forked from TERA_p3104/Server-Datasheets
base release
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146
Datasheet/AiData_239.xml
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146
Datasheet/AiData_239.xml
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<?xml version="1.0" encoding="utf-8"?>
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<AIData huntingZoneId="239">
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<Ai id="100" name="사회팀 테스트용 dummy 1.1">
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<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="150">
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<RandomMove moveMinDistance="100" moveMaxDistance="300" probSocial="0.2" moveRadius="1000" probMove="0.000000">
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<Social motionId="1" />
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<Social motionId="2" />
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<Social motionId="3" />
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<Social motionId="1" />
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<Social motionId="2" />
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<Social motionId="2" />
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<Social motionId="2" />
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<Social motionId="2" />
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<Social motionId="1" />
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<Social motionId="3" />
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</RandomMove>
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</PeaceState>
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<CautionState alertRadius="400" rotateTime="5" probAvoid="0.000000" avoidSkill="" alertAngle="360" rotateAngle="45" checkInterval="5000" probActiveMove="0.000000" enable="false">
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<ActiveMove id="" />
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</CautionState>
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<CombatState watchRotateTime="5" watchRotateAngle="45" playSocialWhenFirstAggro="false" enable="false">
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<ShorttermTarget>
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<StWorkList>
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<StWork id="1" desc="" preProcess="PcTargetByAggro()" immediateAttackId="1" />
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</StWorkList>
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<StTensionList>
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<StTension id="1">
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<Info stWorkId="1" prob="0" />
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</StTension>
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</StTensionList>
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</ShorttermTarget>
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<Cooperation concurrentAttackDuration="5000" sequentialAttackDelay="1000" escapeDuration="3000">
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<WorkList>
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<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" sendOrderId="1" sendOrderRange="400" sendOrderMaxCount="2" sendOrderRefTarget="0" distanceType="2" distanceRate="1" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" orderType="normal" formationId="" />
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</WorkList>
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<TensionList>
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<Tension id="1">
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<Info workId="1" prob="1" distanceRate="1" />
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</Tension>
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</TensionList>
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<ReceiveOrderList>
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<ReceiveOrder orderId="1" prob="0" attackId="1" formationCheckTime="" formationAttackProb="" formationAttackId="" />
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</ReceiveOrderList>
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</Cooperation>
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<Attack>
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<WorkList>
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<Work id="1" desc="" normalBehaviorId="1" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="1" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" />
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<Work id="2" desc="" normalBehaviorId="2" normalBehaviorType="social" offFlockOnNormalMode="true" angerBehaviorId="2" angerBehaviorType="social" offFlockOnAngerMode="true" preProcess="PcTargetByAggro()" distanceType="2" distanceRate="1" coolTime="1000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" />
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</WorkList>
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<TensionList>
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<Tension id="1">
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<Info workId="1" prob="1" distanceRate="1" />
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<Info workId="2" prob="1" distanceRate="1" />
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</Tension>
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</TensionList>
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</Attack>
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<Avoid avoidSkillId="" cooltime="10000" />
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<Move targetDistance="100" timeout="5000" />
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<Social socialMotionId="1" />
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<Idle duration="1000" />
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<PatternList>
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<Pattern default="true">
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<NormalMode>
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<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1" />
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<Incline attackProb="0.000000" cooperationProb="0" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0.000000" />
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</NormalMode>
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<AngerMode>
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<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1" />
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<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0" />
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</AngerMode>
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</Pattern>
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<Pattern minHpRatio="0" maxHpRatio="0.400000">
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<NormalMode>
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<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1" />
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<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0" />
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</NormalMode>
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<AngerMode>
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<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1" />
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<Incline attackProb="0.000000" cooperationProb="0.000000" shorttermTargetProb="0.000000" avoidProb="0.000000" moveProb="0.000000" socialProb="0" />
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</AngerMode>
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</Pattern>
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</PatternList>
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<MonsterFlee hpRate="0" executionRate="0" fleeDistance="0" shareAggroRange="0" />
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</CombatState>
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</Ai>
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<Ai id="105" name="경비병">
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<PeaceState checkInterval="5000" minLeaderDistance="100" maxLeaderDistance="200" popupMsg="" msgProb="" msgInterval="" followNearUser="false">
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<RandomMove moveMinDistance="100" moveMaxDistance="400" probSocial="1" moveRadius="1000" probMove="0">
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<Social motionId="1" />
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<Social motionId="2" />
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<Social motionId="3" />
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</RandomMove>
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<Buff range="" coolTime="" />
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</PeaceState>
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<CautionState alertRadius="250" rotateTime="1" probAvoid="0" avoidSkill="1206" alertAngle="360" rotateAngle="500" checkInterval="5000" probActiveMove="0.200000" enable="true" hpResetWhenCombatEnd=""></CautionState>
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<CombatState watchRotateTime="1" watchRotateAngle="500" playSocialWhenFirstAggro="true" enable="true">
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<ShorttermTarget>
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<StWorkList></StWorkList>
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<StTensionList>
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<StTension id="1"></StTension>
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</StTensionList>
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</ShorttermTarget>
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<Cooperation concurrentAttackDuration="10000" sequentialAttackDelay="1000" escapeDuration="3000">
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<WorkList></WorkList>
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<TensionList>
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<Tension id="1"></Tension>
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</TensionList>
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<ReceiveOrderList></ReceiveOrderList>
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</Cooperation>
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<Attack>
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<WorkList>
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<Work id="999" desc="무조건 나가는 공격" normalBehaviorId="1101" normalBehaviorType="skill" offFlockOnNormalMode="true" angerBehaviorId="2101" angerBehaviorType="skill" offFlockOnAngerMode="true" preProcess="1" distanceType="2" distanceRate="0.800000" coolTime="6000" isDirectionRevision="true" nextAttackProb="" nextAttackId="" msgImmediately="" msg="" msgProb="" />
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</WorkList>
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<TensionList>
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<Tension id="1">
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<Info workId="999" prob="0" distanceRate="0.800000" />
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</Tension>
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<Tension id="2">
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<Info workId="999" prob="0" distanceRate="0.800000" />
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</Tension>
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</TensionList>
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</Attack>
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<Avoid avoidSkillId="" cooltime="10000" />
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<Move targetDistance="150" timeout="1000" />
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<Social socialMotionId="0" />
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<Idle duration="1000" />
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<PatternList>
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<Pattern default="true">
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<NormalMode>
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<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1" />
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<Incline attackProb="1" cooperationProb="0" shorttermTargetProb="0" avoidProb="0" moveProb="0" socialProb="0" />
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</NormalMode>
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<AngerMode>
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<Tension attackTension="1" cooperationTension="1" shorttermTargetTension="1" />
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<Incline attackProb="1" cooperationProb="0" shorttermTargetProb="0" avoidProb="0" moveProb="0" socialProb="0" />
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</AngerMode>
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</Pattern>
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</PatternList>
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<MonsterFlee hpRate="" executionRate="" fleeDistance="" shareAggroRange="" />
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<AggroChangeAttack nearTargetAttackId="101" showAggroChangeMotionAfterNearTargetAttack="false" distantTargetAttackId="101" showAggroChangeMotionAfterDistantTargetAttack="false" />
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<MonsterSummon hpRate="" executionRate="" summonNum="" summonRange="" summonTemplateId="" />
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<CounterFlee workId="" toAnger="" speedUpRate="" maxMovingTime="" recentHitTime="" recentPcBehaviorTime="" />
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</CombatState>
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<EventList />
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</Ai>
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</AIData>
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