寵物 AI 設定 轉載從巴哈精華區

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寵物 AI 設定 轉載從巴哈精華區

發表  小小無 于 周一 3月 29, 2010 11:00 am

上次答應 攸紫 要幫他放AI上來的
買了很多寵物更應該好好使用!!
才能發揮更多的價值!!
以下就放幾個小弟常用的Ai
如果有用不順的可以自己修改唷!!
下面從包括<rules>複製到最後貼上到新增的ai就可以了

AI名稱:主人與寵物打排球
AI原始檔:
<rules>
<rule name="主人重擊-寵物重擊">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="1" timeout="2000"/>
<cmd name="chase" chase_target="enemy" timeout="500" run="true"/>
<cmd name="move_against" distance="200" run="true" timeout="500"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="smash"/>
</rule>
<rule name="寵物重擊接冰">
<conditions>
<condition name="skill_preparable" pet_skill="icebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="move_against" distance="300" run="true" timeout="500"/>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="smash" down="true"/>
</rule>
<rule name="寵物重擊接雷">
<conditions>
<condition name="skill_preparable" pet_skill="lightningbolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="move_against" distance="300" run="true" timeout="500"/>
<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="主人冰怪">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="move_against" distance="200" run="true" timeout="500"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="icebolt"/>
</rule>
<rule name="主人電怪">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="move_against" distance="200" run="true" timeout="500"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="thunder"/>
</rule>
</rules>

AI簡述:
此AI可以讓寵物配合主人使用合作排球打法打怪
排球法概略如下:
1.A先用重擊開怪,同時B準備重擊
2.A重擊完準備冰茅或雷矢,並攻擊剛剛重擊飛出的怪
3.此時趁怪物被冰或雷擊重,B上前重擊
4.回到步驟1,A、B互換腳色

此AI的設定是主人為A,寵物為B
首先主人重擊怪物,寵物即自動準備重擊,等待主人對怪物施放冰茅或雷矢後,即自動重擊目標,並在重擊後補上冰茅或雷矢。
此時主人應在先前補冰茅或雷矢後,準備重擊,並在寵物補上冰茅或雷矢後,重擊怪物。
此主人重擊舉動,又會觸發寵物重擊AI,待主人補冰茅或雷矢後在度重擊,如此無限循環直至怪物死亡。

此AI最大的用處可以讓新手腳色與主人合作方便打倒強敵(如熊),或是在貝卡地城中與怪物合作攻擊,而不需兩個人力合攻一隻怪。

注意事項:怪物不可有魔法PD,否則容易破功


小小無 在 周一 3月 29, 2010 11:09 am 作了第 1 次修改

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發表  小小無 于 周一 3月 29, 2010 11:03 am

AI名稱:火反

AI原始檔:<rules>
<rule name="寵物被發現,火焰">
<conditions>
<condition name="target_distance" min_distance="100" max_distance="1500"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="alert"/>
</rule>
<rule name="寵物被打飛,反擊">
<conditions>
<condition name="target_distance" min_distance="100" max_distance="1500"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="4" timeout="10000"/>
<cmd name="wait" min="8000" max="10000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="all" down="true"/>
</rule>
<rule name="寵物被警戒.反擊">
<conditions>
<condition name="target_distance" min_distance="100" max_distance="1500"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="4" timeout="10000"/>
<cmd name="wait" min="8000" max="10000"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="寵物發現敵人,火箭">
<conditions>
<condition name="target_distance" min_distance="100" max_distance="1500"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="7000"/>
</sequence>
</pattern>
<event name="seek_target"/>
</rule>
<rule name="寵物被打退,反擊">
<conditions>
<condition name="target_distance" min_distance="100" max_distance="1500"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="4" timeout="10000"/>
<cmd name="wait" min="8000" max="10000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="all" down="false"/>
</rule>
<rule name="火焰打中後,反擊">
<conditions>
<condition name="skill_preparable" pet_skill="firebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="4" timeout="10000"/>
<cmd name="wait" min="8000" max="10000"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="反擊後,火焰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="firebolt" try_cnt="1" timeout="0"/>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="主動攻擊">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="seek_target"/>
</rule>
</rules>

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發表  小小無 于 周一 3月 29, 2010 11:04 am

【無限冰ai 不主攻 】
雷犬有冰矛最好 >///< 永遠都不會沒魔
寵不會主動打怪
只會打主人打的那隻
<rules>
<rule name="準備冰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="all"/>
</rule>
<rule name="用冰">
<conditions>
<condition name="target_state" state="blowaway"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="wait" min="1000" max="2000"/>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="all"/>
</rule>
<rule name="再準備">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="icebolt" down="false"/>
</rule>
<rule name="主受冰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="all" down="false"/>
</rule>
<rule name="主受冰1">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="all" down="true"/>
</rule>
<rule name="寵受冰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="all" down="false"/>
</rule>
<rule name="寵受冰1">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="all" down="true"/>
</rule>
<rule name="魔冰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="主魔冰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="master_target_magic_prepare"/>
</rule>
<rule name="主遠冰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="master_aimed"/>
</rule>
<rule name="寵遠冰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="用冰1">
<conditions>
<condition name="target_state" state="walk, run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="用冰2">
<conditions>
<condition name="target_state" state="blowaway"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="wait" min="1000" max="2000"/>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="跟隨">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="chase" chase_target="master" timeout="500" run="true"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
</rules>

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發表  小小無 于 周一 3月 29, 2010 11:05 am

【主人穿心時不斷使用火焰保護】


<rules>
<rule name="鎖定的目標移動就發射火焰">
<conditions>
<condition name="target_state" state="walk, run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
<cmd name="chase" chase_target="master" timeout="5000" run="true"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="對方使用遠距離戰鬥技能時發射火焰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
<cmd name="chase" chase_target="master" timeout="5000" run="true"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="對方使用魔法技能時發射火焰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
<cmd name="chase" chase_target="master" timeout="5000" run="true"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="主人受攻擊但未被擊倒則發射火焰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="all" down="false"/>
</rule>
<rule name="主人受攻擊且被擊倒則發射火焰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="all" down="true"/>
</rule>
<rule name="鎖定主人的敵人為目標">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="chase" chase_target="master" timeout="5000" run="true"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="all"/>
</rule>
<rule name="攻擊後再次準備火焰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="firebolt" try_cnt="0" timeout="5000"/>
<cmd name="chase" chase_target="master" timeout="5000" run="true"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="firebolt" down="true"/>
</rule>
<rule name="防止暴走">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="主人準備戰鬥技能時預先準備火焰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="chase" chase_target="master" timeout="5000" run="true"/>
<cmd name="prepare_skill" pet_skill="firebolt" try_cnt="0" timeout="5000"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="all"/>
</rule>
</rules>

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發表  小小無 于 周一 3月 29, 2010 11:06 am

AI名稱:無骨冰反ver1.1

<rules>
<rule name="普打的規則">
<conditions>
<condition name="target_state" state="hit"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="false"/>
</rule>
<rule name="被打的規則">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="2000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="basic" down="false"/>
</rule>
<rule name="被瞄的規則">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="basic" try_cnt="0" timeout="500"/>
<cmd name="move_against" distance="1500" run="true" timeout="2000"/>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="1000"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="被發現 開打">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="basic" try_cnt="0" timeout="500"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="胖子流 穿心冰反">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="wait" min="2300" max="2300"/>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="magnum_shot" down="true"/>
</rule>
<rule name="冰破攻">
<conditions>
<condition name="target_state" state="run"/>
</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="重破防">
<conditions>
<condition name="target_state" state="walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="3" timeout="1000"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="對反冰">
<conditions>
<condition name="target_state" state="stop"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="500"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="攻破魔">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="basic" try_cnt="0" timeout="500"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="對反集冰走位">
<conditions>
<condition name="target_state" state="stop"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
<cmd name="move_against" distance="900" run="true" timeout="1000"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="被電開反">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="lightningbolt" down="false"/>
</rule>
<rule name="被冰開反">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="icebolt" down="false"/>
</rule>
<rule name="重後反">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="smash" down="true"/>
</rule>
<rule name="倒後反">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="all" down="true"/>
</rule>
<rule name="攻後反">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="true"/>
</rule>
<rule name="冰後反">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="icebolt" down="false"/>
</rule>
<rule name="反後集冰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="冰打D血補冰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="500"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="icebolt" down="true"/>
</rule>
<rule name="找怪 走位">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="move_against" distance="1000" run="true" timeout="500"/>
</sequence>
</pattern>
<event name="seek_target"/>
</rule>
<rule name="別鳥屍體 回來吧寶貝">
<conditions>
<condition name="target_state" state="blowaway"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
<cmd name="chase" chase_target="master" timeout="500" run="true"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="主人被瞄 管他去死">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="my_pos" timeout="500"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="all"/>
</rule>
<rule name="主人被砍 隨便他啦">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="me" timeout="500"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="all" down="false"/>
</rule>
<rule name="主人倒了 早死早超生">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="me" timeout="500"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="all" down="true"/>
</rule>
<rule name="主人開打 誰鳥你">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_attack" master_skill="all"/>
</rule>
<rule name="沒事就冰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="move_against" distance="900" run="true" timeout="500"/>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
</rules>

小小無
菜鳥水手
菜鳥水手

文章數 : 6
注冊日期 : 2009-11-21

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回復: 寵物 AI 設定 轉載從巴哈精華區

發表  小小無 于 周一 3月 29, 2010 11:07 am

AI名稱:無骨雷反ver1.1

<rules>
<rule name="普打的規則">
<conditions>
<condition name="target_state" state="hit"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="false"/>
</rule>
<rule name="被打的規則">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="2000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="basic" down="false"/>
</rule>
<rule name="被瞄的規則">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="basic" try_cnt="0" timeout="500"/>
<cmd name="move_against" distance="1500" run="true" timeout="2000"/>
<cmd name="stackmagic_attack" stack_magic="lightningbolt" charge="1" timeout="1000"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="被發現 開打">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="basic" try_cnt="0" timeout="500"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="胖子流 穿心雷反">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="wait" min="2300" max="2300"/>
<cmd name="stackmagic_attack" stack_magic="lightningbolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="magnum_shot" down="true"/>
</rule>
<rule name="雷破攻">
<conditions>
<condition name="target_state" state="run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="lightningbolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="重破防">
<conditions>
<condition name="target_state" state="walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="3" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="對反雷">
<conditions>
<condition name="target_state" state="stop"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="lightningbolt" charge="1" timeout="500"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="攻破魔">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="basic" try_cnt="0" timeout="500"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="對反集雷走位">
<conditions>
<condition name="target_state" state="stop"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="lightningbolt" charge="1"/>
<cmd name="move_against" distance="900" run="true" timeout="1000"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="被電開反">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="lightningbolt" down="false"/>
</rule>
<rule name="被冰開反">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="icebolt" down="false"/>
</rule>
<rule name="重後反">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="smash" down="true"/>
</rule>
<rule name="倒後反">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="all" down="true"/>
</rule>
<rule name="攻後反">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="true"/>
</rule>
<rule name="雷後反">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="lightningbolt" down="false"/>
</rule>
<rule name="反後集雷">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="lightningbolt" charge="1"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="雷打D血補雷">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="lightningbolt" charge="1" timeout="500"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="lightningbolt" down="true"/>
</rule>
<rule name="別鳥屍體 回來吧寶貝">
<conditions>
<condition name="target_state" state="blowaway"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="lightningbolt" charge="1"/>
<cmd name="chase" chase_target="master" timeout="500" run="true"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="找怪 走位">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="move_against" distance="1000" run="true" timeout="500"/>
</sequence>
</pattern>
<event name="seek_target"/>
</rule>
<rule name="主人被瞄 管他去死">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="my_pos" timeout="500"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="all"/>
</rule>
<rule name="主人被砍 隨便他啦">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="me" timeout="500"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="all" down="false"/>
</rule>
<rule name="主人倒了 早死早超生">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="me" timeout="500"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="all" down="true"/>
</rule>
<rule name="主人開打 誰鳥你">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_attack" master_skill="all"/>
</rule>
<rule name="沒事就雷">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="move_against" distance="900" run="true" timeout="500"/>
<cmd name="stackmagic_attack" stack_magic="lightningbolt" charge="1" timeout="500"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
</rules>

小小無
菜鳥水手
菜鳥水手

文章數 : 6
注冊日期 : 2009-11-21

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