旧型AI
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弓支援β1.0.0
試作型の弓支援AI。まず使い物になりませんが、参考などにどうぞ。
※このAIはβ版です。動作は保障できませんのでご了承ください。
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<rules> <rule name="FBチャージ"> <conditions> <condition name="skill_preparable" pet_skill="firebolt"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="stack_skill" stack_magic="firebolt" charge="1"/> </sequence> </pattern> <event name="master_skill_prepare" event_skill="magnum_shot"/> </rule> <rule name="スマッシュ準備"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="prepare_skill" pet_skill="smash" try_cnt="1" timeout="5000"/> </sequence> </pattern> <event name="master_skill_prepare" event_skill="magnum_shot"/> </rule> <rule name="初弾"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="process_skill" target="enemy" timeout="5000"/> <cmd name="chase" chase_target="master" timeout="1000" run="true"/> <cmd name="stack_skill" stack_magic="firebolt" charge="1"/> </sequence> </pattern> <event name="master_attack" master_skill="magnum_shot"/> </rule> <rule name="FB発射"> <conditions> <condition name="target_distance" min_distance="100" max_distance="300"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="process_skill" target="enemy" timeout="5000"/> </sequence> </pattern> <event name="now_targeting"/> </rule> <rule name="次弾用FB"> <conditions> <condition name="skill_preparable" pet_skill="firebolt"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="stack_skill" stack_magic="firebolt" charge="1"/> </sequence> </pattern> <event name="attack" pet_attackable_skill="all" down="true"/> </rule> <rule name="次弾用スマッシュ"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="prepare_skill" pet_skill="smash" try_cnt="1" timeout="5000"/> </sequence> </pattern> <event name="attack" pet_attackable_skill="all" down="true"/> </rule> </rules>
連動型FB弾幕
FBで弾幕をはるAI。
ほぼ暴発を起こす、騒音メーカー。
ほぼ暴発を起こす、騒音メーカー。
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<rules> <rule name="暴発防止"> <conditions/> <pattern> <param_decl/> <sequence/> </pattern> <event name="attack" pet_attackable_skill="firebolt" down="true"/> </rule> <rule name="暴発防止2"> <conditions/> <pattern> <param_decl/> <sequence/> </pattern> <event name="attack" pet_attackable_skill="basic" down="true"/> </rule> <rule name="主人がヒーリング→何もしない"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="wait" min="1000" max="1000"/> </sequence> </pattern> <event name="master_skill_prepare" event_skill="healing"/> </rule> <rule name="主人スキル準備連動FB"> <conditions> <condition name="skill_preparable" pet_skill="firebolt"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="stack_skill" stack_magic="firebolt" charge="1"/> </sequence> </pattern> <event name="master_skill_prepare" event_skill="all"/> </rule> <rule name="主人攻撃連動発射"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="process_skill" target="enemy" timeout="5000"/> </sequence> </pattern> <event name="master_attack" master_skill="all"/> </rule> <rule name="追撃FB"> <conditions> <condition name="skill_preparable" pet_skill="firebolt"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/> </sequence> </pattern> <event name="now_targeting"/> </rule> <rule name="マナ切れ→アタック"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="melee_attack" timeout="5000"/> </sequence> </pattern> <event name="now_targeting"/> </rule> </rules>
連動型FB弾幕Ⅱ
上の弾幕の改良型。
結局は暴発を起こす、騒音メーカー。
結局は暴発を起こす、騒音メーカー。
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<rules> <rule name="暴発防止"> <conditions/> <pattern> <param_decl/> <sequence/> </pattern> <event name="attack" pet_attackable_skill="firebolt" down="true"/> </rule> <rule name="暴発防止2"> <conditions/> <pattern> <param_decl/> <sequence/> </pattern> <event name="attack" pet_attackable_skill="basic" down="true"/> </rule> <rule name="主人がヒーリング→何もしない"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="wait" min="1000" max="1000"/> </sequence> </pattern> <event name="master_skill_prepare" event_skill="healing"/> </rule> <rule name="主人スキル準備連動FB"> <conditions> <condition name="skill_preparable" pet_skill="firebolt"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="stack_skill" stack_magic="firebolt" charge="1"/> </sequence> </pattern> <event name="master_skill_prepare" event_skill="all"/> </rule> <rule name="主人攻撃連動発射"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="process_skill" target="enemy" timeout="5000"/> </sequence> </pattern> <event name="master_attack" master_skill="all"/> </rule> <rule name="アタック3打"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="melee_attack" timeout="5000"/> </sequence> </pattern> <event name="attack" pet_attackable_skill="basic" down="false"/> </rule> <rule name="FB→FB"> <conditions> <condition name="skill_preparable" pet_skill="firebolt"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/> </sequence> </pattern> <event name="attack" pet_attackable_skill="firebolt" down="true"/> </rule> <rule name="FB→アタック"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="melee_attack" timeout="5000"/> </sequence> </pattern> <event name="attack" pet_attackable_skill="firebolt" down="true"/> </rule> <rule name="アタック→FB"> <conditions> <condition name="skill_preparable" pet_skill="firebolt"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/> </sequence> </pattern> <event name="attack" pet_attackable_skill="basic" down="true"/> </rule> <rule name="アタック→アタック"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="melee_attack" timeout="5000"/> </sequence> </pattern> <event name="attack" pet_attackable_skill="basic" down="true"/> </rule> </rules>
簡易型FB弾幕
精密な動作をあきらめた荒い人。
実戦で使うには荒すぎた悲しい人でもある。
実戦で使うには荒すぎた悲しい人でもある。
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<rules> <rule name="暴発防止"> <conditions/> <pattern> <param_decl/> <sequence/> </pattern> <event name="attack" pet_attackable_skill="firebolt" down="true"/> </rule> <rule name="暴発防止2"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="wait" min="1000" max="1000"/> </sequence> </pattern> <event name="now_targeting"/> </rule> <rule name="連動FB"> <conditions> <condition name="skill_preparable" pet_skill="firebolt"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/> </sequence> </pattern> <event name="master_attack" master_skill="firebolt"/> </rule> </rules>
ネタ
多機能くるくる
おなじみくるくるAI。
反応速度が遅くて追いつかなかったりする事が多々。
反応速度が遅くて追いつかなかったりする事が多々。
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<rules> <rule name="魔法使用時"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="move_against" distance="1500" run="true" timeout="5000"/> <cmd name="move_against" distance="1500" run="true" timeout="5000"/> <cmd name="move_against" distance="1500" run="true" timeout="5000"/> <cmd name="move_against" distance="1500" run="true" timeout="5000"/> </sequence> </pattern> <event name="target_magic_prepare"/> </rule> <rule name="オン 遠距離使用時"> <conditions> <condition name="skill_preparable" pet_skill="firstaid"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="move_around" clockwise="false" radius="100" run="true" timeout="5000"/> </sequence> </pattern> <event name="aimed"/> </rule> <rule name="オフ 遠距離使用時"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="move_around" clockwise="true" radius="100" run="true" timeout="5000"/> </sequence> </pattern> <event name="aimed"/> </rule> <rule name="オン 接近使用時"> <conditions> <condition name="skill_preparable" pet_skill="firstaid"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="move_around" clockwise="false" radius="200" run="true" timeout="5000"/> </sequence> </pattern> <event name="target_skill_prepare"/> </rule> <rule name="オフ 接近使用時"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="move_around" clockwise="true" radius="200" run="true" timeout="5000"/> </sequence> </pattern> <event name="target_skill_prepare"/> </rule> <rule name="オン 走り"> <conditions> <condition name="skill_preparable" pet_skill="firstaid"/> <condition name="target_state" state="run"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="move_around" clockwise="false" radius="100" run="true" timeout="5000"/> </sequence> </pattern> <event name="now_targeting"/> </rule> <rule name="オン 主人負傷"> <conditions> <condition name="skill_preparable" pet_skill="firstaid"/> <condition name="master_damaged_life_greater" life="20"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="move_around" clockwise="false" radius="100" run="true" timeout="5000"/> </sequence> </pattern> <event name="now_targeting"/> </rule> <rule name="オン 歩きor止まり"> <conditions> <condition name="skill_preparable" pet_skill="firstaid"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="move_around" clockwise="false" radius="100" run="false" timeout="5000"/> </sequence> </pattern> <event name="now_targeting"/> </rule> <rule name="オフ 走り"> <conditions> <condition name="target_state" state="run"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="move_around" clockwise="true" radius="100" run="true" timeout="5000"/> </sequence> </pattern> <event name="now_targeting"/> </rule> <rule name="オフ 主人負傷"> <conditions> <condition name="master_damaged_life_greater" life="20"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="move_around" clockwise="true" radius="100" run="true" timeout="5000"/> </sequence> </pattern> <event name="now_targeting"/> </rule> <rule name="オフ 歩きor止まり"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="move_around" clockwise="true" radius="100" run="false" timeout="5000"/> </sequence> </pattern> <event name="now_targeting"/> </rule> </rules>