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痛いネカマ |
11/05/02 08:59 |
<rules>
<rule name="1.IB後カウンター→3">
<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="2.FB後カウンター→1">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="move_against" distance="3000" run="true" timeout="2000"/>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="firebolt" down="true"/>
</rule>
<rule name="3.攻撃後カウンター→3">
<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="basic" down="true"/>
</rule>
<rule name="4.スマッシュ後カウンター→3">
<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="smash" down="true"/>
</rule>
<rule name="5.被ダウン後カウンター→3">
<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="6.カウンター後IB→1">
<conditions>
<condition name="skill_preparable" pet_skill="defence"/>
<condition name="target_distance" min="0" max="160" min_distance="100" max_distance="100"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="7.カウンター後大きい敵にはFB→2">
<conditions>
<condition name="skill_preparable" pet_skill="defence"/>
<condition name="target_distance" min="0" max="700" min_distance="100" max_distance="1200"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="8.カウンター後大きい敵追いかけてFB→2">
<conditions>
<condition name="skill_preparable" pet_skill="defence"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
<cmd name="chase" chase_target="enemy" timeout="1000" run="true"/>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="----">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="9.敵発見したらアタック">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="seek_target"/>
</rule>
<rule name="10.発見されたらカウンター">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="11.主人がFBしたらFB">
<conditions>
<condition name="skill_preparable" pet_skill="counter"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="firebolt"/>
</rule>
<rule name="12.主人がスマしたらスマ">
<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>
</rules>
ほんとですね! ボルトチャージ状態でシフトクリックで、魔法うってくれますね! びっくりw
こんな風にコッソリと仕様変更されると、今までのAIのどこに影響でるかわからないので、ネクソンさんにはちゃんとアナウンスしてもらいたいですよね~^ヮ^; 11/05/04 13:06