"/>
</Tension>
<Tension id="2">
<Info workId="201" prob="0.500000" distanceRate="0.800000"/>
<Info workId="202" prob="0.500000" distanceRate="0.800000"/>
<Info workId="255" prob="0.200000" distanceRate="0.800000"/>
<Info workId="205" prob="0.000000" distanceRate="0.800000"/>
<Info workId="206" 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="359" prob="0.200000" distanceRate="0.800000"/>
<Info workId="103" prob="0.200000" distanceRate="0.800000"/>
<Info workId="104" prob="0.200000" distanceRate="1.000000"/>
<Info workId="355" prob="0.000000" distanceRate="0.800000"/>
<Info workId="101" prob="0.200000" distanceRate="1.000000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="1206" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="전투시작시포메이션명령" normalBehaviorId="1205" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2205" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetCombatTime() &gt; 10000" sendOrderId="1" sendOrderRange="800" sendOrderMaxCount="20" sendOrderRefTarget="1" distanceType="1" distanceRate="0.800000" coolTime="20000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="101" orderType="formation" formationId="5"/>
<Work id="2" desc="단체공격명령" normalBehaviorId="1205" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2205" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="2" sendOrderRange="800" sendOrderMaxCount="20" sendOrderRefTarget="1" distanceType="1" distanceRate="0.800000" coolTime="10000" isDirectionRevision="true" nextAttackProb="0" nextAttackId="101" orderType="concurrent" formationId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="0.000000" distanceRate="0.800000"/>
<Info workId="2" prob="0.000000" distanceRate="0.800000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="101" formationCheckTime="2000" formationAttackProb="0.000000" formationAttackId="101"/>
<ReceiveOrder orderId="2" prob="0.000000" attackId="101" formationCheckTime="2000" formationAttackProb="0.000000" formationAttackId="101"/>
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0"/>
<Move targetDistance="300" timeout="1000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="2" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.700000" cooperationProb="0.000000" shorttermTargetProb="0.200000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.500000" cooperationProb="0.300000" shorttermTargetProb="0.300000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.500000"/>
<Info stWorkId="2" prob="0.500000"/>
<Info stWorkId="3" prob="0.500000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="목표_원거리견제" preProcess="PcTargetByDirection(0,160,150,500,1)" immediateAttackId="101"/>
<StWork id="2" desc="목표_뒤견제" preProcess="PcTargetByDirection(180,120,0,150,0)" immediateAttackId="101"/>
<StWork id="3" desc="목표_힐견제" preProcess="PcTargetBySkillCategoryUsed(0,160,0,300,31, 2)" immediateAttackId="101"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="0"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="75" maxLeaderDistance="150">
<RandomMove moveMinDistance="150" moveMaxDistance="300" probSocial="0.300000" moveRadius="300" probMove="0.500000">
<Social motionId="1"/>
<Social motionId="2"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="14" name="유안티 해적(저레벨용)">
<CautionState alertRadius="250" rotateTime="30" probAvoid="0.100000" avoidSkill="1203" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" hpResetWhenCombatEnd="true"/>
<CombatState watchRotateTime="15" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="true">
<AggroChangeAttack nearTargetAttackId="8" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="100" showAggroChangeMotionAfterDistantTargetAttack="false"/>
<Attack>
<WorkList>
<Work id="1" desc="좌우 기본 공격_노멀 텐션" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2101" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1101, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="2" desc="강력한 4연속 찍기 공격 후 15% 백 무브 후 원거리 발사 공격" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2103" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1103, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="0.150000" nextAttackId="22" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="3" desc="전방 검기 공격" normalBehaviorId="1105" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2105" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1105, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="1.000000" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="4" desc="원거리 발사 공격" normalBehaviorId="1106" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2106" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1106, 1.2, 1)" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="5" desc="꼬리치기 공격" normalBehaviorId="1107" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2107" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="PcTargetByDirectionEx(180, 60, 1107, 1, 1, 0)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="6" desc="3연속 점프 이동 공격" normalBehaviorId="1104" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2104" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1104, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="true" nextAttackProb="1.000000" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="7" desc="시전동작(리액션 공격에는 이미 시전 동작이 붙어있음)" normalBehaviorId="1203" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2203" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetCombatTime() &gt; 20000 AND IsInSkillAttackRange(1102, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="15" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="8" desc="우회전 공격" normalBehaviorId="1109" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2109" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetTargetDir() &gt; 60 AND GetTargetDir() &lt; 120 AND IsInSkillAttackRange(1109, 1, 1)" distanceType="1" distanceRate="1.000000" coolTime="12000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="9" desc="좌회전 공격" normalBehaviorId="1108" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2108" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetTargetDir() &gt; 240 AND GetTargetDir() &lt; 300 AND IsInSkillAttackRange(1108, 1,1)" distanceType="1" distanceRate="1.000000" coolTime="12000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="10" desc="좌회피" normalBehaviorId="1207" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2207" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1101, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="11" desc="우회피" normalBehaviorId="1208" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2208" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1101, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="12" desc="HP없으면 헉헉" normalBehaviorId="1201" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1201" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetHpRatio()&lt;0.3" distanceType="1" distanceRate="1.000000" coolTime="14000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="15" desc="앞발 찍기 리액션 공격 + 60% 무브 어택" normalBehaviorId="1102" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2102" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetCombatTime() &gt; 20000 AND IsInSkillAttackRange(1102, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="20000" isDirectionRevision="true" nextAttackProb="0.6" nextAttackId="6" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="16" desc="짧은 롱무브 " normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1110, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1110" angerBehaviorId="2110"/>
<Work id="17" desc="긴 롱무브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1113, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1113" angerBehaviorId="2113"/>
<Work id="18" desc="3방향 전기 웨이브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 20000 AND IsInSkillAttackRange(1112, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="45000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1112" angerBehaviorId="2112"/>
<Work id="19" desc="스타폴" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 20000 AND IsInSkillAttackRange(1112, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="45000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1111" angerBehaviorId="2111"/>
<Work id="20" desc="어그로 체인지" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetDamagedCount(7) &lt; 1" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="21" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1204" angerBehaviorId="2204"/>
<Work id="21" desc="어그로 체인지(반복용)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1204" angerBehaviorId="2204"/>
<Work id="22" desc="백무브 후 원거리 공격" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1101, 1, 0.8) AND GetDamagedCount(10) &gt; 5" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="0.6" nextAttackId="4" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1212" angerBehaviorId="2212"/>
<Work id="23" desc="패턴 1_1 좌측 사이드 점프 후 30% 우회전 공격" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1101, 1, 1) AND IsPrevAttack(0, 26) == 0 AND IsPrevAttack(1, 10) == 0 AND IsPrevAttack(1, 11) == 0" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="0.3" nextAttackId="8" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1207" angerBehaviorId="2207"/>
<Work id="24" desc="패턴 1_2 좌측 사이드 점프 후 30% 3연속 점프 이동" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="0" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1104" angerBehaviorId="2104"/>
<Work id="25" desc="패턴 1_3 좌측 사이드 점프 후 30% 3연속 점프 이동" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1104" angerBehaviorId="2104"/>
<Work id="26" desc="패턴 2_1 우측 사이드 점프 후 30% 좌회전 공격" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1101, 1, 1) AND IsPrevAttack(0, 23) == 0 AND IsPrevAttack(1, 10) == 0 AND IsPrevAttack(1, 11) == 0" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="0.3" nextAttackId="9" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1208" angerBehaviorId="2208"/>
<Work id="27" desc="패턴 2_2 우측 사이드 점프 후 30% 액티브 무브" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="42" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1" angerBehaviorId="1"/>
<Work id="28" desc="패턴 2_3 우측 사이드 점프 후 30% 액티브 무브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1113" angerBehaviorId="2113"/>
<Work id="29" desc="패턴 3_1 백회피 후 검기 날리기" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1101, 1, 1)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="30" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1212" angerBehaviorId="2212"/>
<Work id="30" desc="패턴 3_2 백회피 후 검기 날리기" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1105" angerBehaviorId="2105"/>
<Work id="31" desc="패턴 4_1 3방향 전기 웨이브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1101, 1, 1)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="0.9" nextAttackId="18" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1212" angerBehaviorId="2212"/>
<Work id="32" desc="태어난 곳을 향해 중점프 1_1" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsOutCombatSpace(1200) == 1" distanceType="1" distanceRate="1.000000" coolTime="120000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="33" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="2" angerBehaviorId="2"/>
<Work id="33" desc="태어난 곳을 향해 중점프 1_2" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1110" angerBehaviorId="2110"/>
<Work id="34" desc="태어난 곳을 향해 대점프 1_1" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsOutCombatSpace(1500) == 1" distanceType="1" distanceRate="1.000000" coolTime="120000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="35" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="2" angerBehaviorId="2"/>
<Work id="35" desc="태어난 곳을 향해 대점프 1_2" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1113" angerBehaviorId="2113"/>
<Work id="36" desc="체력 30% 이하시 도망1_1" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="GetHpRatio() &lt; 0.3" distanceType="1" distanceRate="1.000000" coolTime="14000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="37" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="2" angerBehaviorId="2"/>
<Work id="37" desc="체력 30% 이하시 도망1_2" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="12" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="13" angerBehaviorId="14"/>
<Work id="38" desc="pc에게 접근" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="6000" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="15" angerBehaviorId="16"/>
<Work id="39" desc="1_1 분노시 무브 어택 후 180도 회전후 무브 어택" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1103, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="20000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="102" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1104" angerBehaviorId="2104"/>
<Work id="40" desc="헛치기(기본공격)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1101, 1, 1.2) AND (GetDamagedCount(5) &lt; 1 OR GetHpRatio() &lt; 0.15)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1101" angerBehaviorId="2101"/>
<Work id="41" desc="1_1 꼬리 치기 공격 패턴" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1107, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="5" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="3" angerBehaviorId="3"/>
<Work id="42" desc="전방 이동" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="IsPrevAttack(1, 42) == 0 AND GetTargetDir() &gt; -60 AND GetTargetDir() &lt; 60 AND GetCombatTime() &gt; 15000" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="13" angerBehaviorId="14"/>
<Work id="43" desc="우로 14도 회전 후 이동" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsPrevAttack(1, 42) == 0 AND (GetTargetDir() &gt; -60 AND GetTargetDir() &lt; 60)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="42" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="4" angerBehaviorId="4"/>
<Work id="44" desc="좌로 23도 회전 후 이동" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsPrevAttack(1, 42) == 0 AND (GetTargetDir() &gt; -60 AND GetTargetDir() &lt; 60)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="42" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="5" angerBehaviorId="5"/>
<Work id="50" desc="롱무브(근) 후 헤비 어택(단기적 타겟_힐 견제)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1.000000" nextAttackId="2" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1110" angerBehaviorId="2110"/>
<Work id="51" desc="롱무브(원) 후 헤비 어택(단기적 타겟_원거리 견제)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1.000000" nextAttackId="2" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1113" angerBehaviorId="2113"/>
<Work id="100" desc="pc에게 접근(어그로 체인지_원거리)" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="6000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="1" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="15" angerBehaviorId="16"/>
<Work id="101" desc="1_1 분노시 무브 어택 후 180도 회전후 무브 어택" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1103, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="102" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1104" angerBehaviorId="2104"/>
<Work id="102" desc="1_2 분노시 무브 어택 후 180도 회전후 무브 어택" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="103" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="6" angerBehaviorId="6"/>
<Work id="103" desc="1_3 분노시 무브 어택 후 180도 회전후 무브 어택" normalBehaviorId="1104" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2104" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1.000000" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="12" prob="0.500000" distanceRate="1.000000"/>
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<Tension id="2">
<Info workId="12" prob="0.000000" distanceRate="0.000000"/>
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<Tension id="3">
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<Tension id="4">
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</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="1207" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="" normalBehaviorId="0" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="0" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="300" sendOrderMaxCount="2" sendOrderRefTarget="1" distanceType="3" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="0" orderType="normal" formationId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="0.300000" distanceRate="1.000000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="1.000000" attackId="1" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
<ReceiveOrder orderId="2" prob="1.000000" attackId="2" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
</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="0.200000" executionRate="0.000000" summonNum="1" summonRange="300" summonTemplateId="0"/>
<Move targetDistance="150" timeout="10000"/>
<PatternList>
<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="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>
<Pattern minHpRatio="0.000000" maxHpRatio="0.150000">
<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="3" 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>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="2" prob="0.015000"/>
<Info stWorkId="3" prob="0.015000"/>
<Info stWorkId="4" prob="0.015000"/>
<Info stWorkId="8" prob="0.000000"/>
<Info stWorkId="1" prob="0.000000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="2" desc="뒤에 있으면 꼬리로 공격한다." preProcess="PcTargetByDirectionEx(180, 120, 1107, 1, 1, 0)" immediateAttackId="5"/>
<StWork id="3" desc="우회전 공격" preProcess="PcTargetByDirectionEx(90, 120, 1109, 1, 1, 0)" immediateAttackId="8"/>
<StWork id="4" desc="좌회전 공격" preProcess="PcTargetByDirectionEx(270, 120, 1108, 1, 1, 0)" immediateAttackId="9"/>
<StWork id="8" desc="힐 견재용" preProcess="PcTargetBySkillCategoryUsedEx(1, 360, 1110, 1, 0.8, 31, 2)" immediateAttackId="50"/>
<StWork id="1" desc="원거리 공격 견재용" preProcess="PcTargetBySkillCategoryUsedEx(1, 360, 1113, 1, 0.8, 23, 2)" immediateAttackId="50"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="3"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="200" followNearUser="false">
<Buff range="0" coolTime="0"/>
<RandomMove moveMinDistance="150" moveMaxDistance="300" probSocial="0.300000" moveRadius="1000" probMove="0.200000">
<Social motionId="1"/>
<Social motionId="2"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="15" name="유안티 해적(저레벨용)">
<CautionState alertRadius="250" rotateTime="30" probAvoid="0.100000" avoidSkill="1203" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" hpResetWhenCombatEnd="true"/>
<CombatState watchRotateTime="15" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="true">
<AggroChangeAttack nearTargetAttackId="8" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="100" showAggroChangeMotionAfterDistantTargetAttack="false"/>
<Attack>
<WorkList>
<Work id="1" desc="좌우 기본 공격_노멀 텐션" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2101" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1101, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="2" desc="강력한 4연속 찍기 공격 후 15% 백 무브 후 원거리 발사 공격" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2103" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1103, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="0.150000" nextAttackId="22" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="3" desc="전방 검기 공격" normalBehaviorId="1105" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2105" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1105, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="1.000000" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="4" desc="원거리 발사 공격" normalBehaviorId="1106" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2106" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1106, 1.2, 1)" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="5" desc="꼬리치기 공격" normalBehaviorId="1107" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2107" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="PcTargetByDirectionEx(180, 60, 1107, 1, 1, 0)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="6" desc="3연속 점프 이동 공격" normalBehaviorId="1104" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2104" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1104, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="true" nextAttackProb="1.000000" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="7" desc="시전동작(리액션 공격에는 이미 시전 동작이 붙어있음)" normalBehaviorId="1203" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2203" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetCombatTime() &gt; 20000 AND IsInSkillAttackRange(1102, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="15" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="8" desc="우회전 공격" normalBehaviorId="1109" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2109" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetTargetDir() &gt; 60 AND GetTargetDir() &lt; 120 AND IsInSkillAttackRange(1109, 1, 1)" distanceType="1" distanceRate="1.000000" coolTime="12000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="9" desc="좌회전 공격" normalBehaviorId="1108" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2108" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetTargetDir() &gt; 240 AND GetTargetDir() &lt; 300 AND IsInSkillAttackRange(1108, 1,1)" distanceType="1" distanceRate="1.000000" coolTime="12000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="10" desc="좌회피" normalBehaviorId="1207" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2207" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1101, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="11" desc="우회피" normalBehaviorId="1208" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2208" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1101, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="12" desc="HP없으면 헉헉" normalBehaviorId="1201" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1201" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetHpRatio()&lt;0.3" distanceType="1" distanceRate="1.000000" coolTime="14000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="15" desc="앞발 찍기 리액션 공격 + 60% 무브 어택" normalBehaviorId="1102" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2102" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetCombatTime() &gt; 20000 AND IsInSkillAttackRange(1102, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="20000" isDirectionRevision="true" nextAttackProb="0.6" nextAttackId="6" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="16" desc="짧은 롱무브 " normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1110, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1110" angerBehaviorId="2110"/>
<Work id="17" desc="긴 롱무브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1113, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1113" angerBehaviorId="2113"/>
<Work id="18" desc="3방향 전기 웨이브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 20000 AND IsInSkillAttackRange(1112, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="45000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1112" angerBehaviorId="2112"/>
<Work id="19" desc="스타폴" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 20000 AND IsInSkillAttackRange(1112, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="45000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1111" angerBehaviorId="2111"/>
<Work id="20" desc="어그로 체인지" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetDamagedCount(7) &lt; 1" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="21" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1204" angerBehaviorId="2204"/>
<Work id="21" desc="어그로 체인지(반복용)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1204" angerBehaviorId="2204"/>
<Work id="22" desc="백무브 후 원거리 공격" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1101, 1, 0.8) AND GetDamagedCount(10) &gt; 5" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="0.6" nextAttackId="4" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1212" angerBehaviorId="2212"/>
<Work id="23" desc="패턴 1_1 좌측 사이드 점프 후 30% 우회전 공격" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1101, 1, 1) AND IsPrevAttack(0, 26) == 0 AND IsPrevAttack(1, 10) == 0 AND IsPrevAttack(1, 11) == 0" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="0.3" nextAttackId="8" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1207" angerBehaviorId="2207"/>
<Work id="24" desc="패턴 1_2 좌측 사이드 점프 후 30% 3연속 점프 이동" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="0" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1104" angerBehaviorId="2104"/>
<Work id="25" desc="패턴 1_3 좌측 사이드 점프 후 30% 3연속 점프 이동" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1104" angerBehaviorId="2104"/>
<Work id="26" desc="패턴 2_1 우측 사이드 점프 후 30% 좌회전 공격" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1101, 1, 1) AND IsPrevAttack(0, 23) == 0 AND IsPrevAttack(1, 10) == 0 AND IsPrevAttack(1, 11) == 0" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="0.3" nextAttackId="9" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1208" angerBehaviorId="2208"/>
<Work id="27" desc="패턴 2_2 우측 사이드 점프 후 30% 액티브 무브" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="42" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="7" angerBehaviorId="7"/>
<Work id="28" desc="패턴 2_3 우측 사이드 점프 후 30% 액티브 무브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1113" angerBehaviorId="2113"/>
<Work id="29" desc="패턴 3_1 백회피 후 검기 날리기" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1101, 1, 1)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="30" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1212" angerBehaviorId="2212"/>
<Work id="30" desc="패턴 3_2 백회피 후 검기 날리기" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1105" angerBehaviorId="2105"/>
<Work id="31" desc="패턴 4_1 3방향 전기 웨이브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1101, 1, 1)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="0.9" nextAttackId="18" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1212" angerBehaviorId="2212"/>
<Work id="32" desc="태어난 곳을 향해 중점프 1_1" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsOutCombatSpace(1200) == 1" distanceType="1" distanceRate="1.000000" coolTime="120000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="33" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="8" angerBehaviorId="8"/>
<Work id="33" desc="태어난 곳을 향해 중점프 1_2" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1110" angerBehaviorId="2110"/>
<Work id="34" desc="태어난 곳을 향해 대점프 1_1" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsOutCombatSpace(1500) == 1" distanceType="1" distanceRate="1.000000" coolTime="120000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="35" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="8" angerBehaviorId="8"/>
<Work id="35" desc="태어난 곳을 향해 대점프 1_2" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1113" angerBehaviorId="2113"/>
<Work id="36" desc="체력 30% 이하시 도망1_1" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="GetHpRatio() &lt; 0.3" distanceType="1" distanceRate="1.000000" coolTime="14000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="37" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="8" angerBehaviorId="8"/>
<Work id="37" desc="체력 30% 이하시 도망1_2" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="12" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="17" angerBehaviorId="18"/>
<Work id="38" desc="pc에게 접근" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="6000" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="19" angerBehaviorId="20"/>
<Work id="39" desc="1_1 분노시 무브 어택 후 180도 회전후 무브 어택" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1103, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="20000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="102" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1104" angerBehaviorId="2104"/>
<Work id="40" desc="헛치기(기본공격)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1101, 1, 1.2) AND (GetDamagedCount(5) &lt; 1 OR GetHpRatio() &lt; 0.15)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1101" angerBehaviorId="2101"/>
<Work id="41" desc="1_1 꼬리 치기 공격 패턴" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1107, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="5" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="9" angerBehaviorId="9"/>
<Work id="42" desc="전방 이동" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="IsPrevAttack(1, 42) == 0 AND GetTargetDir() &gt; -60 AND GetTargetDir() &lt; 60 AND GetCombatTime() &gt; 15000" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="17" angerBehaviorId="18"/>
<Work id="43" desc="우로 14도 회전 후 이동" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsPrevAttack(1, 42) == 0 AND (GetTargetDir() &gt; -60 AND GetTargetDir() &lt; 60)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="42" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="10" angerBehaviorId="10"/>
<Work id="44" desc="좌로 23도 회전 후 이동" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsPrevAttack(1, 42) == 0 AND (GetTargetDir() &gt; -60 AND GetTargetDir() &lt; 60)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="42" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="11" angerBehaviorId="11"/>
<Work id="50" desc="롱무브(근) 후 헤비 어택(단기적 타겟_힐 견제)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1.000000" nextAttackId="2" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1110" angerBehaviorId="2110"/>
<Work id="51" desc="롱무브(원) 후 헤비 어택(단기적 타겟_원거리 견제)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1.000000" nextAttackId="2" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1113" angerBehaviorId="2113"/>
<Work id="100" desc="pc에게 접근(어그로 체인지_원거리)" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="6000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="1" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="19" angerBehaviorId="20"/>
<Work id="101" desc="1_1 분노시 무브 어택 후 180도 회전후 무브 어택" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1103, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="102" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1104" angerBehaviorId="2104"/>
<Work id="102" desc="1_2 분노시 무브 어택 후 180도 회전후 무브 어택" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="103" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="12" angerBehaviorId="12"/>
<Work id="103" desc="1_3 분노시 무브 어택 후 180도 회전후 무브 어택" normalBehaviorId="1104" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2104" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1.000000" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="12" prob="0.500000" distanceRate="1.000000"/>
<Info workId="36" prob="0.000000" distanceRate="0.000000"/>
<Info workId="34" prob="1.000000" distanceRate="1.000000"/>
<Info workId="32" prob="1.000000" distanceRate="1.000000"/>
<Info workId="9" prob="0.300000" distanceRate="1.000000"/>
<Info workId="8" prob="0.300000" distanceRate="1.000000"/>
<Info workId="5" prob="1.000000" distanceRate="1.000000"/>
<Info workId="20" prob="0.000000" distanceRate="1.000000"/>
<Info workId="7" prob="0.000000" distanceRate="0.000000"/>
<Info workId="15" prob="0.500000" distanceRate="1.000000"/>
<Info workId="2" prob="0.300000" distanceRate="1.000000"/>
<Info workId="1" prob="0.600000" distanceRate="1.000000"/>
<Info workId="4" prob="0.400000" distanceRate="1.000000"/>
<Info workId="39" prob="0.000000" distanceRate="0.000000"/>
<Info workId="22" prob="0.300000" distanceRate="1.000000"/>
<Info workId="10" prob="0.150000" distanceRate="1.000000"/>
<Info workId="11" prob="0.150000" distanceRate="1.000000"/>
<Info workId="40" prob="0.300000" distanceRate="1.000000"/>
<Info workId="26" prob="0.300000" distanceRate="1.000000"/>
<Info workId="23" prob="0.300000" distanceRate="1.000000"/>
<Info workId="29" prob="0.000000" distanceRate="0.000000"/>
<Info workId="31" prob="0.000000" distanceRate="0.000000"/>
<Info workId="41" prob="0.000000" distanceRate="1.000000"/>
<Info workId="16" prob="0.200000" distanceRate="1.000000"/>
<Info workId="17" prob="0.200000" distanceRate="1.000000"/>
<Info workId="6" prob="0.000000" distanceRate="1.000000"/>
<Info workId="19" prob="0.000000" distanceRate="0.000000"/>
<Info workId="3" prob="0.000000" distanceRate="0.000000"/>
<Info workId="18" prob="0.000000" distanceRate="0.000000"/>
<Info workId="21" 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="27" prob="0.000000" distanceRate="0.000000"/>
<Info workId="28" prob="0.000000" distanceRate="0.000000"/>
<Info workId="30" prob="0.000000" distanceRate="0.000000"/>
<Info workId="33" prob="0.000000" distanceRate="0.000000"/>
<Info workId="35" prob="0.000000" distanceRate="0.000000"/>
<Info workId="37" prob="0.000000" distanceRate="0.000000"/>
<Info workId="42" prob="0.000000" distanceRate="0.000000"/>
<Info workId="50" prob="0.000000" distanceRate="0.000000"/>
<Info workId="100" prob="0.000000" distanceRate="0.000000"/>
<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="51" prob="0.000000" distanceRate="0.000000"/>
<Info workId="43" prob="0.000000" distanceRate="1.000000"/>
<Info workId="44" prob="0.000000" distanceRate="1.000000"/>
<Info workId="38" prob="1.000000" distanceRate="1.000000"/>
</Tension>
<Tension id="2">
<Info workId="12" prob="0.000000" distanceRate="0.000000"/>
<Info workId="36" prob="0.000000" distanceRate="0.000000"/>
<Info workId="34" prob="1.000000" distanceRate="1.000000"/>
<Info workId="32" prob="1.000000" distanceRate="1.000000"/>
<Info workId="9" prob="0.300000" distanceRate="1.000000"/>
<Info workId="8" prob="0.300000" distanceRate="1.000000"/>
<Info workId="5" prob="1.000000" distanceRate="1.000000"/>
<Info workId="20" prob="0.000000" distanceRate="0.000000"/>
<Info workId="7" prob="0.000000" distanceRate="0.000000"/>
<Info workId="15" prob="0.500000" distanceRate="1.000000"/>
<Info workId="39" prob="0.500000" distanceRate="1.000000"/>
<Info workId="22" prob="0.300000" distanceRate="0.000000"/>
<Info workId="10" prob="0.000000" distanceRate="0.000000"/>
<Info workId="11" prob="0.000000" distanceRate="0.000000"/>
<Info workId="40" prob="0.000000" distanceRate="0.000000"/>
<Info workId="26" prob="0.000000" distanceRate="0.000000"/>
<Info workId="23" prob="0.000000" distanceRate="0.000000"/>
<Info workId="29" prob="0.000000" distanceRate="0.000000"/>
<Info workId="31" prob="0.000000" distanceRate="0.000000"/>
<Info workId="2" prob="0.400000" distanceRate="1.000000"/>
<Info workId="41" prob="0.000000" distanceRate="0.000000"/>
<Info workId="1" prob="0.600000" distanceRate="1.000000"/>
<Info workId="4" prob="0.300000" distanceRate="1.000000"/>
<Info workId="16" prob="0.200000" distanceRate="1.000000"/>
<Info workId="17" prob="0.200000" distanceRate="1.000000"/>
<Info workId="6" prob="0.000000" distanceRate="1.000000"/>
<Info workId="19" prob="0.000000" distanceRate="0.000000"/>
<Info workId="3" prob="0.000000" distanceRate="0.000000"/>
<Info workId="18" prob="0.000000" distanceRate="0.000000"/>
<Info workId="21" 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="27" prob="0.000000" distanceRate="0.000000"/>
<Info workId="28" prob="0.000000" distanceRate="0.000000"/>
<Info workId="30" prob="0.000000" distanceRate="0.000000"/>
<Info workId="33" prob="0.000000" distanceRate="0.000000"/>
<Info workId="35" prob="0.000000" distanceRate="0.000000"/>
<Info workId="37" prob="0.000000" distanceRate="0.000000"/>
<Info workId="42" prob="0.000000" distanceRate="0.000000"/>
<Info workId="50" prob="0.000000" distanceRate="0.000000"/>
<Info workId="100" prob="0.000000" distanceRate="0.000000"/>
<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="51" prob="0.000000" distanceRate="0.000000"/>
<Info workId="43" prob="0.000000" distanceRate="1.000000"/>
<Info workId="44" prob="0.000000" distanceRate="1.000000"/>
<Info workId="38" prob="1.000000" distanceRate="1.000000"/>
</Tension>
<Tension id="3">
<Info workId="12" prob="0.000000" distanceRate="1.000000"/>
<Info workId="36" prob="0.500000" distanceRate="1.000000"/>
<Info workId="34" prob="1.000000" distanceRate="1.000000"/>
<Info workId="32" prob="1.000000" distanceRate="1.000000"/>
<Info workId="9" prob="0.300000" distanceRate="1.000000"/>
<Info workId="8" prob="0.300000" distanceRate="1.000000"/>
<Info workId="5" prob="1.000000" distanceRate="1.000000"/>
<Info workId="20" prob="0.000000" distanceRate="1.000000"/>
<Info workId="7" prob="0.000000" distanceRate="0.000000"/>
<Info workId="15" prob="0.500000" distanceRate="1.000000"/>
<Info workId="2" prob="0.300000" distanceRate="1.000000"/>
<Info workId="1" prob="0.600000" distanceRate="1.000000"/>
<Info workId="4" prob="0.400000" distanceRate="1.000000"/>
<Info workId="39" prob="0.000000" distanceRate="0.000000"/>
<Info workId="22" prob="0.300000" distanceRate="1.000000"/>
<Info workId="10" prob="0.150000" distanceRate="1.000000"/>
<Info workId="11" prob="0.150000" distanceRate="1.000000"/>
<Info workId="40" prob="0.500000" distanceRate="1.000000"/>
<Info workId="26" prob="0.300000" distanceRate="1.000000"/>
<Info workId="23" prob="0.300000" distanceRate="1.000000"/>
<Info workId="29" prob="0.000000" distanceRate="0.000000"/>
<Info workId="31" prob="0.000000" distanceRate="0.000000"/>
<Info workId="41" prob="0.000000" distanceRate="1.000000"/>
<Info workId="16" prob="0.200000" distanceRate="1.000000"/>
<Info workId="17" prob="0.200000" distanceRate="1.000000"/>
<Info workId="6" prob="0.000000" distanceRate="1.000000"/>
<Info workId="19" prob="0.000000" distanceRate="0.000000"/>
<Info workId="3" prob="0.000000" distanceRate="0.000000"/>
<Info workId="18" prob="0.000000" distanceRate="0.000000"/>
<Info workId="21" 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="27" prob="0.000000" distanceRate="0.000000"/>
<Info workId="28" prob="0.000000" distanceRate="0.000000"/>
<Info workId="30" prob="0.000000" distanceRate="0.000000"/>
<Info workId="33" prob="0.000000" distanceRate="0.000000"/>
<Info workId="35" prob="0.000000" distanceRate="0.000000"/>
<Info workId="37" prob="0.000000" distanceRate="0.000000"/>
<Info workId="42" prob="0.000000" distanceRate="0.000000"/>
<Info workId="50" prob="0.000000" distanceRate="0.000000"/>
<Info workId="100" prob="0.000000" distanceRate="0.000000"/>
<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="51" prob="0.000000" distanceRate="0.000000"/>
<Info workId="43" prob="0.000000" distanceRate="1.000000"/>
<Info workId="44" prob="0.000000" distanceRate="1.000000"/>
<Info workId="38" prob="1.000000" distanceRate="1.000000"/>
</Tension>
<Tension id="4">
<Info workId="12" prob="0.500000" distanceRate="1.000000"/>
<Info workId="36" prob="0.000000" distanceRate="0.000000"/>
<Info workId="34" prob="1.000000" distanceRate="1.000000"/>
<Info workId="32" prob="1.000000" distanceRate="1.000000"/>
<Info workId="9" prob="0.300000" distanceRate="1.000000"/>
<Info workId="8" prob="0.300000" distanceRate="1.000000"/>
<Info workId="5" prob="1.000000" distanceRate="1.000000"/>
<Info workId="20" prob="0.000000" distanceRate="0.000000"/>
<Info workId="7" prob="0.000000" distanceRate="0.000000"/>
<Info workId="15" prob="0.500000" distanceRate="1.000000"/>
<Info workId="39" prob="0.500000" distanceRate="1.000000"/>
<Info workId="22" prob="0.300000" distanceRate="0.000000"/>
<Info workId="10" prob="0.000000" distanceRate="0.000000"/>
<Info workId="11" prob="0.000000" distanceRate="0.000000"/>
<Info workId="40" prob="0.000000" distanceRate="0.000000"/>
<Info workId="26" prob="0.000000" distanceRate="0.000000"/>
<Info workId="23" prob="0.000000" distanceRate="0.000000"/>
<Info workId="29" prob="0.000000" distanceRate="0.000000"/>
<Info workId="31" prob="0.000000" distanceRate="0.000000"/>
<Info workId="2" prob="0.400000" distanceRate="1.000000"/>
<Info workId="41" prob="0.000000" distanceRate="0.000000"/>
<Info workId="1" prob="0.600000" distanceRate="1.000000"/>
<Info workId="4" prob="0.300000" distanceRate="1.000000"/>
<Info workId="16" prob="0.200000" distanceRate="1.000000"/>
<Info workId="17" prob="0.200000" distanceRate="1.000000"/>
<Info workId="6" prob="0.000000" distanceRate="1.000000"/>
<Info workId="19" prob="0.000000" distanceRate="0.000000"/>
<Info workId="3" prob="0.000000" distanceRate="0.000000"/>
<Info workId="18" prob="0.000000" distanceRate="0.000000"/>
<Info workId="21" 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="27" prob="0.000000" distanceRate="0.000000"/>
<Info workId="28" prob="0.000000" distanceRate="0.000000"/>
<Info workId="30" prob="0.000000" distanceRate="0.000000"/>
<Info workId="33" prob="0.000000" distanceRate="0.000000"/>
<Info workId="35" prob="0.000000" distanceRate="0.000000"/>
<Info workId="37" prob="0.000000" distanceRate="0.000000"/>
<Info workId="42" prob="0.000000" distanceRate="0.000000"/>
<Info workId="50" prob="0.000000" distanceRate="0.000000"/>
<Info workId="100" prob="0.000000" distanceRate="0.000000"/>
<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="51" prob="0.000000" distanceRate="0.000000"/>
<Info workId="43" prob="0.000000" distanceRate="1.000000"/>
<Info workId="44" prob="0.000000" distanceRate="1.000000"/>
<Info workId="38" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="1207" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="" normalBehaviorId="0" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="0" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="300" sendOrderMaxCount="2" sendOrderRefTarget="1" distanceType="3" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="0" orderType="normal" formationId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="0.300000" distanceRate="1.000000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="1.000000" attackId="1" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
<ReceiveOrder orderId="2" prob="1.000000" attackId="2" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
</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="0.200000" executionRate="0.000000" summonNum="1" summonRange="300" summonTemplateId="0"/>
<Move targetDistance="150" timeout="10000"/>
<PatternList>
<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="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>
<Pattern minHpRatio="0.000000" maxHpRatio="0.150000">
<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="3" 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>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="2" prob="0.015000"/>
<Info stWorkId="3" prob="0.015000"/>
<Info stWorkId="4" prob="0.015000"/>
<Info stWorkId="8" prob="0.000000"/>
<Info stWorkId="1" prob="0.000000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="2" desc="뒤에 있으면 꼬리로 공격한다." preProcess="PcTargetByDirectionEx(180, 120, 1107, 1, 1, 0)" immediateAttackId="5"/>
<StWork id="3" desc="우회전 공격" preProcess="PcTargetByDirectionEx(90, 120, 1109, 1, 1, 0)" immediateAttackId="8"/>
<StWork id="4" desc="좌회전 공격" preProcess="PcTargetByDirectionEx(270, 120, 1108, 1, 1, 0)" immediateAttackId="9"/>
<StWork id="8" desc="힐 견재용" preProcess="PcTargetBySkillCategoryUsedEx(1, 360, 1110, 1, 0.8, 31, 2)" immediateAttackId="50"/>
<StWork id="1" desc="원거리 공격 견재용" preProcess="PcTargetBySkillCategoryUsedEx(1, 360, 1113, 1, 0.8, 23, 2)" immediateAttackId="50"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="3"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="200" followNearUser="false">
<Buff range="0" coolTime="0"/>
<RandomMove moveMinDistance="150" moveMaxDistance="300" probSocial="0.300000" moveRadius="1000" probMove="0.200000">
<Social motionId="1"/>
<Social motionId="2"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="16" name="유안티 해적(저레벨용)">
<CautionState alertRadius="250" rotateTime="30" probAvoid="0.100000" avoidSkill="1203" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" hpResetWhenCombatEnd="true"/>
<CombatState watchRotateTime="15" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="true">
<AggroChangeAttack nearTargetAttackId="8" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="100" showAggroChangeMotionAfterDistantTargetAttack="false"/>
<Attack>
<WorkList>
<Work id="1" desc="좌우 기본 공격_노멀 텐션" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2101" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1101, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="2" desc="강력한 4연속 찍기 공격 후 15% 백 무브 후 원거리 발사 공격" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2103" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1103, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="0.150000" nextAttackId="22" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="3" desc="전방 검기 공격" normalBehaviorId="1105" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2105" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1105, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="1.000000" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="4" desc="원거리 발사 공격" normalBehaviorId="1106" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2106" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1106, 1.2, 1)" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="5" desc="꼬리치기 공격" normalBehaviorId="1107" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2107" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="PcTargetByDirectionEx(180, 60, 1107, 1, 1, 0)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="6" desc="3연속 점프 이동 공격" normalBehaviorId="1104" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2104" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1104, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="true" nextAttackProb="1.000000" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="7" desc="시전동작(리액션 공격에는 이미 시전 동작이 붙어있음)" normalBehaviorId="1203" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2203" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetCombatTime() &gt; 20000 AND IsInSkillAttackRange(1102, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="15" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="8" desc="우회전 공격" normalBehaviorId="1109" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2109" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetTargetDir() &gt; 60 AND GetTargetDir() &lt; 120 AND IsInSkillAttackRange(1109, 1, 1)" distanceType="1" distanceRate="1.000000" coolTime="12000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="9" desc="좌회전 공격" normalBehaviorId="1108" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2108" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetTargetDir() &gt; 240 AND GetTargetDir() &lt; 300 AND IsInSkillAttackRange(1108, 1,1)" distanceType="1" distanceRate="1.000000" coolTime="12000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="10" desc="좌회피" normalBehaviorId="1207" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2207" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1101, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="11" desc="우회피" normalBehaviorId="1208" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2208" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1101, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="12" desc="HP없으면 헉헉" normalBehaviorId="1201" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1201" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetHpRatio()&lt;0.3" distanceType="1" distanceRate="1.000000" coolTime="14000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="15" desc="앞발 찍기 리액션 공격 + 60% 무브 어택" normalBehaviorId="1102" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2102" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetCombatTime() &gt; 20000 AND IsInSkillAttackRange(1102, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="20000" isDirectionRevision="true" nextAttackProb="0.6" nextAttackId="6" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="16" desc="짧은 롱무브 " normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1110, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1110" angerBehaviorId="2110"/>
<Work id="17" desc="긴 롱무브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1113, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1113" angerBehaviorId="2113"/>
<Work id="18" desc="3방향 전기 웨이브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 20000 AND IsInSkillAttackRange(1112, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="45000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1112" angerBehaviorId="2112"/>
<Work id="19" desc="스타폴" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 20000 AND IsInSkillAttackRange(1112, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="45000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1111" angerBehaviorId="2111"/>
<Work id="20" desc="어그로 체인지" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetDamagedCount(7) &lt; 1" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="21" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1204" angerBehaviorId="2204"/>
<Work id="21" desc="어그로 체인지(반복용)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1204" angerBehaviorId="2204"/>
<Work id="22" desc="백무브 후 원거리 공격" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1101, 1, 0.8) AND GetDamagedCount(10) &gt; 5" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="0.6" nextAttackId="4" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1212" angerBehaviorId="2212"/>
<Work id="23" desc="패턴 1_1 좌측 사이드 점프 후 30% 우회전 공격" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1101, 1, 1) AND IsPrevAttack(0, 26) == 0 AND IsPrevAttack(1, 10) == 0 AND IsPrevAttack(1, 11) == 0" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="0.3" nextAttackId="8" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1207" angerBehaviorId="2207"/>
<Work id="24" desc="패턴 1_2 좌측 사이드 점프 후 30% 3연속 점프 이동" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="0" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1104" angerBehaviorId="2104"/>
<Work id="25" desc="패턴 1_3 좌측 사이드 점프 후 30% 3연속 점프 이동" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1104" angerBehaviorId="2104"/>
<Work id="26" desc="패턴 2_1 우측 사이드 점프 후 30% 좌회전 공격" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1101, 1, 1) AND IsPrevAttack(0, 23) == 0 AND IsPrevAttack(1, 10) == 0 AND IsPrevAttack(1, 11) == 0" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="0.3" nextAttackId="9" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1208" angerBehaviorId="2208"/>
<Work id="27" desc="패턴 2_2 우측 사이드 점프 후 30% 액티브 무브" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="42" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="13" angerBehaviorId="13"/>
<Work id="28" desc="패턴 2_3 우측 사이드 점프 후 30% 액티브 무브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1113" angerBehaviorId="2113"/>
<Work id="29" desc="패턴 3_1 백회피 후 검기 날리기" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1101, 1, 1)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="30" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1212" angerBehaviorId="2212"/>
<Work id="30" desc="패턴 3_2 백회피 후 검기 날리기" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1105" angerBehaviorId="2105"/>
<Work id="31" desc="패턴 4_1 3방향 전기 웨이브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1101, 1, 1)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="0.9" nextAttackId="18" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1212" angerBehaviorId="2212"/>
<Work id="32" desc="태어난 곳을 향해 중점프 1_1" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsOutCombatSpace(1200) == 1" distanceType="1" distanceRate="1.000000" coolTime="120000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="33" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="14" angerBehaviorId="14"/>
<Work id="33" desc="태어난 곳을 향해 중점프 1_2" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1110" angerBehaviorId="2110"/>
<Work id="34" desc="태어난 곳을 향해 대점프 1_1" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsOutCombatSpace(1500) == 1" distanceType="1" distanceRate="1.000000" coolTime="120000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="35" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="14" angerBehaviorId="14"/>
<Work id="35" desc="태어난 곳을 향해 대점프 1_2" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1113" angerBehaviorId="2113"/>
<Work id="36" desc="체력 30% 이하시 도망1_1" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="GetHpRatio() &lt; 0.3" distanceType="1" distanceRate="1.000000" coolTime="14000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="37" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="14" angerBehaviorId="14"/>
<Work id="37" desc="체력 30% 이하시 도망1_2" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="12" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="21" angerBehaviorId="22"/>
<Work id="38" desc="pc에게 접근" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="6000" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="23" angerBehaviorId="24"/>
<Work id="39" desc="1_1 분노시 무브 어택 후 180도 회전후 무브 어택" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1103, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="20000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="102" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1104" angerBehaviorId="2104"/>
<Work id="40" desc="헛치기(기본공격)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1101, 1, 1.2) AND (GetDamagedCount(5) &lt; 1 OR GetHpRatio() &lt; 0.15)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1101" angerBehaviorId="2101"/>
<Work id="41" desc="1_1 꼬리 치기 공격 패턴" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1107, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="5" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="15" angerBehaviorId="15"/>
<Work id="42" desc="전방 이동" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="IsPrevAttack(1, 42) == 0 AND GetTargetDir() &gt; -60 AND GetTargetDir() &lt; 60 AND GetCombatTime() &gt; 15000" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="21" angerBehaviorId="22"/>
<Work id="43" desc="우로 14도 회전 후 이동" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsPrevAttack(1, 42) == 0 AND (GetTargetDir() &gt; -60 AND GetTargetDir() &lt; 60)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="42" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="16" angerBehaviorId="16"/>
<Work id="44" desc="좌로 23도 회전 후 이동" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsPrevAttack(1, 42) == 0 AND (GetTargetDir() &gt; -60 AND GetTargetDir() &lt; 60)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="42" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="17" angerBehaviorId="17"/>
<Work id="50" desc="롱무브(근) 후 헤비 어택(단기적 타겟_힐 견제)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1.000000" nextAttackId="2" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1110" angerBehaviorId="2110"/>
<Work id="51" desc="롱무브(원) 후 헤비 어택(단기적 타겟_원거리 견제)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1.000000" nextAttackId="2" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1113" angerBehaviorId="2113"/>
<Work id="100" desc="pc에게 접근(어그로 체인지_원거리)" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="6000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="1" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="23" angerBehaviorId="24"/>
<Work id="101" desc="1_1 분노시 무브 어택 후 180도 회전후 무브 어택" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1103, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="102" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1104" angerBehaviorId="2104"/>
<Work id="102" desc="1_2 분노시 무브 어택 후 180도 회전후 무브 어택" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="103" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="18" angerBehaviorId="18"/>
<Work id="103" desc="1_3 분노시 무브 어택 후 180도 회전후 무브 어택" normalBehaviorId="1104" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2104" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1.000000" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000"/>
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<Info workId="34" prob="1.000000" distanceRate="1.000000"/>
<Info workId="32" prob="1.000000" distanceRate="1.000000"/>
<Info workId="9" prob="0.300000" distanceRate="1.000000"/>
<Info workId="8" prob="0.300000" distanceRate="1.000000"/>
<Info workId="5" prob="1.000000" distanceRate="1.000000"/>
<Info workId="20" prob="0.000000" distanceRate="0.000000"/>
<Info workId="7" prob="0.000000" distanceRate="0.000000"/>
<Info workId="15" prob="0.500000" distanceRate="1.000000"/>
<Info workId="39" prob="0.500000" distanceRate="1.000000"/>
<Info workId="22" prob="0.300000" distanceRate="0.000000"/>
<Info workId="10" prob="0.000000" distanceRate="0.000000"/>
<Info workId="11" prob="0.000000" distanceRate="0.000000"/>
<Info workId="40" prob="0.000000" distanceRate="0.000000"/>
<Info workId="26" prob="0.000000" distanceRate="0.000000"/>
<Info workId="23" prob="0.000000" distanceRate="0.000000"/>
<Info workId="29" prob="0.000000" distanceRate="0.000000"/>
<Info workId="31" prob="0.000000" distanceRate="0.000000"/>
<Info workId="2" prob="0.400000" distanceRate="1.000000"/>
<Info workId="41" prob="0.000000" distanceRate="0.000000"/>
<Info workId="1" prob="0.600000" distanceRate="1.000000"/>
<Info workId="4" prob="0.300000" distanceRate="1.000000"/>
<Info workId="16" prob="0.200000" distanceRate="1.000000"/>
<Info workId="17" prob="0.200000" distanceRate="1.000000"/>
<Info workId="6" prob="0.000000" distanceRate="1.000000"/>
<Info workId="19" prob="0.000000" distanceRate="0.000000"/>
<Info workId="3" prob="0.000000" distanceRate="0.000000"/>
<Info workId="18" prob="0.000000" distanceRate="0.000000"/>
<Info workId="21" 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="27" prob="0.000000" distanceRate="0.000000"/>
<Info workId="28" prob="0.000000" distanceRate="0.000000"/>
<Info workId="30" prob="0.000000" distanceRate="0.000000"/>
<Info workId="33" prob="0.000000" distanceRate="0.000000"/>
<Info workId="35" prob="0.000000" distanceRate="0.000000"/>
<Info workId="37" prob="0.000000" distanceRate="0.000000"/>
<Info workId="42" prob="0.000000" distanceRate="0.000000"/>
<Info workId="50" prob="0.000000" distanceRate="0.000000"/>
<Info workId="100" prob="0.000000" distanceRate="0.000000"/>
<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="51" prob="0.000000" distanceRate="0.000000"/>
<Info workId="43" prob="0.000000" distanceRate="1.000000"/>
<Info workId="44" prob="0.000000" distanceRate="1.000000"/>
<Info workId="38" prob="1.000000" distanceRate="1.000000"/>
</Tension>
<Tension id="3">
<Info workId="12" prob="0.000000" distanceRate="1.000000"/>
<Info workId="36" prob="0.500000" distanceRate="1.000000"/>
<Info workId="34" prob="1.000000" distanceRate="1.000000"/>
<Info workId="32" prob="1.000000" distanceRate="1.000000"/>
<Info workId="9" prob="0.300000" distanceRate="1.000000"/>
<Info workId="8" prob="0.300000" distanceRate="1.000000"/>
<Info workId="5" prob="1.000000" distanceRate="1.000000"/>
<Info workId="20" prob="0.000000" distanceRate="1.000000"/>
<Info workId="7" prob="0.000000" distanceRate="0.000000"/>
<Info workId="15" prob="0.500000" distanceRate="1.000000"/>
<Info workId="2" prob="0.300000" distanceRate="1.000000"/>
<Info workId="1" prob="0.600000" distanceRate="1.000000"/>
<Info workId="4" prob="0.400000" distanceRate="1.000000"/>
<Info workId="39" prob="0.000000" distanceRate="0.000000"/>
<Info workId="22" prob="0.300000" distanceRate="1.000000"/>
<Info workId="10" prob="0.150000" distanceRate="1.000000"/>
<Info workId="11" prob="0.150000" distanceRate="1.000000"/>
<Info workId="40" prob="0.500000" distanceRate="1.000000"/>
<Info workId="26" prob="0.300000" distanceRate="1.000000"/>
<Info workId="23" prob="0.300000" distanceRate="1.000000"/>
<Info workId="29" prob="0.000000" distanceRate="0.000000"/>
<Info workId="31" prob="0.000000" distanceRate="0.000000"/>
<Info workId="41" prob="0.000000" distanceRate="1.000000"/>
<Info workId="16" prob="0.200000" distanceRate="1.000000"/>
<Info workId="17" prob="0.200000" distanceRate="1.000000"/>
<Info workId="6" prob="0.000000" distanceRate="1.000000"/>
<Info workId="19" prob="0.000000" distanceRate="0.000000"/>
<Info workId="3" prob="0.000000" distanceRate="0.000000"/>
<Info workId="18" prob="0.000000" distanceRate="0.000000"/>
<Info workId="21" 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="27" prob="0.000000" distanceRate="0.000000"/>
<Info workId="28" prob="0.000000" distanceRate="0.000000"/>
<Info workId="30" prob="0.000000" distanceRate="0.000000"/>
<Info workId="33" prob="0.000000" distanceRate="0.000000"/>
<Info workId="35" prob="0.000000" distanceRate="0.000000"/>
<Info workId="37" prob="0.000000" distanceRate="0.000000"/>
<Info workId="42" prob="0.000000" distanceRate="0.000000"/>
<Info workId="50" prob="0.000000" distanceRate="0.000000"/>
<Info workId="100" prob="0.000000" distanceRate="0.000000"/>
<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="51" prob="0.000000" distanceRate="0.000000"/>
<Info workId="43" prob="0.000000" distanceRate="1.000000"/>
<Info workId="44" prob="0.000000" distanceRate="1.000000"/>
<Info workId="38" prob="1.000000" distanceRate="1.000000"/>
</Tension>
<Tension id="4">
<Info workId="12" prob="0.500000" distanceRate="1.000000"/>
<Info workId="36" prob="0.000000" distanceRate="0.000000"/>
<Info workId="34" prob="1.000000" distanceRate="1.000000"/>
<Info workId="32" prob="1.000000" distanceRate="1.000000"/>
<Info workId="9" prob="0.300000" distanceRate="1.000000"/>
<Info workId="8" prob="0.300000" distanceRate="1.000000"/>
<Info workId="5" prob="1.000000" distanceRate="1.000000"/>
<Info workId="20" prob="0.000000" distanceRate="0.000000"/>
<Info workId="7" prob="0.000000" distanceRate="0.000000"/>
<Info workId="15" prob="0.500000" distanceRate="1.000000"/>
<Info workId="39" prob="0.500000" distanceRate="1.000000"/>
<Info workId="22" prob="0.300000" distanceRate="0.000000"/>
<Info workId="10" prob="0.000000" distanceRate="0.000000"/>
<Info workId="11" prob="0.000000" distanceRate="0.000000"/>
<Info workId="40" prob="0.000000" distanceRate="0.000000"/>
<Info workId="26" prob="0.000000" distanceRate="0.000000"/>
<Info workId="23" prob="0.000000" distanceRate="0.000000"/>
<Info workId="29" prob="0.000000" distanceRate="0.000000"/>
<Info workId="31" prob="0.000000" distanceRate="0.000000"/>
<Info workId="2" prob="0.400000" distanceRate="1.000000"/>
<Info workId="41" prob="0.000000" distanceRate="0.000000"/>
<Info workId="1" prob="0.600000" distanceRate="1.000000"/>
<Info workId="4" prob="0.300000" distanceRate="1.000000"/>
<Info workId="16" prob="0.200000" distanceRate="1.000000"/>
<Info workId="17" prob="0.200000" distanceRate="1.000000"/>
<Info workId="6" prob="0.000000" distanceRate="1.000000"/>
<Info workId="19" prob="0.000000" distanceRate="0.000000"/>
<Info workId="3" prob="0.000000" distanceRate="0.000000"/>
<Info workId="18" prob="0.000000" distanceRate="0.000000"/>
<Info workId="21" 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="27" prob="0.000000" distanceRate="0.000000"/>
<Info workId="28" prob="0.000000" distanceRate="0.000000"/>
<Info workId="30" prob="0.000000" distanceRate="0.000000"/>
<Info workId="33" prob="0.000000" distanceRate="0.000000"/>
<Info workId="35" prob="0.000000" distanceRate="0.000000"/>
<Info workId="37" prob="0.000000" distanceRate="0.000000"/>
<Info workId="42" prob="0.000000" distanceRate="0.000000"/>
<Info workId="50" prob="0.000000" distanceRate="0.000000"/>
<Info workId="100" prob="0.000000" distanceRate="0.000000"/>
<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="51" prob="0.000000" distanceRate="0.000000"/>
<Info workId="43" prob="0.000000" distanceRate="1.000000"/>
<Info workId="44" prob="0.000000" distanceRate="1.000000"/>
<Info workId="38" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="1207" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="" normalBehaviorId="0" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="0" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="300" sendOrderMaxCount="2" sendOrderRefTarget="1" distanceType="3" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="0" orderType="normal" formationId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="0.300000" distanceRate="1.000000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="1.000000" attackId="1" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
<ReceiveOrder orderId="2" prob="1.000000" attackId="2" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
</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="0.200000" executionRate="0.000000" summonNum="1" summonRange="300" summonTemplateId="0"/>
<Move targetDistance="150" timeout="10000"/>
<PatternList>
<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="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>
<Pattern minHpRatio="0.000000" maxHpRatio="0.150000">
<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="3" 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>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="2" prob="0.015000"/>
<Info stWorkId="3" prob="0.015000"/>
<Info stWorkId="4" prob="0.015000"/>
<Info stWorkId="8" prob="0.000000"/>
<Info stWorkId="1" prob="0.000000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="2" desc="뒤에 있으면 꼬리로 공격한다." preProcess="PcTargetByDirectionEx(180, 120, 1107, 1, 1, 0)" immediateAttackId="5"/>
<StWork id="3" desc="우회전 공격" preProcess="PcTargetByDirectionEx(90, 120, 1109, 1, 1, 0)" immediateAttackId="8"/>
<StWork id="4" desc="좌회전 공격" preProcess="PcTargetByDirectionEx(270, 120, 1108, 1, 1, 0)" immediateAttackId="9"/>
<StWork id="8" desc="힐 견재용" preProcess="PcTargetBySkillCategoryUsedEx(1, 360, 1110, 1, 0.8, 31, 2)" immediateAttackId="50"/>
<StWork id="1" desc="원거리 공격 견재용" preProcess="PcTargetBySkillCategoryUsedEx(1, 360, 1113, 1, 0.8, 23, 2)" immediateAttackId="50"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="3"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="200" followNearUser="false">
<Buff range="0" coolTime="0"/>
<RandomMove moveMinDistance="150" moveMaxDistance="300" probSocial="0.300000" moveRadius="1000" probMove="0.200000">
<Social motionId="1"/>
<Social motionId="2"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="17" name="유안티 해적(저레벨용)">
<CautionState alertRadius="250" rotateTime="30" probAvoid="0.100000" avoidSkill="1203" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" hpResetWhenCombatEnd="true"/>
<CombatState watchRotateTime="15" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="true">
<AggroChangeAttack nearTargetAttackId="8" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="100" showAggroChangeMotionAfterDistantTargetAttack="false"/>
<Attack>
<WorkList>
<Work id="1" desc="좌우 기본 공격_노멀 텐션" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2101" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1101, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="2" desc="강력한 4연속 찍기 공격 후 15% 백 무브 후 원거리 발사 공격" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2103" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1103, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="0.150000" nextAttackId="22" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="3" desc="전방 검기 공격" normalBehaviorId="1105" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2105" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1105, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="1.000000" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="4" desc="원거리 발사 공격" normalBehaviorId="1106" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2106" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1106, 1.2, 1)" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="5" desc="꼬리치기 공격" normalBehaviorId="1107" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2107" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="PcTargetByDirectionEx(180, 60, 1107, 1, 1, 0)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="6" desc="3연속 점프 이동 공격" normalBehaviorId="1104" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2104" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1104, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="true" nextAttackProb="1.000000" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="7" desc="시전동작(리액션 공격에는 이미 시전 동작이 붙어있음)" normalBehaviorId="1203" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2203" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetCombatTime() &gt; 20000 AND IsInSkillAttackRange(1102, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="15" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="8" desc="우회전 공격" normalBehaviorId="1109" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2109" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetTargetDir() &gt; 60 AND GetTargetDir() &lt; 120 AND IsInSkillAttackRange(1109, 1, 1)" distanceType="1" distanceRate="1.000000" coolTime="12000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="9" desc="좌회전 공격" normalBehaviorId="1108" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2108" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetTargetDir() &gt; 240 AND GetTargetDir() &lt; 300 AND IsInSkillAttackRange(1108, 1,1)" distanceType="1" distanceRate="1.000000" coolTime="12000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="10" desc="좌회피" normalBehaviorId="1207" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2207" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1101, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="11" desc="우회피" normalBehaviorId="1208" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2208" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1101, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="12" desc="HP없으면 헉헉" normalBehaviorId="1201" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1201" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetHpRatio()&lt;0.3" distanceType="1" distanceRate="1.000000" coolTime="14000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="15" desc="앞발 찍기 리액션 공격 + 60% 무브 어택" normalBehaviorId="1102" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2102" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetCombatTime() &gt; 20000 AND IsInSkillAttackRange(1102, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="20000" isDirectionRevision="true" nextAttackProb="0.6" nextAttackId="6" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="16" desc="짧은 롱무브 " normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1110, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1110" angerBehaviorId="2110"/>
<Work id="17" desc="긴 롱무브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1113, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1113" angerBehaviorId="2113"/>
<Work id="18" desc="3방향 전기 웨이브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 20000 AND IsInSkillAttackRange(1112, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="45000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1112" angerBehaviorId="2112"/>
<Work id="19" desc="스타폴" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 20000 AND IsInSkillAttackRange(1112, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="45000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1111" angerBehaviorId="2111"/>
<Work id="20" desc="어그로 체인지" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetDamagedCount(7) &lt; 1" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="21" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1204" angerBehaviorId="2204"/>
<Work id="21" desc="어그로 체인지(반복용)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1204" angerBehaviorId="2204"/>
<Work id="22" desc="백무브 후 원거리 공격" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1101, 1, 0.8) AND GetDamagedCount(10) &gt; 5" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="0.6" nextAttackId="4" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1212" angerBehaviorId="2212"/>
<Work id="23" desc="패턴 1_1 좌측 사이드 점프 후 30% 우회전 공격" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1101, 1, 1) AND IsPrevAttack(0, 26) == 0 AND IsPrevAttack(1, 10) == 0 AND IsPrevAttack(1, 11) == 0" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="0.3" nextAttackId="8" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1207" angerBehaviorId="2207"/>
<Work id="24" desc="패턴 1_2 좌측 사이드 점프 후 30% 3연속 점프 이동" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="0.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="0" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1104" angerBehaviorId="2104"/>
<Work id="25" desc="패턴 1_3 좌측 사이드 점프 후 30% 3연속 점프 이동" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1104" angerBehaviorId="2104"/>
<Work id="26" desc="패턴 2_1 우측 사이드 점프 후 30% 좌회전 공격" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1101, 1, 1) AND IsPrevAttack(0, 23) == 0 AND IsPrevAttack(1, 10) == 0 AND IsPrevAttack(1, 11) == 0" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="0.3" nextAttackId="9" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1208" angerBehaviorId="2208"/>
<Work id="27" desc="패턴 2_2 우측 사이드 점프 후 30% 액티브 무브" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="42" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="19" angerBehaviorId="19"/>
<Work id="28" desc="패턴 2_3 우측 사이드 점프 후 30% 액티브 무브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1113" angerBehaviorId="2113"/>
<Work id="29" desc="패턴 3_1 백회피 후 검기 날리기" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1101, 1, 1)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="30" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1212" angerBehaviorId="2212"/>
<Work id="30" desc="패턴 3_2 백회피 후 검기 날리기" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1105" angerBehaviorId="2105"/>
<Work id="31" desc="패턴 4_1 3방향 전기 웨이브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1101, 1, 1)" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="true" nextAttackProb="0.9" nextAttackId="18" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1212" angerBehaviorId="2212"/>
<Work id="32" desc="태어난 곳을 향해 중점프 1_1" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsOutCombatSpace(1200) == 1" distanceType="1" distanceRate="1.000000" coolTime="120000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="33" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="20" angerBehaviorId="20"/>
<Work id="33" desc="태어난 곳을 향해 중점프 1_2" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1110" angerBehaviorId="2110"/>
<Work id="34" desc="태어난 곳을 향해 대점프 1_1" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsOutCombatSpace(1500) == 1" distanceType="1" distanceRate="1.000000" coolTime="120000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="35" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="20" angerBehaviorId="20"/>
<Work id="35" desc="태어난 곳을 향해 대점프 1_2" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1113" angerBehaviorId="2113"/>
<Work id="36" desc="체력 30% 이하시 도망1_1" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="GetHpRatio() &lt; 0.3" distanceType="1" distanceRate="1.000000" coolTime="14000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="37" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="20" angerBehaviorId="20"/>
<Work id="37" desc="체력 30% 이하시 도망1_2" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="12" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="25" angerBehaviorId="26"/>
<Work id="38" desc="pc에게 접근" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="6000" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="27" angerBehaviorId="28"/>
<Work id="39" desc="1_1 분노시 무브 어택 후 180도 회전후 무브 어택" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1103, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="20000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="102" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1104" angerBehaviorId="2104"/>
<Work id="40" desc="헛치기(기본공격)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1101, 1, 1.2) AND (GetDamagedCount(5) &lt; 1 OR GetHpRatio() &lt; 0.15)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1101" angerBehaviorId="2101"/>
<Work id="41" desc="1_1 꼬리 치기 공격 패턴" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1107, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="5" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="21" angerBehaviorId="21"/>
<Work id="42" desc="전방 이동" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="IsPrevAttack(1, 42) == 0 AND GetTargetDir() &gt; -60 AND GetTargetDir() &lt; 60 AND GetCombatTime() &gt; 15000" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="25" angerBehaviorId="26"/>
<Work id="43" desc="우로 14도 회전 후 이동" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsPrevAttack(1, 42) == 0 AND (GetTargetDir() &gt; -60 AND GetTargetDir() &lt; 60)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="42" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="22" angerBehaviorId="22"/>
<Work id="44" desc="좌로 23도 회전 후 이동" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsPrevAttack(1, 42) == 0 AND (GetTargetDir() &gt; -60 AND GetTargetDir() &lt; 60)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="42" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="23" angerBehaviorId="23"/>
<Work id="50" desc="롱무브(근) 후 헤비 어택(단기적 타겟_힐 견제)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1.000000" nextAttackId="2" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1110" angerBehaviorId="2110"/>
<Work id="51" desc="롱무브(원) 후 헤비 어택(단기적 타겟_원거리 견제)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1.000000" nextAttackId="2" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1113" angerBehaviorId="2113"/>
<Work id="100" desc="pc에게 접근(어그로 체인지_원거리)" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="6000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="1" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="27" angerBehaviorId="28"/>
<Work id="101" desc="1_1 분노시 무브 어택 후 180도 회전후 무브 어택" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1103, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="102" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1104" angerBehaviorId="2104"/>
<Work id="102" desc="1_2 분노시 무브 어택 후 180도 회전후 무브 어택" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="103" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="24" angerBehaviorId="24"/>
<Work id="103" desc="1_3 분노시 무브 어택 후 180도 회전후 무브 어택" normalBehaviorId="1104" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2104" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1.000000" nextAttackId="20" msgImmediately="false" msg="0" msgProb="0.000000"/>
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<Info workId="20" prob="0.000000" distanceRate="0.000000"/>
<Info workId="7" prob="0.000000" distanceRate="0.000000"/>
<Info workId="15" prob="0.500000" distanceRate="1.000000"/>
<Info workId="39" prob="0.500000" distanceRate="1.000000"/>
<Info workId="22" prob="0.300000" distanceRate="0.000000"/>
<Info workId="10" prob="0.000000" distanceRate="0.000000"/>
<Info workId="11" prob="0.000000" distanceRate="0.000000"/>
<Info workId="40" prob="0.000000" distanceRate="0.000000"/>
<Info workId="26" prob="0.000000" distanceRate="0.000000"/>
<Info workId="23" prob="0.000000" distanceRate="0.000000"/>
<Info workId="29" prob="0.000000" distanceRate="0.000000"/>
<Info workId="31" prob="0.000000" distanceRate="0.000000"/>
<Info workId="2" prob="0.400000" distanceRate="1.000000"/>
<Info workId="41" prob="0.000000" distanceRate="0.000000"/>
<Info workId="1" prob="0.600000" distanceRate="1.000000"/>
<Info workId="4" prob="0.300000" distanceRate="1.000000"/>
<Info workId="16" prob="0.200000" distanceRate="1.000000"/>
<Info workId="17" prob="0.200000" distanceRate="1.000000"/>
<Info workId="6" prob="0.000000" distanceRate="1.000000"/>
<Info workId="19" prob="0.000000" distanceRate="0.000000"/>
<Info workId="3" prob="0.000000" distanceRate="0.000000"/>
<Info workId="18" prob="0.000000" distanceRate="0.000000"/>
<Info workId="21" 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="27" prob="0.000000" distanceRate="0.000000"/>
<Info workId="28" prob="0.000000" distanceRate="0.000000"/>
<Info workId="30" prob="0.000000" distanceRate="0.000000"/>
<Info workId="33" prob="0.000000" distanceRate="0.000000"/>
<Info workId="35" prob="0.000000" distanceRate="0.000000"/>
<Info workId="37" prob="0.000000" distanceRate="0.000000"/>
<Info workId="42" prob="0.000000" distanceRate="0.000000"/>
<Info workId="50" prob="0.000000" distanceRate="0.000000"/>
<Info workId="100" prob="0.000000" distanceRate="0.000000"/>
<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="51" prob="0.000000" distanceRate="0.000000"/>
<Info workId="43" prob="0.000000" distanceRate="1.000000"/>
<Info workId="44" prob="0.000000" distanceRate="1.000000"/>
<Info workId="38" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="1207" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="" normalBehaviorId="0" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="0" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" sendOrderId="1" sendOrderRange="300" sendOrderMaxCount="2" sendOrderRefTarget="1" distanceType="3" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="0" orderType="normal" formationId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="0.300000" distanceRate="1.000000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="1.000000" attackId="1" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
<ReceiveOrder orderId="2" prob="1.000000" attackId="2" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
</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="0.200000" executionRate="0.000000" summonNum="1" summonRange="300" summonTemplateId="0"/>
<Move targetDistance="150" timeout="10000"/>
<PatternList>
<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="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>
<Pattern minHpRatio="0.000000" maxHpRatio="0.150000">
<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="3" 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>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="2" prob="0.015000"/>
<Info stWorkId="3" prob="0.015000"/>
<Info stWorkId="4" prob="0.015000"/>
<Info stWorkId="8" prob="0.000000"/>
<Info stWorkId="1" prob="0.000000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="2" desc="뒤에 있으면 꼬리로 공격한다." preProcess="PcTargetByDirectionEx(180, 120, 1107, 1, 1, 0)" immediateAttackId="5"/>
<StWork id="3" desc="우회전 공격" preProcess="PcTargetByDirectionEx(90, 120, 1109, 1, 1, 0)" immediateAttackId="8"/>
<StWork id="4" desc="좌회전 공격" preProcess="PcTargetByDirectionEx(270, 120, 1108, 1, 1, 0)" immediateAttackId="9"/>
<StWork id="8" desc="힐 견재용" preProcess="PcTargetBySkillCategoryUsedEx(1, 360, 1110, 1, 0.8, 31, 2)" immediateAttackId="50"/>
<StWork id="1" desc="원거리 공격 견재용" preProcess="PcTargetBySkillCategoryUsedEx(1, 360, 1113, 1, 0.8, 23, 2)" immediateAttackId="50"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="3"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="200" followNearUser="false">
<Buff range="0" coolTime="0"/>
<RandomMove moveMinDistance="150" moveMaxDistance="300" probSocial="0.300000" moveRadius="1000" probMove="0.200000">
<Social motionId="1"/>
<Social motionId="2"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="18" name="유안티 샤먼(중레벨)">
<CautionState alertRadius="250" rotateTime="11" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="45" checkInterval="5000" hpResetWhenCombatEnd="true" probActiveMove="0.000000" noMove="false" enable="true">
<ActiveMove id="0"/>
</CautionState>
<CombatState watchRotateTime="11" watchRotateAngle="45" playSocialWhenFirstAggro="true" enable="true">
<AggroChangeAttack nearTargetAttackId="107" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="250" showAggroChangeMotionAfterDistantTargetAttack="false"/>
<Attack>
<WorkList>
<Work id="101" desc="기본공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1101, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="103" desc="헤비어택" normalBehaviorId="1104" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2104" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1104, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="104" desc="석화 디버프 후 65% 확률 중독 유발 브레스" normalBehaviorId="1106" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2106" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="0.650000" nextAttackId="106" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="106" desc="중독 유발 원거리 브레스 공격" normalBehaviorId="1105" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2105" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1105, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="20000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="107" desc="360도 라운드어택" normalBehaviorId="1108" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2108" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetTargetDir() &gt; 60 AND GetTargetDir() &lt; 300 AND IsInSkillAttackRange(1108, 1,1)" distanceType="1" distanceRate="1.000000" coolTime="10000" isDirectionRevision="false" nextAttackProb="0" nextAttackId="251" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="111" desc="박치기공격" normalBehaviorId="1103" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2103" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="IsInSkillAttackRange(1103, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="201" desc="HP30%탈진동작" normalBehaviorId="1201" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1201" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetHpRatio() &lt; 0.3" distanceType="1" distanceRate="1.000000" coolTime="14000" isDirectionRevision="false" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="204" desc="어그로체인지동작" normalBehaviorId="1204" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2204" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="GetDamagedCount(7) &lt; 1" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="210" desc="무브어택 + 15% 라운드 어택" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1102, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="0.15" nextAttackId="107" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1102" angerBehaviorId="2102"/>
<Work id="211" desc="사전 동작_무브 어택(사전 동작 생략함)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1102, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="22000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="210" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1203" angerBehaviorId="2203"/>
<Work id="212" desc="롱 무브(근)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 20000 AND IsPrevAttack(0, 213) == 0 AND IsInSkillAttackRange(1107, 0, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1107" angerBehaviorId="2107"/>
<Work id="213" desc="롱 무브(원)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 20000 AND IsPrevAttack(0, 212) == 0 AND IsInSkillAttackRange(1109, 0, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" angerBehaviorId="2109" normalBehaviorId="1109"/>
<Work id="214" desc="태어난 곳을 향해 대 점프 1_1" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsOutCombatSpace(1500) == 1" distanceType="1" distanceRate="1.000000" coolTime="120000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="215" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="25" angerBehaviorId="25"/>
<Work id="215" desc="태어난 곳을 향해 대 점프 1_2" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1109" angerBehaviorId="2109"/>
<Work id="216" desc="태어난 곳을 향해 중 점프 1_1" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsOutCombatSpace(1200) == 1" distanceType="1" distanceRate="1.000000" coolTime="120000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="217" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="25" angerBehaviorId="25"/>
<Work id="217" desc="태어난 곳을 향해 중 점프 1_2" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1107" angerBehaviorId="2107"/>
<Work id="218" desc="1_1 23도 좌로 회전 후 이동" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsPrevAttack(0, 220) == 0 AND (GetTargetDir() &gt; -60 AND GetTargetDir() &lt; 60)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="220" msgImmediately="false" msg="0" msgProb="0.000000" angerBehaviorId="26" normalBehaviorId="26"/>
<Work id="219" desc="2_1 14도 우로 회전 후 이동" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="IsPrevAttack(0, 220) == 0 AND (GetTargetDir() &gt; -60 AND GetTargetDir() &lt; 60)" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="220" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="27" angerBehaviorId="27"/>
<Work id="220" desc="정면 방향으로 이동" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetTargetDir() &gt; -60 AND GetTargetDir() &lt; 60" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="0.7" nextAttackId="252" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1107" angerBehaviorId="2107"/>
<Work id="221" desc="백무브 후 헤비 어택" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 10000 AND IsInSkillAttackRange(1101, 1, 1) AND GetDamagedCount(10) &gt; 5 AND IsPrevAttack(0, 221) == 0 AND IsPrevAttack(0, 230) == 0 AND IsPrevAttack(0, 231) == 0" distanceType="1" distanceRate="1.000000" coolTime="60000" isDirectionRevision="false" nextAttackProb="0.7" nextAttackId="103" msgImmediately="false" msg="0" msgProb="0.000000" angerBehaviorId="2212" normalBehaviorId="1212"/>
<Work id="222" desc="헛치기" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1101, 1, 1.2) AND (GetDamagedCount(5) &lt; 1 OR GetHpRatio() &lt; 0.15)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1101" angerBehaviorId="2101"/>
<Work id="223" desc="분노시 헤비 어택" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1104, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1104" angerBehaviorId="2104"/>
<Work id="224" desc="HP 15% 이하시 도망" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="GetHpRatio() &lt;= 0.3" distanceType="1" distanceRate="1.000000" coolTime="20000" isDirectionRevision="false" nextAttackProb="1" nextAttackId="220" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="25" angerBehaviorId="25"/>
<Work id="225" desc="PC를 보고 회전(어그로 체인지 공격용)" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="220" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="28" angerBehaviorId="28"/>
<Work id="226" desc="패턴 1_1 기본 공격 후 박치기 공격" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1101, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="111" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1101" angerBehaviorId="2101"/>
<Work id="228" desc="패턴 3_1 돌진 공격 후 백무브(사전 동작은 생략)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1102, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="15000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="229" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1203" angerBehaviorId="2203"/>
<Work id="229" desc="패턴 3_2 돌진 공격 후 백무브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="20000" isDirectionRevision="true" nextAttackProb="0.5" nextAttackId="221" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1102" angerBehaviorId="2102"/>
<Work id="230" desc="패턴 4_1 백무브 후 23도 좌로 회전 후 이동" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 10000 AND IsInSkillAttackRange(1101, 1, 1) AND GetDamagedCount(10) &gt; 5 AND IsPrevAttack(0, 221) == 0 AND IsPrevAttack(0, 230) == 0 AND IsPrevAttack(0, 231) == 0" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="218" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1212" angerBehaviorId="2212"/>
<Work id="231" desc="패턴 5_1 백무브 후 14도 우로 회전 후 이동" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 10000 AND IsInSkillAttackRange(1101, 1, 1) AND GetDamagedCount(10) &gt; 5 AND IsPrevAttack(0, 221) == 0 AND IsPrevAttack(0, 230) == 0 AND IsPrevAttack(0, 231) == 0" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="219" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1212" angerBehaviorId="2212"/>
<Work id="232" desc="패턴 6_1 돌진 공격 2번 후 백 무브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1102, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="25000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="233" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1203" angerBehaviorId="2203"/>
<Work id="233" desc="패턴 6_2 돌진 공격 2번 후 백 무브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 15000 AND IsInSkillAttackRange(1102, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="25000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="229" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1102" angerBehaviorId="2102"/>
<Work id="234" desc="PC에게 근접" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="29" angerBehaviorId="30"/>
<Work id="235" desc="석화 디버프 사전 동작" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="GetCombatTime() &gt; 20000 AND IsInSkillAttackRange(1106, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="35000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="104" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1203" angerBehaviorId="2203"/>
<Work id="250" desc="PC에게 근접(어그로체인지_원거리)" normalBehaviorType="activeMove" offFlockOnNormalMode="false" angerBehaviorType="activeMove" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="101" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="29" angerBehaviorId="30"/>
<Work id="251" desc="360도 라운드어택(반복용)" normalBehaviorId="1108" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2108" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="0" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="252" desc="1_1 롱무브 후 180도 회전 후 다시 롱무브" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="253" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="29" angerBehaviorId="29"/>
<Work id="253" desc="1_2 롱무브 후 180도 회전 후 다시 롱무브" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="30000" isDirectionRevision="false" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1107" angerBehaviorId="2107"/>
<Work id="254" desc="석화 디버프 사전 동작(분노)" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1106, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="25000" isDirectionRevision="true" nextAttackProb="1" nextAttackId="255" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1203" angerBehaviorId="2203"/>
<Work id="255" desc="석화 디버프 후 70% 확률 연속 무브 어택" normalBehaviorId="1106" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2106" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="0.7" nextAttackId="256" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="256" desc="1_1 무브 어택 후 180도 회전후 무브 어택" normalBehaviorType="skill" offFlockOnNormalMode="false" angerBehaviorType="skill" offFlockOnAngerMode="false" preProcess="IsInSkillAttackRange(1102, 1, 0.8)" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="true" nextAttackProb="0.7" nextAttackId="257" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="1102" angerBehaviorId="2102"/>
<Work id="257" desc="1_2 무브 어택 후 180도 회전후 무브 어택" normalBehaviorType="activeRotate" offFlockOnNormalMode="false" angerBehaviorType="activeRotate" offFlockOnAngerMode="false" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="0" isDirectionRevision="false" nextAttackProb="1" nextAttackId="210" msgImmediately="false" msg="0" msgProb="0.000000" normalBehaviorId="29" angerBehaviorId="29"/>
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<TensionList>
<Tension id="1">
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<Tension id="4">
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</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
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</WorkList>
<TensionList>
<Tension id="1">
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</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="1" summonRange="300" summonTemplateId="0"/>
<Move targetDistance="300" timeout="1000"/>
<PatternList>
<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="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>
<Pattern minHpRatio="0.000000" maxHpRatio="0.150000">
<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="3" 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>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
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<Info stWorkId="5" prob="0.000000"/>
<Info stWorkId="2" prob="0.000000"/>
<Info stWorkId="3" prob="0.015000"/>
<Info stWorkId="4" prob="0.015000"/>
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</StTensionList>
<StWorkList>
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<StWork id="5" desc="원거리 견제" preProcess="PcTargetBySkillCategoryUsedEx(1, 360, 1102, 1, 0.8, 31, 2)" immediateAttackId="211" msgImmediately="false" msg="0" msgProb="0.000000"/>
<StWork id="2" desc="후방 적 견제" preProcess="PcTargetByDirectionEx(270, 120, 1108, 1, 1, 0)" immediateAttackId="107" msgImmediately="false" msg="0" msgProb="0.000000"/>
<StWork id="3" desc="중형 좌 견제" preProcess="PcTargetByDirectionEx(270, 120, 1108, 1, 1, 0)" immediateAttackId="107" msgImmediately="false" msg="0" msgProb="0.000000"/>
<StWork id="4" desc="중형 우 견제" preProcess="PcTargetByDirectionEx(90, 120, 1108, 1, 1, 0)" immediateAttackId="107" msgImmediately="false" msg="0" msgProb="0.000000"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="0"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="200" maxLeaderDistance="500" followNearUser="false" noMove="false" moveInTerritory="false" popupMsg="" msgProb="0.000000" msgInterval="0">
<Buff range="0" coolTime="0"/>
<RandomMove moveMinDistance="100" moveMaxDistance="250" probSocial="0.300000" moveRadius="500" probMove="0.500000">
<Social motionId="1"/>
<Social motionId="2"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="19" name="용병 연합군 병사01(광전사)">
<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">
<Attack>
<WorkList>
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<Work id="103" desc="기본 공격2_Combo2" 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="104" desc="기본 공격3_Combo3" 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="105" desc="기본 공격4_Combo4" normalBehaviorId="1112" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2112" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
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<Work id="107" desc="대지치기_Weapon Bash" 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="108" desc="모아치기_Blast Slash" 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="109" desc="모광폭화_Berserk" 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="250" desc="뒤로도망가는 ActiveMove" normalBehaviorId="31" normalBehaviorType="activeMove" offFlockOnNormalMode="true" angerBehaviorId="31" angerBehaviorType="activeMove" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
<Work id="251" desc="접근하는 ActiveMove" normalBehaviorId="32" normalBehaviorType="activeMove" offFlockOnNormalMode="true" angerBehaviorId="32" angerBehaviorType="activeMove" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="1.000000" 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">
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<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="109" prob="0.200000" distanceRate="0.800000"/>
<Info workId="999" prob="0.000000" distanceRate="0.800000"/>
</Tension>
<Tension id="2">
<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="109" prob="0.200000" distanceRate="0.800000"/>
<Info workId="250" prob="0.100000" distanceRate="0.800000"/>
<Info workId="251" prob="0.100000" 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="6"/>
<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="7"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="0.000000" distanceRate="1.000000"/>
<Info workId="2" prob="0.000000" distanceRate="1.000000"/>
<Info workId="3" prob="0.000000" distanceRate="1.000000"/>
<Info workId="4" prob="0.000000" distanceRate="1.000000"/>
</Tension>
<Tension id="2">
<Info workId="1" prob="0.000000" distanceRate="1.000000"/>
<Info workId="2" prob="0.000000" distanceRate="1.000000"/>
<Info workId="3" prob="0.000000" distanceRate="1.000000"/>
<Info workId="4" prob="0.000000" 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="101"/>
<ReceiveOrder orderId="4" prob="1.000000" attackId="101" formationCheckTime="4000" formationAttackProb="1.000000" formationAttackId="101"/>
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0"/>
<Move targetDistance="150" timeout="1000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="2" cooperationTension="2" shorttermTargetTension="2"/>
<Incline attackProb="0.500000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.500000" 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="0.500000" 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="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.500000" 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="0.500000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.000000"/>
<Info stWorkId="2" prob="0.500000"/>
</StTension>
<StTension id="2">
<Info stWorkId="1" prob="0.000000"/>
<Info stWorkId="2" prob="0.500000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="HP20% 미만일때 100% 도망가기" preProcess="GetHpRatio() &lt; 0.2" immediateAttackId="250"/>
<StWork id="2" desc="주변에 리액션이 난 파티원이 있을때 그쪽으로 이동" preProcess="NpcTargetByReaction(1,360,0,500,3)" immediateAttackId="251"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="0"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="200">
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.300000" moveRadius="200" probMove="0.400000">
<Social motionId="1"/>
<Social motionId="2"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="20" name="용병 길버트(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">
<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="250" desc="뒤로도망가는 ActiveMove" normalBehaviorId="33" normalBehaviorType="activeMove" offFlockOnNormalMode="true" angerBehaviorId="33" angerBehaviorType="activeMove" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
<Work id="251" desc="접근하는 ActiveMove" normalBehaviorId="34" normalBehaviorType="activeMove" offFlockOnNormalMode="true" angerBehaviorId="34" angerBehaviorType="activeMove" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="1.000000" 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="250" prob="0.100000" distanceRate="0.800000"/>
<Info workId="251" prob="0.100000" 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="999" prob="0.000000" distanceRate="0.800000"/>
</Tension>
<Tension id="2">
<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="250" prob="0.100000" distanceRate="0.800000"/>
<Info workId="251" prob="0.100000" 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="8"/>
<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="9"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="0.000000" distanceRate="1.000000"/>
<Info workId="2" prob="0.000000" distanceRate="1.000000"/>
<Info workId="3" prob="0.000000" distanceRate="1.000000"/>
<Info workId="4" prob="0.000000" distanceRate="1.000000"/>
</Tension>
<Tension id="2">
<Info workId="1" prob="0.000000" distanceRate="1.000000"/>
<Info workId="2" prob="0.000000" distanceRate="1.000000"/>
<Info workId="3" prob="0.000000" distanceRate="1.000000"/>
<Info workId="4" prob="0.000000" 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="101"/>
<ReceiveOrder orderId="4" prob="1.000000" attackId="101" formationCheckTime="4000" formationAttackProb="1.000000" formationAttackId="101"/>
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0"/>
<Move targetDistance="150" timeout="1000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="2" cooperationTension="2" shorttermTargetTension="2"/>
<Incline attackProb="0.500000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.500000" 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="0.500000" 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="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.500000" 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="0.500000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.000000"/>
<Info stWorkId="2" prob="0.500000"/>
</StTension>
<StTension id="2">
<Info stWorkId="1" prob="0.000000"/>
<Info stWorkId="2" prob="0.500000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="HP20% 미만일때 100% 도망가기" preProcess="GetHpRatio() &lt; 0.2" immediateAttackId="250"/>
<StWork id="2" desc="주변에 리액션이 난 파티원이 있을때 그쪽으로 이동" preProcess="NpcTargetByReaction(1,360,0,500,3)" immediateAttackId="251"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="0"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="200">
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.300000" moveRadius="200" probMove="0.400000">
<Social motionId="1"/>
<Social motionId="2"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="21" name="사회팀 테스트용 dummy 1.1">
<CautionState alertRadius="400" rotateTime="5" probAvoid="0.000000" avoidSkill="0" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" enable="false">
<ActiveMove id="0"/>
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="false">
<Attack>
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="0"/>
<Work id="2" desc="" normalBehaviorId="2" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="2" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
<Info workId="2" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" sendOrderId="1" sendOrderRange="400" sendOrderMaxCount="2" sendOrderRefTarget="0" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="0" orderType="normal" formationId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="1" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0"/>
<Move targetDistance="100" timeout="5000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
<Pattern minHpRatio="0.000000" maxHpRatio="0.400000">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.000000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="1"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="1"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="150">
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.200000" moveRadius="1000" probMove="0.000000">
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="3"/>
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="1"/>
<Social motionId="3"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="22" name="경비병">
<CautionState alertRadius="250" rotateTime="1" probAvoid="0.000000" avoidSkill="1206" alertAngle="360" rotateAngle="500" checkInterval="5000" probActiveMove="0.200000" enable="true" hpResetWhenCombatEnd="false"/>
<CombatState watchRotateTime="1" watchRotateAngle="500" playSocialWhenFirstAggro="true" enable="true">
<AggroChangeAttack nearTargetAttackId="101" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="101" showAggroChangeMotionAfterDistantTargetAttack="false"/>
<Attack>
<WorkList>
<Work id="999" desc="무조건 나가는 공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="3000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="999" prob="0.000000" distanceRate="0.800000"/>
</Tension>
<Tension id="2">
<Info workId="999" prob="0.000000" distanceRate="0.800000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="10000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList/>
<TensionList>
<Tension id="1"/>
</TensionList>
<ReceiveOrderList/>
</Cooperation>
<CounterFlee workId="0" toAnger="false" speedUpRate="0.000000" maxMovingTime="0" recentHitTime="0" recentPcBehaviorTime="0"/>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0"/>
<MonsterSummon hpRate="0.000000" executionRate="0.000000" summonNum="0" summonRange="0" summonTemplateId="0"/>
<Move targetDistance="150" timeout="1000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="1.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="1.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1"/>
</StTensionList>
<StWorkList/>
</ShorttermTarget>
<Social socialMotionId="0"/>
</CombatState>
<EventList/>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="200" popupMsg="" msgProb="0.000000" msgInterval="0" followNearUser="false">
<Buff range="0" coolTime="0"/>
<RandomMove moveMinDistance="100" moveMaxDistance="400" probSocial="1.000000" moveRadius="1000" probMove="0.000000">
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="3"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="23" name="뚱뚱한창병">
<CautionState alertRadius="250" rotateTime="10" probAvoid="0.000000" avoidSkill="" alertAngle="360" rotateAngle="50" checkInterval="5000" probActiveMove="0.000000" enable="true" hpResetWhenCombatEnd="true"/>
<CombatState watchRotateTime="5" watchRotateAngle="100" playSocialWhenFirstAggro="false" enable="true">
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="false"/>
<Attack>
<WorkList>
<Work id="101" desc="찌르기공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="202" desc="대기동작" normalBehaviorId="1201" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1201" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="251" desc="접근하는 ActiveMove" normalBehaviorId="23" normalBehaviorType="activeMove" offFlockOnNormalMode="true" angerBehaviorId="23" angerBehaviorType="activeMove" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="0.500000" distanceRate="0.800000"/>
<Info workId="251" prob="0.200000" distanceRate="0.800000"/>
<Info workId="202" prob="1.000000" distanceRate="0.800000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="10000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="더미" 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="0.000000" nextAttackId="" orderType="concurrent" formationId="0" msgImmediately="false" msg="0" msgProb="0.000000"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="0.000000" 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="150" 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="0.300000" socialProb="0.300000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.500000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.300000" socialProb="0.300000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.000000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="더미" preProcess="GetHpRatio() &lt; 0.2" 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">
<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="24" 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="25" 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="26" 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="27" 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="28" name="뚱뚱한창병">
<CautionState alertRadius="250" rotateTime="10" probAvoid="0.000000" avoidSkill="" alertAngle="360" rotateAngle="50" checkInterval="5000" probActiveMove="0.000000" enable="true" hpResetWhenCombatEnd="true"/>
<CombatState watchRotateTime="5" watchRotateAngle="100" playSocialWhenFirstAggro="false" enable="true">
<AggroChangeAttack nearTargetAttackId="0" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="0" showAggroChangeMotionAfterDistantTargetAttack="false"/>
<Attack>
<WorkList>
<Work id="101" desc="찌르기공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="202" desc="대기동작" normalBehaviorId="1201" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="1201" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="1" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
<Work id="251" desc="접근하는 ActiveMove" normalBehaviorId="23" normalBehaviorType="activeMove" offFlockOnNormalMode="true" angerBehaviorId="23" angerBehaviorType="activeMove" offFlockOnAngerMode="true" preProcess="1" distanceType="1" distanceRate="1.000000" coolTime="6000" isDirectionRevision="true" nextAttackProb="0.000000" nextAttackId="" msgImmediately="false" msg="0" msgProb="0.000000"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="101" prob="0.500000" distanceRate="0.800000"/>
<Info workId="251" prob="0.200000" distanceRate="0.800000"/>
<Info workId="202" prob="1.000000" distanceRate="0.800000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="10000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="더미" 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="0.000000" nextAttackId="" orderType="concurrent" formationId="0" msgImmediately="false" msg="0" msgProb="0.000000"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="0.000000" 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="150" 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="0.300000" socialProb="0.300000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.500000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.300000" socialProb="0.300000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.000000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="더미" preProcess="GetHpRatio() &lt; 0.2" 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">
<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="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" popupMsg="823301001,823301002,823301003,823301004" msgProb="1.000000" msgInterval="3000">
<Buff range="0" coolTime="0"/>
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.000000" moveRadius="1000" probMove="0.000000"/>
</PeaceState>
</Ai>
<Ai id="30" 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="31" 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="32" 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="33" 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="34" 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="35" name="사회팀 테스트용 dummy 1.1">
<CautionState alertRadius="400" rotateTime="5" probAvoid="0.000000" avoidSkill="" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" enable="false">
<ActiveMove id="0"/>
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="false">
<Attack>
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
<Work id="2" desc="" normalBehaviorId="2" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="2" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
<Info workId="2" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" sendOrderId="1" sendOrderRange="400" sendOrderMaxCount="2" sendOrderRefTarget="0" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" orderType="normal" formationId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="1" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0"/>
<Move targetDistance="100" timeout="5000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
<Pattern minHpRatio="0.000000" maxHpRatio="0.400000">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.000000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="1"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="1"/>
</CombatState>
<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="150">
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.200000" moveRadius="1000" probMove="0.000000">
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="3"/>
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="2"/>
<Social motionId="1"/>
<Social motionId="3"/>
</RandomMove>
</PeaceState>
</Ai>
<Ai id="36" 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="37" 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="38" 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="39" 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="40" 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="41" 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="42" 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="43" 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="44" name="이동경로 호위 Ai">
<CautionState alertRadius="400" rotateTime="5" probAvoid="0.000000" avoidSkill="" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" enable="true">
<ActiveMove id="0"/>
</CautionState>
<CombatState watchRotateTime="5" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="true" hpResetWhenCombatEnd="false">
<Attack>
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
<Work id="2" desc="" normalBehaviorId="2" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="2" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId=""/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
<Info workId="2" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
</Attack>
<Avoid avoidSkillId="0" cooltime="10000"/>
<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
<WorkList>
<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" sendOrderId="1" sendOrderRange="400" sendOrderMaxCount="2" sendOrderRefTarget="0" distanceType="2" distanceRate="1.000000" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" orderType="normal" formationId="0"/>
</WorkList>
<TensionList>
<Tension id="1">
<Info workId="1" prob="1.000000" distanceRate="1.000000"/>
</Tension>
</TensionList>
<ReceiveOrderList>
<ReceiveOrder orderId="1" prob="0.000000" attackId="1" formationCheckTime="0" formationAttackProb="0.000000" formationAttackId="0"/>
</ReceiveOrderList>
</Cooperation>
<Idle duration="1000"/>
<MonsterFlee hpRate="0.000000" executionRate="0.000000" fleeDistance="0" shareAggroRange="0"/>
<Move targetDistance="100" timeout="5000"/>
<PatternList>
<Pattern default="true">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
<Pattern minHpRatio="0.000000" maxHpRatio="0.400000">
<AngerMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</AngerMode>
<NormalMode>
<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1"/>
<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000"/>
</NormalMode>
</Pattern>
</PatternList>
<ShorttermTarget>
<StTensionList>
<StTension id="1">
<Info stWorkId="1" prob="0.000000"/>
</StTension>
</StTensionList>
<StWorkList>
<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="1"/>
</StWorkList>
</ShorttermTarget>
<Social socialMotionId="1"/>
</CombatState>
<PeaceState checkInterval="10000" minLeaderDistance="100" maxLeaderDistance="150" questPatrol="true" popupMsg="823110101,823110102,823110103,823110104,823110105" msgProb="1.000000" msgInterval="2000">
<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.050000" moveRadius="200" probMove="0.400000">
<Social motionId="1"/>
<Social motionId="2"/>
<Social motionId="3"/>
</RandomMove>
</PeaceState>
</Ai>
</AIData>