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痛いネカマ |
11/04/06 03:10 |
<rules>
<rule name="アタック→アタック">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="false"/>
</rule>
<rule name="ミル→ミル準備">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="windmill" down="true"/>
</rule>
<rule name="ミル⇒ディフェンス→ミル準備">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="windmill" down="false"/>
</rule>
<rule name="カウンター→IB">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="IB→カウンター">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="icebolt" down="false"/>
</rule>
<rule name="主人がIB→殴らない">
<conditions>
<condition name="skill_preparable" pet_skill="defence"/>
</conditions>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="attack" pet_attackable_skill="icebolt" down="false"/>
</rule>
<rule name="主人がIB→殴る">
<conditions>
<condition name="skill_preparable" pet_skill="windmill"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="icebolt"/>
</rule>
<rule name="スマ→LB">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="lightningbolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="smash" down="true"/>
</rule>
<rule name="LB→スマ準備">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="move_against" distance="200" run="true" timeout="1000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="lightningbolt" down="false"/>
</rule>
<rule name="やられカウンター">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="all" down="true"/>
</rule>
<rule name="タゲ中常時ミル使用">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="my_pos" timeout="0"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="-----">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="主人がスマ準備→スマ準備">
<conditions>
<condition name="skill_preparable" pet_skill="counter"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="smash"/>
</rule>
<rule name="主人がスマ→回り込む">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="move_around" clockwise="true" radius="200" run="true" timeout="2000"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="smash"/>
</rule>
<rule name="主人がミル準備→ミル準備">
<conditions>
<condition name="skill_preparable" pet_skill="counter"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="windmill"/>
</rule>
<rule name="主人がミル→ミル">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="my_pos" timeout="0"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="windmill"/>
</rule>
<rule name="被発見→カウンター">
<conditions>
<condition name="skill_preparable" pet_skill="counter"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
</rules>
主人がスマ使ったらスマ連携、
主人がミルしたらミルミル、
敵に発見されたらIBCをするですぅ。
ただ、結構使いにくいのでそこは愛嬌ってことで><w
それと、AI作る人用のちょっとした発見?スキル仕様可能可否について!
近接スキル使ってるときは他の近接スキル使えないと思ってたけど、ミルは使えるみたいですぅ><