#ifndef __AI_SCRIPT_DEFINE_H__ #define __AI_SCRIPT_DEFINE_H__ // AI states const int AI_STATE_SEARCH = 0; const int AI_STATE_LOCK = 1; const int AI_STATE_PREATTACK = 2; const int AI_STATE_ATTACK = 3; // AI attribute const int AI_PATROL_POINT = 0; // 設巡邏點 const int AI_LOOK_RANGE = 1; // 視線距離,預設200 const int AI_LOOK_ANGLE = 2; // 視線角度,預設180度 const int AI_ATTACK_RANGE = 3; // 攻擊範圍,預設80, 不能超過鎖定外距離200 const int AI_ATTACK_RATE = 4; // 攻擊機率(0 ~ 100),機率預設50 const int AI_DEFENSE_RATE = 5; // 防禦機率(0 ~ 100),機率預設50 const int AI_DODGE_RATE = 6; // 逃跑機率(0 ~ 100),機率預設50 const int AI_JUMP_RATE = 7; // 跳躍機率(0 ~ 100),機率預設50 const int AI_DASH_RATE = 8; // 速移機率(0 ~ 100),機率預設50 const int AI_COMBO_RATE = 9; // 連招設定 const int AI_CHIFLARE_RATE = 10; // 氣爆機率,機率預設10 const int AI_LAUGH_RATE = 11; // AI取笑機率(0 ~ 100), 機率預設30 const int AI_SUPERATTACK_RATE = 12; // AI發大絕機率,預設為0 const int AI_COUNTERATTACK_RATE = 13; // AI 防禦時反擊機率 const int AI_ROLLING_RATE = 14; // AI被打倒後是否滾動的機率,機率預設50 const int AI_DEMON_RATE = 15; // 魔化機率(0 ~ 100),機率預設0 const int AI_BREAK_DEFENSE = 16; // AI破防機率(0 ~ 100), 機率預設0 const int AI_WALKSPECIALLINK = 17; // 是否可以走特殊的link,預設0 const int AI_NOMOVE_RANGE = 18; // AI 在No Move情況下的range const int AI_LEAVE_RANGE = 19; // 跟follow的人距離多遠,預設200 const int AI_ATTACK_STRING = 20; // AI亂數攻擊時會使用的按鍵,預設為上左右X,上左右Y const int AI_MOVE_SPEED = 21; // AI走路速度,(0.0 ~ 1.0), 預設1.0f, 巡邏速度不受此限制 const int AI_THINK_SPEED = 22; // AI思考速度(10 ~ 100), 預設100 // AI behavior // Search const int AI_SEARCH_IDLE = 0; // 原地等待 const int AI_SEARCH_RANDOMRUN = 1; // 隨處亂跑 const int AI_SEARCH_PATROL = 2; // 巡邏 const int AI_SEARCH_FOLLOW = 3; // 跟隨某人物 const int AI_SEARCH_INIT = 4; const int AI_SEARCH_DODGE = 5; // 逃跑 // Lock const int AI_LOCK_NEAREST_TARGET = 0; // 找最近的鎖定 const int AI_LOCK_ONE_TARGET = 1; // 找某一個人物鎖定 // Pre-Attack move const int AI_ATTACKMOVE_DIRECT = 0; // 朝目標直衝 const int AI_ATTACKMOVE_JUMP = 1; // 朝目標跳躍 const int AI_ATTACKMOVE_JUMP_SIDE = 2; // 跳到目標附近 const int AI_ATTACKMOVE_MOVE_SIDE = 3; // 移動到目標側面 const int AI_ATTACKMOVE_DASH_BACK = 4; // 向後瞬移閃避 const int AI_ATTACKMOVE_DASH_FRONT = 5; // 向前瞬移 const int AI_ATTACKMOVE_FARAWAY = 6; // 站遠方(如果有飛鏢) const int AI_ATTACKMOVE_LIFT = 7; // 去舉敵人 const int AI_ATTACKMOVE_NOMOVE = 8; // 不往敵人前進 const int AI_ATTACKMOVE_SHIFTMOVE = 9; // 原地左右側移 // Attack const int AI_ATTACK_RANDOM = 0; // 依設定的攻擊機率亂數出招 const int AI_ATTACK_COMBO = 1; // 依各兵器設定的連招機率亂數出招 const int AI_ATTACK_DEFENSE = 2; // 只會防禦 // AI performs const int AI_PERFORM_NONE = 0; const int AI_PERFORM_IDLE = 1; const int AI_PERFORM_IDLELOOK = 2; const int AI_PERFORM_MOVETOPOINT = 3; const int AI_PERFORM_MOVETOCHARA = 4; const int AI_PERFORM_DODGE = 5; const int AI_PERFORM_FACETO = 6; const int AI_PERFORM_JUMP = 7; const int AI_PERFORM_DOUBLEJUMP = 8; const int AI_PERFORM_ATTACK = 9; const int AI_PERFORM_POSE = 10; const int AI_PERFORM_DEFEND = 11; const int AI_PERFORM_CHICHARGING = 12; const int AI_PERFORM_LIFT = 13; const int AI_PERFORM_CHALLENGE = 14; const int AI_PERFORM_LOCK = 15; const int AI_PERFORM_UNLOCK = 16; const int AI_PERFORM_REVIVE = 17; const int AI_PERFORM_USEEQUIP = 18; //const int AI_PERFORM_USEITEM = 20; const int AI_PERFORM_POSENOWEAPON = 21; const int AI_PERFORM_COMBOATTACK = 22; const int AI_PERFORM_DEMONIZE = 23; const int AI_PERFORM_INSPECT = 24; // AI Command const int AI_COMMAND_STOP = 0; const int AI_COMMAND_FREE = 1; const int AI_COMMAND_ATTACK = 2; const int AI_COMMAND_DEFENSE = 3; // AI title const int AI_TITLE_NONE = 0; const int AI_TITLE_GUARD = 1; const int AI_TITLE_CAPTAIN = 2; const int AI_TITLE_BOSS = 3; const int AI_TITLE_SHOOTER = 4; const int AI_TITLE_HARD = 5; const int AI_TITLE_NORMAL = 6; const int AI_TITLE_EASY = 7; const int AI_TITLE_PARTNER = 8; #endif