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《洛奇台服(新瑪奇Mabinogi)》【心得】分享一些最近学写的宠物AI

更新时间:1608117006   |   来源:巴哈姆特

yuyich1216 (苏菲) #1 2011-12-01 02:22:54
前言:
  这一阵子除了打打今日之外,所余时间就迷上了写AI了,虽然网路上已经有着许多大大们分享的各式各样的AI,但我还是希望能写出在影任里能帮助自己面对各种情况的宠物AI,因此吸取各位大大AI里的精华,加上自己的一些想法,然后不断的去试验,才做出来的这些AI,在这里分享给大家。

  此外,由于我是主鍊金术师,因此我所需要的是失误时或是需要分散敌人火力AI,因此在这先声明,这些AI不一定适用于每一个人,毕竟是以我自己的看法去做修改的;再者,AI编辑器已经许久没更新了,因此判断式稀少,极难开发出更具特殊性的AI。

  所以在里头看到一些许多大大使用过的用法,也请别见怪,毕竟我不是照抄贴上,而是实际去理解并试验为什幺大大们要这幺写,这样写的好处在哪,少了这段会发生什幺事,并且去思考有没有更好的写法,也因此理解到许多开发宠物AI大大们所面临过的难题,像是影任里骷髅兵会骗宠物AI去换技能的这种情形,我还没想到该怎幺去克服它= =

目录--


----更新日誌----
2012年10月22日新增:雷击雷反(雷犬用)无限风车
2012年10月17日新增:防御反击AI(焦阿巴用)
2011年12月05日新增:风车冰刃无斩型冰反(执事用)
------------

2012.10.22
这一阵子要开始忙了,因此AI只能不定期更新了,大家抱歉

2011.12.01
而四个魔反系的AI其实都是同样的运作原理,只是魔法不同而以,但是唯独火焰会有击倒的效果而有做一点细微处理,所以基本上是相同的。然而伙伴系AI又是以冰反火反的AI为基础去製作的,为了嵌入无限斩击跟风车上的攻击核心而有做改变,那幺以上便是这次的介绍,为了防止文字过长,请板主容许我一篇文章贴一份AI,谢谢。如果需要修正,还请来信通知,也欢迎各位AI高手大大指教我这个新手^^

2011.12.05
感谢priestsky大提供冰刃关键字icespace,冰刃我在测试时已能顺利丢出

AI的使用方法--
0. 从网页上将原始码複製起来
1. 按T打开宠物视窗
2. 按下下方的 AI设定 按钮
3. 按下 新AI 按钮
4. 按下 显示原始资料 分页
5. 按下 粘贴 按钮
6. 在视窗上方为此AI命名
7. 按下右下方的 确定 按钮 即可新增此AI
8. 将宠物召唤出来后,对宠物按右键,选择设定行动规则
9. 选择你要的AI,再按确定进行使用

那幺,AI将由第二篇文章开始分享...


BY 安黛莉 御星羚         
  

看较旧的 36 则留言

方: 10-22 11:28

看起来很实用~

fantasy8: 06-09 17:09

不给GP对不起自己!多谢分享啊!

星晨月氏: 11-16 09:15

请问大大之后会作出拉格玲奈的AI吗? 谢谢

yuyich1216 (苏菲) #2 2011-12-01 02:32:59
AI类型:魔反系-火反
AI名称:天龙灭牙‧飞炎

嘛,别问我为什幺名称取得这幺眼熟(转头..

简介:
魔反系的AI我都设为被动系,宠物被怪物盯才会有所反应,当然你也可以一召唤出来后就指一个目标要宠物去攻击,宠物攻击后会使用反击,将敌人反击出去后便会开始走位火反。会用火焰破解敌人普攻、会用火焰破解敌人反击、会用普攻破解敌人重击、会用重击破解敌人防御,以及一些受到攻击后的一些相对应的措施。

目前已知的明显缺点:
首先是由于走位问题,在过于狭窄的场所,会导致走位不及而被敌人接近而受到攻击,此为其一;接着是覆盖这类的影任骷髅兵会先走路假装防御骗宠物重击,接着瞬间切换成反击将宠物击飞,因此重击破解防御这一项我一直视为相当危险的措施,不需要者可以删除。

原始码:
<rules>
<rule name="====先制攻击的规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="宠物被单盯以普攻进行应对">
<conditions>
<condition name="skill_preparable" pet_skill="defence"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="alert"/>
</rule>
<rule name="宠物被双盯以普攻进行应对 (1-7米)">
<conditions>
<condition name="target_distance" min_distance="100" max_distance="700"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="宠物被双盯以火焰进行应对 (8-15米)">
<conditions>
<condition name="target_distance" min_distance="800" max_distance="1500"/>
<condition name="skill_preparable" pet_skill="firebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="====核心攻击规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="普攻 → 反击">
<conditions>
<condition name="skill_preparable" pet_skill="counter"/>
<condition name="target_state" state="shoved"/>
<condition name="target_state" state="blowaway"/>
</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="now_targeting"/>
</rule>
<rule name="反击 → 火焰">
<conditions>
<condition name="skill_preparable" pet_skill="firebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="firebolt" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="火焰 → 反击 1">
<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="firebolt" down="false"/>
</rule>
<rule name="火焰 → 反击 2">
<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="firebolt" down="true"/>
</rule>
<rule name="走位 → 火焰">
<conditions>
<condition name="skill_preparable" pet_skill="firebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="move_against" distance="1000" run="true" timeout="500"/>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="防御 → 普攻">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="defence" defence_enable_skill="all"/>
</rule>
<rule name="====敌人攻势崩坏规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="火焰 破坏 敌人普攻">
<conditions>
<condition name="skill_preparable" pet_skill="firebolt"/>
<condition name="target_state" state="run"/>
</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="火焰 破坏 敌人反击">
<conditions>
<condition name="target_state" state="stop"/>
<condition name="skill_preparable" pet_skill="firebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="firebolt" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="普攻 破坏 敌人重击">
<conditions>
<condition name="target_state" state="run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="重击 破坏 敌人防御">
<conditions>
<condition name="target_state" state="walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="重击 → 反击">
<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="smash" down="true"/>
</rule>
<rule name="防御 阻止 敌人魔法攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="chase" chase_target="enemy" timeout="0" run="true"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="普攻 破坏 敌人远距离攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="反击防护">
<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"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="====受到攻击时的规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="受到普通攻击且未倒地 → 火焰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="basic" down="false"/>
</rule>
<rule name="受到普通攻击且已倒地 → 反击">
<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="basic" down="true"/>
</rule>
<rule name="受到穿心箭攻击而倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="magnum_shot" down="true"/>
</rule>
<rule name="受到普通射击且未倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="ranged_attack" down="false"/>
</rule>
<rule name="受到普通射击且已倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="ranged_attack" down="true"/>
</rule>
<rule name="受到反击而倒地 → 反击">
<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="counter" down="true"/>
</rule>
<rule name="受到风车攻击而倒地 → 反击">
<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="windmill" down="true"/>
</rule>
<rule name="受到雷矢攻击 → 反击">
<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="lightningbolt" down="false"/>
</rule>
<rule name="受到冰矛攻击 → 反击">
<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="icebolt" down="false"/>
</rule>
<rule name="受到火焰攻击 → 重击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="firebolt" down="true"/>
</rule>
</rules>

  

看较旧的 14 则留言

Xyrix: 02-12 08:48

反倒是冰反的AI,可以先主动攻击敌人,AI也全部能生效

Xyrix: 02-12 08:55

火反AI去打蜥蜴,整个AI无法使用....

无心插柳柳成荫: 02-12 20:43

我指定一支白狼,结果打完一支又自动打下一支,连打三只结束后自动集火 结果带着他跑却自动跑反方向(我用在女僕,同时也有集火状态下换画面过)

yuyich1216 (苏菲) #3 2011-12-01 02:37:09
AI类型:魔反系-雷反
AI名称:天龙灭牙‧迅雷

嘛..简介跟缺点同上(转头

原始码:
<rules>
<rule name="====先制攻击的规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="宠物被单盯以普攻进行应对">
<conditions>
<condition name="skill_preparable" pet_skill="defence"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="alert"/>
</rule>
<rule name="宠物被双盯以普攻进行应对 (1-7米)">
<conditions>
<condition name="target_distance" min_distance="100" max_distance="700"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="宠物被双盯以雷矢进行应对 (8-15米)">
<conditions>
<condition name="target_distance" min_distance="800" max_distance="1500"/>
<condition name="skill_preparable" pet_skill="lightningbolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="lightningbolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="====核心攻击规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="普攻 → 反击">
<conditions>
<condition name="skill_preparable" pet_skill="counter"/>
<condition name="target_state" state="shoved"/>
<condition name="target_state" state="blowaway"/>
</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="now_targeting"/>
</rule>
<rule name="反击 → 雷矢">
<conditions>
<condition name="skill_preparable" pet_skill="lightningbolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="lightningbolt" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="雷矢 → 反击">
<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="lightningbolt" down="false"/>
</rule>
<rule name="走位 → 雷矢">
<conditions>
<condition name="skill_preparable" pet_skill="lightningbolt"/>
</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="0"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="防御 → 普攻">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="defence" defence_enable_skill="all"/>
</rule>
<rule name="====敌人攻势崩坏规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="雷矢 破坏 敌人普攻">
<conditions>
<condition name="skill_preparable" pet_skill="lightningbolt"/>
<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="雷矢 破坏 敌人反击">
<conditions>
<condition name="target_state" state="stop"/>
<condition name="skill_preparable" pet_skill="lightningbolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="lightningbolt" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="普攻 破坏 敌人重击">
<conditions>
<condition name="target_state" state="run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="重击 破坏 敌人防御">
<conditions>
<condition name="target_state" state="walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="重击 → 反击">
<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="smash" down="true"/>
</rule>
<rule name="防御 阻止 敌人魔法攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="chase" chase_target="enemy" timeout="0" run="true"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="普攻 破坏 敌人远距离攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="反击防护">
<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"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="====受到攻击时的规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="受到普通攻击且未倒地 → 雷矢">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="lightningbolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="basic" down="false"/>
</rule>
<rule name="受到普通攻击且已倒地 → 反击">
<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="basic" down="true"/>
</rule>
<rule name="受到穿心箭攻击而倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="magnum_shot" down="true"/>
</rule>
<rule name="受到普通射击且未倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="ranged_attack" down="false"/>
</rule>
<rule name="受到普通射击且已倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="ranged_attack" down="true"/>
</rule>
<rule name="受到反击而倒地 → 反击">
<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="counter" down="true"/>
</rule>
<rule name="受到风车攻击而倒地 → 反击">
<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="windmill" down="true"/>
</rule>
<rule name="受到雷矢攻击 → 反击">
<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="lightningbolt" down="false"/>
</rule>
<rule name="受到冰矛攻击 → 反击">
<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="icebolt" down="false"/>
</rule>
<rule name="受到火焰攻击 → 重击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="firebolt" down="true"/>
</rule>
</rules>

ヤミヨアマハ: 01-09 07:57

请问这个可以反应宠物使用雷使 主人使用重击吗?

苏菲: 01-30 03:33

没有哦,这个AI纯属宠物自主进行雷反而以~

yuyich1216 (苏菲) #4 2011-12-01 02:41:45
AI类型:魔反系-冰反
AI名称:天龙灭牙‧水莲

简介跟缺点...一样在上面 (逃

此AI是我最喜欢用的AI了,沙漠眼镜蛇(毒蛇类)搭配上此AI,即使宠物只有区区20~30级,一样可以在最高或菁英单独面对一只敌人 (巫师、鍊金术士除外、弓手勉强)

原始码:
<rules>
<rule name="====先制攻击的规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="宠物被单盯以普攻进行应对">
<conditions>
<condition name="skill_preparable" pet_skill="defence"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="alert"/>
</rule>
<rule name="宠物被双盯以普攻进行应对 (1-7米)">
<conditions>
<condition name="target_distance" min_distance="100" max_distance="700"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="宠物被双盯以冰矛进行应对 (8-15米)">
<conditions>
<condition name="target_distance" min_distance="800" max_distance="1500"/>
<condition name="skill_preparable" pet_skill="icebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="====核心攻击规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="普攻 → 反击">
<conditions>
<condition name="skill_preparable" pet_skill="counter"/>
<condition name="target_state" state="shoved"/>
<condition name="target_state" state="blowaway"/>
</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="now_targeting"/>
</rule>
<rule name="反击 → 冰矛">
<conditions>
<condition name="skill_preparable" pet_skill="icebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="icebolt" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="冰矛 → 冰矛">
<conditions>
<condition name="skill_preparable" pet_skill="icebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="icebolt" down="true"/>
</rule>
<rule name="冰矛 → 反击">
<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="icebolt" down="false"/>
</rule>
<rule name="走位 → 冰矛">
<conditions>
<condition name="skill_preparable" pet_skill="icebolt"/>
</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>
<rule name="防御 → 普攻">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="defence" defence_enable_skill="all"/>
</rule>
<rule name="====敌人攻势崩坏规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="冰矛 破坏 敌人普攻">
<conditions>
<condition name="skill_preparable" pet_skill="icebolt"/>
<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="冰矛 破坏 敌人反击">
<conditions>
<condition name="target_state" state="stop"/>
<condition name="skill_preparable" pet_skill="icebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="icebolt" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="普攻 破坏 敌人重击">
<conditions>
<condition name="target_state" state="run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="重击 破坏 敌人防御">
<conditions>
<condition name="target_state" state="walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="重击 → 反击">
<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="smash" down="true"/>
</rule>
<rule name="防御 阻止 敌人魔法攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="chase" chase_target="enemy" timeout="0" run="true"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="普攻 破坏 敌人远距离攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="反击防护">
<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"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="====受到攻击时的规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="受到普通攻击且未倒地 → 冰矛">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="basic" down="false"/>
</rule>
<rule name="受到普通攻击且已倒地 → 反击">
<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="basic" down="true"/>
</rule>
<rule name="受到穿心箭攻击而倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="magnum_shot" down="true"/>
</rule>
<rule name="受到普通射击且未倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="ranged_attack" down="false"/>
</rule>
<rule name="受到普通射击且已倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="ranged_attack" down="true"/>
</rule>
<rule name="受到反击而倒地 → 反击">
<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="counter" down="true"/>
</rule>
<rule name="受到风车攻击而倒地 → 反击">
<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="windmill" down="true"/>
</rule>
<rule name="受到雷矢攻击 → 反击">
<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="lightningbolt" down="false"/>
</rule>
<rule name="受到冰矛攻击 → 反击">
<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="icebolt" down="false"/>
</rule>
<rule name="受到火焰攻击 → 重击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="firebolt" down="true"/>
</rule>
</rules>

新宫雨夜: 12-01 02:50

明天再来试试看你的冰反XD

yuyich1216 (苏菲) #5 2011-12-01 02:55:19
AI类型:护宠系-无限风车
AI名称:守护龙阵

简介:
  其实这AI我主要是以龙宠来开发的,狼人鼠人波斯猫我都没有,所以不能跟大家做保证哦。虽然雷龙火龙一召出来时,有雷风暴跟火风暴,一个可以定怪,一个可以弹怪,但有些给我意见的朋友说,就算定完怪也来不及逃走,所以此AI在召唤出宠物时,会跟女僕执事一样,一登场就先来一个风车震开周遭的敌人。

  接着,主人攻击敌人时龙会主动贴近主人1秒,这1秒是顾虑到一些朋友攻击完后会进行走位,那就会离开风车的保护範围了,因此设定追随1秒后才準备风车,接着无论是宠被盯或主人被盯,都会进行点击地板进行风车的动作。(编辑器上是这幺写,但AI常常就是慢一拍...要不就是不理会 = =||)

宠物风车后,会贴近主人再次準备风车保护主人,以达到无限风车的目的。当然也加上了主人被敌人攻击到,宠物会主动取消风车,并以普攻将该名敌人推开,让主人有反击或走位的机会。

最后,如果在宠物身上放绷带的话,主人使用防御这个技能,宠物会帮主人包扎两次并且治癒五颗,触发的技能可以自己调整。


缺点:
由于此AI的定位是保护,而不是攻击,因此没有搭载被弓手盯或被法师盯的相对应措施,因为风车宠一离开主人,还怎幺保护(?),再者就是....龙宠準备风车时会飞起来,通常人都会躲在龙宠底下,但我觉得,似乎龙宠的脖子那才是触发的中心点哦。总之,个人建议还是别太依赖风车宠的保护,把它当成最后的屏障会比较好。


原使码:
<rules>
<rule name="受召唤后直接进行风车">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="my_pos" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="seek_target"/>
</rule>
<rule name="主人受攻击宠物拦截">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="all" down="false"/>
</rule>
<rule name="主人攻击时宠物準备风车">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="chase" chase_target="master" timeout="1000" run="true"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="all"/>
</rule>
<rule name="宠物风车后贴近主人并再次準备风车">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="chase" chase_target="master" timeout="0" run="true"/>
<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="宠物风车后贴近主人并再次準备风车2">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="chase" chase_target="master" timeout="0" run="true"/>
<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="宠物点击地板进行风车">
<conditions>
<condition name="skill_preparable" pet_skill="windmill"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="my_pos" timeout="0"/>
</sequence>
</pattern>
<event name="master_targeted" targeting_type="attack"/>
</rule>
<rule name="宠物点击地板进行风车 1">
<conditions>
<condition name="skill_preparable" pet_skill="windmill"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="my_pos" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="宠物点击地板进行风车 2">
<conditions>
<condition name="skill_preparable" pet_skill="windmill"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="my_pos" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="宠物点击地板进行风车 3">
<conditions>
<condition name="skill_preparable" pet_skill="windmill"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="my_pos" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="master_target_skill_prepare"/>
</rule>
<rule name="宠物点击地板进行风车 4">
<conditions>
<condition name="skill_preparable" pet_skill="windmill"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="my_pos" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="主人防御宠物来包扎主人负伤并治癒">
<conditions>
<condition name="master_damaged_life_greater" life="15"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="firstaid" try_cnt="0" timeout="5000"/>
<cmd name="process_skill" target="master" timeout="0"/>
<cmd name="wait" min="1000" max="3000"/>
<cmd name="prepare_skill" pet_skill="firstaid" try_cnt="0" timeout="5000"/>
<cmd name="process_skill" target="master" timeout="0"/>
<cmd name="wait" min="1000" max="3000"/>
<cmd name="prepare_skill" pet_skill="healing" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="master" timeout="0"/>
<cmd name="wait" min="1000" max="1000"/>
<cmd name="process_skill" target="master" timeout="0"/>
<cmd name="wait" min="1000" max="1000"/>
<cmd name="process_skill" target="master" timeout="0"/>
<cmd name="wait" min="1000" max="1000"/>
<cmd name="process_skill" target="master" timeout="0"/>
<cmd name="wait" min="1000" max="1000"/>
<cmd name="process_skill" target="master" timeout="0"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="defence"/>
</rule>
</rules>

yuyich1216 (苏菲) #6 2011-12-01 03:16:04
AI类型:伙伴系-风车火球无斩型火反(女僕用)
AI名称:天龙灭牙‧绝炎

注: 开发中!!!!!!!

简介:
基于上述的火反AI改造而成的伙伴用AI,此AI难处在于...伙伴拿什幺武器 (?
空手? 单剑配盾? 双剑? 双手剑? 斧? 钝器? 均会造成不一样的落差,而我只有一只女僕,我是送她两把单手剑,因此我是以空手以及双剑来做开发的,这点请注意啰!

主要的攻击核心被我拆成两条路线,怪如果被女僕攻击后推开,那就会开启反击火反模式:如果是被女僕攻击后倒地翻了一圈,那就会开启风车 → 防御 → 普攻 这条模式。

火球五颗的使用方法为,主人準备一颗火焰,女僕会先贴近主人,接着开始集五颗火球,当主人把火焰丢出去打到敌人后,女僕会随之把火球也扔出去,接着準备风车以防冲过来的敌人...不过基本上RF...最好当玩票性质来玩吧...那数字真的很惨...

无限斩击的使用方法为,主人準备一颗雷矢,女僕同样会先贴近主人,接着会施展无限斩击,当主人以雷矢攻击某名敌人时,女僕会直接瞬移至该名敌人处开始进行不断普攻直至该名敌人倒下。

原本的走位还是存在的,只是因为加入的技能太多,判断式太多,我自己也写昏头了,加之我只有一只女僕,两把单手剑,跟本没有足够的测试样本让我去测,在此算是抛砖引玉让各位大大有个思绪这样...

目前已知缺点:
为了不让无限斩击只砍一只敌人就取消,我只能把先制攻击的规则那,被双盯时取消技能这条设定取消了,换句话说,女僕会乖乖的站着不会主动去反应,除非她有锁定到目标才会继续攻击下去,这算是缺点也算是优点,因为如果开启主动寻怪的话,极其容易同时引来两名敌人的围欧。当然,遇到敌人反击时她会主动取消无限斩击进行相对应措施的,除非....使用者强制她去攻击...

另外的缺点是,由于AI编辑器的落后,导至贴完原始码后在编辑器那看火球会变成雷矢、无限斩击会变一般攻击,不过没关係,只要你不要去点到它,它其实仍然是我们所设定好的火球跟无限斩击的。

原始码:
<rules>
<rule name="====先制攻击的规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="宠物被单盯以普攻应对">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="alert"/>
</rule>
<rule name="宠物被双盯以普攻应对">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="宠物被双盯以风车应对">
<conditions>
<condition name="skill_preparable" pet_skill="windmill"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="my_pos" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="宠物被双盯以无斩应对">
<conditions>
<condition name="skill_preparable" pet_skill="finalhit"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="宠物被双盯以火焰应对 (1-15米)">
<conditions>
<condition name="skill_preparable" pet_skill="firebolt"/>
<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="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="====核心攻击规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="普攻 → 反击 (怪被推开)">
<conditions>
<condition name="skill_preparable" pet_skill="counter"/>
<condition name="target_state" state="shoved"/>
<condition name="target_state" state="blowaway"/>
</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="false"/>
</rule>
<rule name="普攻 → 普攻 (敌僵直中)">
<conditions>
<condition name="target_state" state="hit"/>
</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="普攻 → 风车">
<conditions>
<condition name="skill_preparable" pet_skill="windmill"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="my_pos" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="true"/>
</rule>
<rule name="风车 → 防御">
<conditions>
<condition name="skill_preparable" pet_skill="defence"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="windmill" down="false"/>
</rule>
<rule name="风车 → 防御 2">
<conditions>
<condition name="skill_preparable" pet_skill="defence"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="windmill" down="true"/>
</rule>
<rule name="防御 → 普攻">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="defence" defence_enable_skill="all"/>
</rule>
<rule name="火焰 → 反击 1">
<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="firebolt" down="false"/>
</rule>
<rule name="火焰 → 反击 2">
<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="firebolt" down="true"/>
</rule>
<rule name="反击 → 火焰">
<conditions>
<condition name="skill_preparable" pet_skill="firebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="firebolt" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="走位 → 火焰">
<conditions>
<condition name="skill_preparable" pet_skill="firebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="move_against" distance="1000" run="true" timeout="0"/>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="反击防护">
<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"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="====敌人攻势崩坏规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="火焰 破坏 敌人普攻">
<conditions>
<condition name="skill_preparable" pet_skill="firebolt"/>
<condition name="target_state" state="walk, run"/>
</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="火焰 破坏 敌人反击">
<conditions>
<condition name="target_state" state="stop"/>
<condition name="skill_preparable" pet_skill="firebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="move_against" distance="900" run="true" timeout="0"/>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="普攻 破坏 敌人重击">
<conditions>
<condition name="target_state" state="run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="风车 破坏 敌人重击">
<conditions>
<condition name="target_state" state="run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="my_pos" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="重击 破坏 敌人防御">
<conditions>
<condition name="target_state" state="walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="重击 → 反击">
<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="smash" down="true"/>
</rule>
<rule name="普攻 破坏 敌人远距离攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="防御 阻止 敌人魔法攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="chase" chase_target="enemy" timeout="0" run="true"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="====女僕专用火球核心====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="火球蓄气!">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="chase" chase_target="master" timeout="0" run="true"/>
<cmd name="stack_skill" stack_magic="fireball" charge="5"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="firebolt"/>
</rule>
<rule name="火球 → 风车">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="chase" chase_target="master" timeout="1000" run="true"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="firebolt"/>
</rule>
<rule name="====女僕专用无限斩击核心====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="无限斩击 蓄气!">
<conditions>
<condition name="skill_preparable" pet_skill="finalhit"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="chase" chase_target="master" timeout="0" run="true"/>
<cmd name="prepare_skill" pet_skill="finalhit" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="lightningbolt"/>
</rule>
<rule name="无限斩击 发动!">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="lightningbolt"/>
</rule>
<rule name="无限斩击 → 无限斩击 (攻击状态中)">
<conditions>
<condition name="skill_preparable" pet_skill="finalhit"/>
<condition name="target_state" state="hit"/>
</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="无限斩击 → 无限斩击 2 (技能持续中_D血防止)">
<conditions>
<condition name="skill_preparable" pet_skill="finalhit"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="true"/>
</rule>
<rule name="无斩 → 无斩">
<conditions>
<condition name="skill_preparable" pet_skill="finalhit"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="====受到攻击时的规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="受到普通攻击且未倒地 → 火焰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="basic" down="false"/>
</rule>
<rule name="受到普通攻击且已倒地 → 反击">
<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="basic" down="true"/>
</rule>
<rule name="受到穿心箭攻击而倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="magnum_shot" down="true"/>
</rule>
<rule name="受到普通射击且未倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="ranged_attack" down="false"/>
</rule>
<rule name="受到普通射击且已倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="ranged_attack" down="true"/>
</rule>
<rule name="受到反击而倒地 → 反击">
<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="counter" down="true"/>
</rule>
<rule name="受到风车攻击而倒地 → 反击">
<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="windmill" down="true"/>
</rule>
<rule name="受到雷矢攻击 → 反击">
<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="lightningbolt" down="false"/>
</rule>
<rule name="受到冰矛攻击 → 反击">
<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="icebolt" down="false"/>
</rule>
<rule name="受到火焰攻击 → 重击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="firebolt" down="true"/>
</rule>
</rules>

看较旧的 5 则留言

苏菲: 12-07 01:42

只複製<rules> 到 最底端的 </relus> 这之间的原始码就好

绯之梦: 12-08 23:22

测试过的结果是:女僕打完怪物之后 开着防御/风车/反击发呆 我无言了...

绯之梦: 12-08 23:22

不过无斩核心倒是不错用

yuyich1216 (苏菲) #7 2011-12-01 03:21:11
AI类型:伙伴系-风车冰刃无斩型冰反(执事用)
AI名称:天龙灭牙‧冰镜

简介同上...缺点未知(?
这是女僕版直接改成冰矛版本...
而冰刃关键字已被发现,并非是icespear而是icespace,感谢priestsky大大提供
在此要注意的是,人类冰刃RF集一次要16MP,因此需要注意执事的MP哦!
在测试时个人是1~5段都能丢出去的...
有问题的可以在此留言,我再找看看哪里有问题0.0

原始码:
<rules>
<rule name="====先制攻击的规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="宠物被单盯以普攻应对">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="alert"/>
</rule>
<rule name="宠物被双盯以普攻应对">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="宠物被双盯以风车应对">
<conditions>
<condition name="skill_preparable" pet_skill="windmill"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="my_pos" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="宠物被双盯以无斩应对">
<conditions>
<condition name="skill_preparable" pet_skill="finalhit"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="宠物被双盯以冰矛应对 (5-15米)">
<conditions>
<condition name="skill_preparable" pet_skill="icebolt"/>
<condition name="target_distance" min_distance="100" max_distance="1500"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="====核心攻击规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="普攻 → 反击 (怪被推开)">
<conditions>
<condition name="skill_preparable" pet_skill="counter"/>
<condition name="target_state" state="shoved"/>
<condition name="target_state" state="blowaway"/>
</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="false"/>
</rule>
<rule name="普攻 → 普攻 (敌僵直中)">
<conditions>
<condition name="target_state" state="hit"/>
</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="普攻 → 风车">
<conditions>
<condition name="skill_preparable" pet_skill="windmill"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="my_pos" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="true"/>
</rule>
<rule name="风车 → 防御">
<conditions>
<condition name="skill_preparable" pet_skill="defence"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="windmill" down="false"/>
</rule>
<rule name="风车 → 防御 2">
<conditions>
<condition name="skill_preparable" pet_skill="defence"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="windmill" down="true"/>
</rule>
<rule name="防御 → 普攻">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="defence" defence_enable_skill="all"/>
</rule>
<rule name="冰矛 → 冰矛">
<conditions>
<condition name="skill_preparable" pet_skill="icebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="icebolt" down="true"/>
</rule>
<rule name="冰矛 → 反击">
<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="icebolt" down="false"/>
</rule>
<rule name="反击 → 冰矛">
<conditions>
<condition name="skill_preparable" pet_skill="icebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="icebolt" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="走位 → 冰矛">
<conditions>
<condition name="skill_preparable" pet_skill="icebolt"/>
</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>
<rule name="反击防护">
<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"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="====敌人攻势崩坏规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="冰矛 破坏 敌人普攻">
<conditions>
<condition name="skill_preparable" pet_skill="icebolt"/>
<condition name="target_state" state="walk, 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="冰矛 破坏 敌人反击">
<conditions>
<condition name="target_state" state="stop"/>
<condition name="skill_preparable" pet_skill="icebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="move_against" distance="900" run="true" timeout="0"/>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="普攻 破坏 敌人重击">
<conditions>
<condition name="skill_preparable" pet_skill="basic"/>
<condition name="target_state" state="run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="风车 破坏 敌人重击">
<conditions>
<condition name="target_state" state="run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="my_pos" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="重击 破坏 敌人防御">
<conditions>
<condition name="target_state" state="walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="重击 → 反击">
<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="smash" down="true"/>
</rule>
<rule name="普攻 破坏 敌人远距离攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="防御 阻止 敌人魔法攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="chase" chase_target="enemy" timeout="0" run="true"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="====执事专用冰刃核心====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="冰刃蓄气!">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="chase" chase_target="master" timeout="0" run="true"/>
<cmd name="stack_skill" stack_magic="icespace" charge="5"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="icebolt"/>
</rule>
<rule name="冰刃1次 → 风车">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icespace" charge="1" timeout="0"/>
<cmd name="chase" chase_target="master" timeout="1000" run="true"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="icebolt"/>
</rule>
<rule name="冰刃2次 → 风车">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icespace" charge="2" timeout="0"/>
<cmd name="chase" chase_target="master" timeout="1000" run="true"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="icebolt"/>
</rule>
<rule name="冰刃3次 → 风车">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icespace" charge="3" timeout="0"/>
<cmd name="chase" chase_target="master" timeout="1000" run="true"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="icebolt"/>
</rule>
<rule name="冰刃4次 → 风车">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icespace" charge="4" timeout="0"/>
<cmd name="chase" chase_target="master" timeout="1000" run="true"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="icebolt"/>
</rule>
<rule name="冰刃5次 → 风车">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icespace" charge="5" timeout="0"/>
<cmd name="chase" chase_target="master" timeout="1000" run="true"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="icebolt"/>
</rule>
<rule name="====执事专用无限斩击核心====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="无限斩击 蓄气!">
<conditions>
<condition name="skill_preparable" pet_skill="finalhit"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="chase" chase_target="master" timeout="0" run="true"/>
<cmd name="prepare_skill" pet_skill="finalhit" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="lightningbolt"/>
</rule>
<rule name="无限斩击 发动!">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="lightningbolt"/>
</rule>
<rule name="无限斩击 → 无限斩击 (攻击状态中)">
<conditions>
<condition name="skill_preparable" pet_skill="finalhit"/>
<condition name="target_state" state="hit"/>
</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="无限斩击 → 无限斩击 2 (技能持续中_D血防止)">
<conditions>
<condition name="skill_preparable" pet_skill="finalhit"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="true"/>
</rule>
<rule name="无斩 → 无斩">
<conditions>
<condition name="skill_preparable" pet_skill="finalhit"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="====受到攻击时的规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="受到普通攻击且未倒地 → 冰矛">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="basic" down="false"/>
</rule>
<rule name="受到普通攻击且已倒地 → 反击">
<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="basic" down="true"/>
</rule>
<rule name="受到穿心箭攻击而倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="magnum_shot" down="true"/>
</rule>
<rule name="受到普通射击且未倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="ranged_attack" down="false"/>
</rule>
<rule name="受到普通射击且已倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="ranged_attack" down="true"/>
</rule>
<rule name="受到反击而倒地 → 反击">
<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="counter" down="true"/>
</rule>
<rule name="受到风车攻击而倒地 → 反击">
<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="windmill" down="true"/>
</rule>
<rule name="受到雷矢攻击 → 反击">
<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="lightningbolt" down="false"/>
</rule>
<rule name="受到冰矛攻击 → 反击">
<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="icebolt" down="false"/>
</rule>
<rule name="受到火焰攻击 → 重击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="firebolt" down="true"/>
</rule>
</rules>
yuyich1216 (苏菲) #8 2011-12-08 19:52:11
唔,针对一些使用过AI后提出意见的使用者,在此提出一些改良
对于骷髅兵会欺骗宠物AI做切换技能的这个部份,没有良好的解决方法
毕竟AI判断会有很明显的1.5~2秒的误差

若是要从魔法破反击这一条规则去做补强,或许可以这幺修改
首先玛奇宠物AI的存放处位于 我的文件 → 玛奇 → 宠物角色AI
先将旧AI複製一份做备份,并将複製出来的档案重新命名,以此做为比对组
接着将下列魔法破坏反击的原始码 只覆盖对应的段落 即可
最后重开玛奇即可看到新增的AI了

AI:水莲改
<rule name="冰矛 破坏 敌人反击">
<conditions>
<condition name="target_state" state="stop"/>
<condition name="skill_preparable" pet_skill="icebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="icebolt" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>


AI名称:迅雷改
<rule name="雷矢 破坏 敌人反击">
<conditions>
<condition name="target_state" state="stop"/>
<condition name="skill_preparable" pet_skill="lightningbolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="lightningbolt" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>


AI名称:飞炎改
<rule name="火焰 破坏 敌人反击">
<conditions>
<condition name="target_state" state="stop"/>
<condition name="skill_preparable" pet_skill="firebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="firebolt" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>


  稍微测试了一下,当敌人站立于宠物前停止不动一阵子,宠物便会取消使用中的技能,并準备相对应的魔法,接着便会触发走位核心,远离敌人9米后进行魔法攻击。这样的修改...好不好很难说,只能说看适不适合自己,毕竟频繁的取消技能、使用魔法,对于魔法值的消耗便会稍稍加深,因此有兴趣的人可以测试看看。

  另外要注意的是,魔反系AI,当MP值过低,便会集着魔法跑到敌人面前发呆哦,这点必须要注意,请时常留意宠物的MP值。

  最后就是,如果在使用上有其它问题,或是有其它的灵感都欢迎提出讨论,如果能解决,有时间我会尽量去试试看的,也希望大大们能一起加入AI的开发,让大家有更多更棒的AI可以使用^^


BY  安黛莉  御星羚
  
yuyich1216 (苏菲) #9 2012-01-30 03:57:11
首先~
AI研发...似乎荒废了好一阵子.....|||
而这是最近参考并研究了一点网路上其它大大写的AI,试着改写女僕及执事专用的AI所得来的
嘛...因为没什幺钱拔女僕的武器下来修,因此我都是用空手在测试
所以实际在使用上可能还是会有些落差哦,详细情型还请通知我,一起完善它^^
谢谢大家~

AI名称:天狼灭牙‧绝焰 (女僕用)
简介:
相异于天狼灭牙‧绝炎的火反 + 普攻风车混合的混杂AI,绝焰是主动型AI,并且强调风车的使用,并且在少量的适当时机使用火焰来帮助战斗,此外搭载主人被攻击时会回头护主的功能。

缺点:
由于大量的使用了风车,因此耐力值及生命值下降的非常快,因此需要时时注意伙伴的生命值及耐力值,此为其一。再来就是重击破防御...AI处理速度还是远低于怪物伺服器的怪物AI,因此被打飞出去的机率仍是相当高....,另外就是,凌晨3点多快4点了,在处理远距离攻击的地方可能还未如我的期许。(我个人都是在高级覆盖里让女僕一个人打一整群怪,我隐身躲在一旁看戏...因此常遇到女僕被两只弓手盯上,左跑右跑而疲于奔命,只要不能很完美的清掉整群怪,都不如我的期许...)
以上便是绝焰的缺点介绍,大家可以先试用看看,再一起讨论如何改进吧0.0

原始码:
<rules>
<rule name="====先制攻击的规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="宠物发现敌人 以重击应对">
<conditions>
<condition name="target_state" state="stop, walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="10000"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="seek_target"/>
</rule>
<rule name="宠物被单盯 以重击应对">
<conditions>
<condition name="target_state" state="stop, walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="alert"/>
</rule>
<rule name="宠物被双盯 普攻 → 风车">
<conditions>
<condition name="target_state" state="walk, run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="====核心攻击规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="普攻 → 普攻 (敌僵直中)">
<conditions>
<condition name="target_state" state="hit"/>
</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="普攻 → 风车1">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="true"/>
</rule>
<rule name="普攻 → 风车2">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="false"/>
</rule>
<rule name="普攻 → 风车3">
<conditions>
<condition name="target_state" state="blowaway"/>
<condition name="target_state" state="shoved"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="wait" min="1000" max="3000"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="风车 → 防御">
<conditions>
<condition name="skill_preparable" pet_skill="defence"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="windmill" down="false"/>
</rule>
<rule name="风车 → 防御 2">
<conditions>
<condition name="skill_preparable" pet_skill="defence"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="windmill" down="true"/>
</rule>
<rule name="火焰 → 反击1">
<conditions>
<condition name="target_state" state="stop, walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
<cmd name="cancel_skill"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="火焰 → 反击2">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
<cmd name="cancel_skill"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="firebolt" down="true"/>
</rule>
<rule name="反击 → 防御">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="防御 → 普攻">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="defence" defence_enable_skill="all"/>
</rule>
<rule name="====敌人近距离攻势崩坏规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="火焰 破坏 敌人反击或风车">
<conditions>
<condition name="target_state" state="stop"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="普攻 破坏 敌人普攻 → 风车">
<conditions>
<condition name="target_state" state="run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="wait" min="3000" max="3000"/>
<cmd name="melee_attack" timeout="0"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="普攻 破坏 敌人重击 → 风车">
<conditions>
<condition name="target_state" state="run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="风车 破坏 敌人重击">
<conditions>
<condition name="target_state" state="run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="重击 破坏 敌人防御">
<conditions>
<condition name="target_state" state="walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="重击 → 反击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
<cmd name="cancel_skill"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="smash" down="true"/>
</rule>
<rule name="====敌人远距离攻势崩坏规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="普攻 破坏 敌人远距离攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="敌人使用远距离攻击并受到攻击且僵硬中时 普攻 → 防御">
<conditions>
<condition name="target_state" state="hit"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="chase" chase_target="enemy" timeout="0" run="true"/>
<cmd name="wait" min="5000" max="5000"/>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="敌弓箭手受到攻击被推开时 → 等待">
<conditions>
<condition name="target_state" state="blowaway"/>
<condition name="target_state" state="shoved"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="wait" min="1000" max="10000"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="敌人已使用远距离攻击技能且行走中 → 防御">
<conditions>
<condition name="target_state" state="walk"/>
<condition name="target_distance" min_distance="400" max_distance="1500"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="chase" chase_target="enemy" timeout="0" run="true"/>
<cmd name="wait" min="10000" max="10000"/>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="敌人已使用远距离攻击技能且原地不动 → 防御">
<conditions>
<condition name="target_state" state="stop"/>
<condition name="target_distance" min_distance="200" max_distance="1500"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="chase" chase_target="enemy" timeout="0" run="true"/>
<cmd name="wait" min="10000" max="10000"/>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="5000"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="====敌人魔法攻势崩坏规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="敌人发动魔法攻击PD时 → 防御">
<conditions>
<condition name="target_state" state="hit"/>
<condition name="target_distance" min_distance="300" max_distance="1500"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="move_against" distance="900" run="true" timeout="0"/>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="wait" min="2000" max="9000"/>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="防御 阻止 敌人準备魔法后原地站立">
<conditions>
<condition name="target_state" state="stop"/>
<condition name="target_distance" min_distance="400" max_distance="1500"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="move_against" distance="1400" run="true" timeout="0"/>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="wait" min="2000" max="9000"/>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="防御 阻止 敌人準备魔法后走路或跑步">
<conditions>
<condition name="target_state" state="walk, run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="move_against" distance="1500" run="true" timeout="0"/>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="wait" min="2000" max="9000"/>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="====女僕专用火球核心====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="火球蓄气!">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="chase" chase_target="master" timeout="0" run="true"/>
<cmd name="stack_skill" stack_magic="fireball" charge="5"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="firebolt"/>
</rule>
<rule name="火球 → 风车">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="chase" chase_target="master" timeout="1000" run="true"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="firebolt"/>
</rule>
<rule name="====援护主人的规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="主人受到攻击 (已倒地)">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="all" down="true"/>
</rule>
<rule name="主人受到攻击 (未倒地)">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="all" down="false"/>
</rule>
<rule name="====受到攻击时的规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="受到普通攻击且未倒地 → 火焰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="basic" down="false"/>
</rule>
<rule name="受到普通攻击且已倒地 → 反击">
<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="basic" down="true"/>
</rule>
<rule name="受到穿心箭攻击而倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="magnum_shot" down="true"/>
</rule>
<rule name="受到普通射击且未倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="ranged_attack" down="false"/>
</rule>
<rule name="受到普通射击且已倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="ranged_attack" down="true"/>
</rule>
<rule name="受到反击而倒地 → 反击">
<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="counter" down="true"/>
</rule>
<rule name="受到风车攻击而倒地 → 反击">
<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="windmill" down="true"/>
</rule>
<rule name="受到雷矢攻击 → 反击">
<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="lightningbolt" down="false"/>
</rule>
<rule name="受到冰矛攻击 → 反击">
<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="icebolt" down="false"/>
</rule>
<rule name="受到火焰攻击 → 重击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="firebolt" down="true"/>
</rule>
</rules>
baha8195: 06-17 19:47

重击破防御,能不能用 风车踢完马上接防御破防御呢?

baha8195: 06-17 19:49

这样如果怪物本来防御变反击,也不用担心被打了,只是担心怪物开反击后被踢出去后的行动

baha8195: 06-17 19:51

这只是看完文章后的想法,因为没在研究AI,所以可能有什幺问题我不知道,若有口误请见谅喔^^

yuyich1216 (苏菲) #10 2012-01-30 05:11:04
AI名称:天狼灭牙‧绝零  (执事用)

简介:
唔..简单的说就是将绝焰的firebolt改成icebolt (被巴),伺服器维修了,无法进行测试,早上睡醒后再测试啰....(再度被巴)

原始码:
<rules>
<rule name="====先制攻击的规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="宠物发现敌人 以重击应对">
<conditions>
<condition name="target_state" state="stop, walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="10000"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="seek_target"/>
</rule>
<rule name="宠物被单盯 以重击应对">
<conditions>
<condition name="target_state" state="stop, walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="alert"/>
</rule>
<rule name="宠物被双盯 普攻 → 风车">
<conditions>
<condition name="target_state" state="walk, run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="====核心攻击规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="普攻 → 普攻 (敌僵直中)">
<conditions>
<condition name="target_state" state="hit"/>
</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="普攻 → 风车1">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="true"/>
</rule>
<rule name="普攻 → 风车2">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="false"/>
</rule>
<rule name="普攻 → 风车3">
<conditions>
<condition name="target_state" state="blowaway"/>
<condition name="target_state" state="shoved"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="wait" min="1000" max="3000"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="风车 → 防御">
<conditions>
<condition name="skill_preparable" pet_skill="defence"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="windmill" down="false"/>
</rule>
<rule name="风车 → 防御 2">
<conditions>
<condition name="skill_preparable" pet_skill="defence"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="windmill" down="true"/>
</rule>
<rule name="冰矛 → 反击">
<conditions>
<condition name="target_state" state="stop, walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
<cmd name="cancel_skill"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
</rule>
<rule name="反击 → 防御">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="防御 → 普攻">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="defence" defence_enable_skill="all"/>
</rule>
<rule name="====敌人近距离攻势崩坏规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="冰矛 破坏 敌人反击或风车">
<conditions>
<condition name="target_state" state="stop"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="普攻 破坏 敌人普攻 → 风车">
<conditions>
<condition name="target_state" state="run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="wait" min="3000" max="3000"/>
<cmd name="melee_attack" timeout="0"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="普攻 破坏 敌人重击 → 风车">
<conditions>
<condition name="target_state" state="run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="风车 破坏 敌人重击">
<conditions>
<condition name="target_state" state="run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="重击 破坏 敌人防御">
<conditions>
<condition name="target_state" state="walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="重击 → 反击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
<cmd name="cancel_skill"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="smash" down="true"/>
</rule>
<rule name="====敌人远距离攻势崩坏规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="普攻 破坏 敌人远距离攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="敌人使用远距离攻击并受到攻击且僵硬中时 普攻 → 防御">
<conditions>
<condition name="target_state" state="hit"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="chase" chase_target="enemy" timeout="0" run="true"/>
<cmd name="wait" min="10000" max="10000"/>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="敌弓箭手受到攻击被推开时 → 等待">
<conditions>
<condition name="target_state" state="blowaway"/>
<condition name="target_state" state="shoved"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="wait" min="1000" max="10000"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="敌人已使用远距离攻击技能且行走中 → 防御">
<conditions>
<condition name="target_state" state="walk"/>
<condition name="target_distance" min_distance="400" max_distance="1500"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="chase" chase_target="enemy" timeout="0" run="true"/>
<cmd name="wait" min="10000" max="10000"/>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="敌人已使用远距离攻击技能且原地不动 → 防御">
<conditions>
<condition name="target_state" state="stop"/>
<condition name="target_distance" min_distance="200" max_distance="1500"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="chase" chase_target="enemy" timeout="0" run="true"/>
<cmd name="wait" min="10000" max="10000"/>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="5000"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="====敌人魔法攻势崩坏规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="敌人发动魔法攻击PD时 → 防御">
<conditions>
<condition name="target_state" state="hit"/>
<condition name="target_distance" min_distance="300" max_distance="1500"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="move_against" distance="900" run="true" timeout="0"/>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="wait" min="2000" max="9000"/>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="防御 阻止 敌人準备魔法后原地站立">
<conditions>
<condition name="target_state" state="stop"/>
<condition name="target_distance" min_distance="400" max_distance="1500"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="move_against" distance="1400" run="true" timeout="0"/>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="wait" min="2000" max="9000"/>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="防御 阻止 敌人準备魔法后走路或跑步">
<conditions>
<condition name="target_state" state="walk, run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="move_against" distance="1500" run="true" timeout="0"/>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
<cmd name="wait" min="2000" max="9000"/>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="====执事专用冰刃核心====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="冰刃蓄气!">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="chase" chase_target="master" timeout="0" run="true"/>
<cmd name="stack_skill" stack_magic="icespace" charge="5"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="icebolt"/>
</rule>
<rule name="冰刃1次 → 风车">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icespace" charge="1" timeout="0"/>
<cmd name="chase" chase_target="master" timeout="1000" run="true"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="icebolt"/>
</rule>
<rule name="冰刃2次 → 风车">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icespace" charge="2" timeout="0"/>
<cmd name="chase" chase_target="master" timeout="1000" run="true"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="icebolt"/>
</rule>
<rule name="冰刃3次 → 风车">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icespace" charge="3" timeout="0"/>
<cmd name="chase" chase_target="master" timeout="1000" run="true"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="icebolt"/>
</rule>
<rule name="冰刃4次 → 风车">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icespace" charge="4" timeout="0"/>
<cmd name="chase" chase_target="master" timeout="1000" run="true"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="icebolt"/>
</rule>
<rule name="冰刃5次 → 风车">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icespace" charge="5" timeout="0"/>
<cmd name="chase" chase_target="master" timeout="1000" run="true"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="icebolt"/>
</rule>
<rule name="====援护主人的规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="主人受到攻击 (已倒地)">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="all" down="true"/>
</rule>
<rule name="主人受到攻击 (未倒地)">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
<cmd name="prepare_skill" pet_skill="windmill" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="wait" min="10000" max="10000"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="all" down="false"/>
</rule>
<rule name="====受到攻击时的规则====">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="受到普通攻击且未倒地 → 冰矛">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="basic" down="false"/>
</rule>
<rule name="受到普通攻击且已倒地 → 反击">
<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="basic" down="true"/>
</rule>
<rule name="受到穿心箭攻击而倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="magnum_shot" down="true"/>
</rule>
<rule name="受到普通射击且未倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="ranged_attack" down="false"/>
</rule>
<rule name="受到普通射击且已倒地 → 普通攻击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="ranged_attack" down="true"/>
</rule>
<rule name="受到反击而倒地 → 反击">
<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="counter" down="true"/>
</rule>
<rule name="受到风车攻击而倒地 → 反击">
<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="windmill" down="true"/>
</rule>
<rule name="受到雷矢攻击 → 反击">
<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="lightningbolt" down="false"/>
</rule>
<rule name="受到冰矛攻击 → 反击">
<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="icebolt" down="false"/>
</rule>
<rule name="受到火焰攻击 → 重击">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="firebolt" down="true"/>
</rule>
</rules>

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