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 Pet AIs(makes pets smarter)

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Tear-Otoku
Siren/Incubus Lover
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PostSubject: Pet AIs(makes pets smarter)   Wed Mar 25, 2009 4:37 am

This is a Melee Pet Ai


Demo of how its looks like: https://www.youtube.com/watch?v=B75MIQRZsfI

<rules>
<rule name="enemy stop">
<conditions>
<condition name="target_state" state="stop"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="smash->counter">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="smash" down="true"/>
</rule>
<rule name="attack(not down)->counter">
<conditions>
<condition name="target_state" state="shoved"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="false"/>
</rule>
<rule name="attack(down)->counter">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="true"/>
</rule>
<rule name="counter->diffence">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="defence" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="deffence->attack">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="defence" defence_enable_skill="basic"/>
</rule>
<rule name="For Arrow">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="For Magic">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="received attacked -> counter">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="basic" down="false"/>
</rule>
<rule name="received arrow -> attack">
<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="received magnam -> attack">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="magnum_shot" down="true"/>
</rule>
<rule name="counter2">
<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"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="ararm -> counter">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="Free activity prohibition">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="now_targeting"/>
</rule>
</rules>



Last edited by Tear-Otoku on Tue Sep 08, 2009 11:28 am; edited 1 time in total
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Tear-Otoku
Siren/Incubus Lover
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PostSubject: Re: Pet AIs(makes pets smarter)   Wed Mar 25, 2009 4:37 am

Hell Hound Ai for Baol only

<rules>
<rule name="Stopped Enemy = Counter">
<conditions>
<condition name="target_state" state="stop"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="Counter after Smash">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="smash" down="true"/>
</rule>
<rule name="Counter after N">
<conditions>
<condition name="target_state" state="shoved"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="false"/>
</rule>
<rule name="Counter after N KD">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="true"/>
</rule>
<rule name="Smash after Counter">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="melee_attack" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="Rush N if enemy Casts">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="Counter on hit">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="basic" down="false"/>
</rule>
<rule name="Counter if you can anytime">
<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"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="Counter if alerted">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="Free Act Stopper Rule">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="now_targeting"/>
</rule>
</rules>




See Example here
https://www.youtube.com/watch?v=y3hKTL82hSs&feature=related
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Tear-Otoku
Siren/Incubus Lover
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PostSubject: Re: Pet AIs(makes pets smarter)   Wed Mar 25, 2009 4:38 am

Archer support ai


https://www.youtube.com/watch?v=1CRc4UXD_Jw

see video on how to make it work


<rules>
<rule name="1">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="ranged_attack"/>
</rule>
<rule name="2">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="5000"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="magnum_shot"/>
</rule>
<rule name="3">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="smash" down="true"/>
</rule>
<rule name="4">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="false"/>
</rule>
<rule name="5">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="master_aimed"/>
</rule>
<rule name="6">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="master_target_magic_prepare"/>
</rule>
<rule name="7">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="master_defence" defence_enable_skill="all"/>
</rule>
<rule name="8">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="basic" down="false"/>
</rule>
<rule name="9">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="10">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="icebolt" down="false"/>
</rule>
<rule name="11">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="12">
<conditions>
<condition name="target_state" state="walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="smash" down="false"/>
</rule>
<rule name="13">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="5000"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="counter"/>
</rule>
<rule name="14">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="false"/>
</rule>
<rule name="15">
<conditions>
<condition name="target_state" state="walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="smash" down="false"/>
</rule>
<rule name="16">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="5" timeout="5000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="basic" down="false"/>
</rule>
<rule name="17">
<conditions>
<condition name="target_state" state="walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="melee_attack" timeout="5000"/>
</sequence>
</pattern>
<event name="master_target_skill_prepare"/>
</rule>
<rule name="18">
<conditions>
<condition name="target_state" state="walk"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
<cmd name="process_skill" target="enemy" timeout="0"/>
<cmd name="melee_attack" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="alert"/>
</rule>
<rule name="19">
<conditions>
<condition name="skill_preparable" pet_skill="healing"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="healing" try_cnt="0" timeout="5000"/>
<cmd name="process_skill" target="master" timeout="5000"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="all" down="false"/>
</rule>
<rule name="20">
<conditions>
<condition name="skill_preparable" pet_skill="healing"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="healing" try_cnt="0" timeout="5000"/>
<cmd name="process_skill" target="master" timeout="5000"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="all" down="true"/>
</rule>
</rules>

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Tear-Otoku
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PostSubject: Re: Pet AIs(makes pets smarter)   Wed Mar 25, 2009 4:42 am

Magic Counter Ai


How to use: http://forum.nexon.net/Mabinogi/forums/thread/1779663.aspx

Demo: https://www.youtube.com/watch?v=2ff1EpCZRNA&feature=related



<rules>
<rule name="Counter after Normal no KD">
<conditions>
<condition name="target_state" state="shoved"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="false"/>
</rule>
<rule name="Counter after Normal">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="true"/>
</rule>
<rule name="Counter after Smashing">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="smash" down="true"/>
</rule>
<rule name="IB after Countering">
<conditions>
<condition name="skill_preparable" pet_skill="icebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="LB after Countering">
<conditions>
<condition name="skill_preparable" pet_skill="lightningbolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="lightningbolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="FB after Countering">
<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="counter" down="true"/>
</rule>
<rule name="Counter after Getting Meleed">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="basic" down="false"/>
</rule>
<rule name="Counter after Getting KDed">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="all" down="true"/>
</rule>
<rule name="Counter after IBing">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="icebolt" down="false"/>
</rule>
<rule name="Counter after IBing KD">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="5" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="icebolt" down="true"/>
</rule>
<rule name="Counter after LBing">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="lightningbolt" down="false"/>
</rule>
<rule name="Counter after LBing KD">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="5" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="lightningbolt" down="true"/>
</rule>
<rule name="Counter after FBing">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="5" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="firebolt" down="true"/>
</rule>
<rule name="Rush if Enemy RAs">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="5000"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="Rush if Enemy Casts">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="5000"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="Rush after Getting Magnumed">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="5" timeout="5000"/>
<cmd name="melee_attack" timeout="5000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="magnum_shot" down="true"/>
</rule>
<rule name="Rush after Getting RAed">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="5000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="ranged_attack" down="false"/>
</rule>
<rule name="Counter when Alerted">
<conditions>
<condition name="skill_preparable" pet_skill="counter"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="5000"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="Counter when Possible">
<conditions>
<condition name="skill_preparable" pet_skill="counter"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="1000"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="=AI by Aokouu [Mari Ch4]=">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="now_targeting"/>
</rule>
</rules>


Last edited by Tear-Otoku on Wed Mar 25, 2009 4:50 am; edited 1 time in total
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Tear-Otoku
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PostSubject: Re: Pet AIs(makes pets smarter)   Wed Mar 25, 2009 4:43 am

Fire Counter Ai

See Previous post for details

<rules>
<rule name="Counter after Normal no KD">
<conditions>
<condition name="target_state" state="shoved"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="false"/>
</rule>
<rule name="Counter after Normal">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="basic" down="true"/>
</rule>
<rule name="Counter after Smashing">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="smash" down="true"/>
</rule>
<rule name="FB after Countering">
<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="counter" down="true"/>
</rule>
<rule name="IB after Countering">
<conditions>
<condition name="skill_preparable" pet_skill="icebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="LB after Countering">
<conditions>
<condition name="skill_preparable" pet_skill="lightningbolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="lightningbolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="Counter after Getting Meleed">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="basic" down="false"/>
</rule>
<rule name="Counter after Getting KDed">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="all" down="true"/>
</rule>
<rule name="Counter after IBing">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="icebolt" down="false"/>
</rule>
<rule name="Counter after IBing KD">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="5" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="icebolt" down="true"/>
</rule>
<rule name="Counter after LBing">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="lightningbolt" down="false"/>
</rule>
<rule name="Counter after LBing KD">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="5" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="lightningbolt" down="true"/>
</rule>
<rule name="Counter after FBing">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="5" timeout="5000"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="firebolt" down="true"/>
</rule>
<rule name="Rush if Enemy RAs">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="5000"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="Rush if Enemy Casts">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="5000"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="Rush after Getting Magnumed">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="smash" try_cnt="5" timeout="5000"/>
<cmd name="melee_attack" timeout="5000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="magnum_shot" down="true"/>
</rule>
<rule name="Rush after Getting RAed">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="melee_attack" timeout="5000"/>
</sequence>
</pattern>
<event name="attacked" master_skill="ranged_attack" down="false"/>
</rule>
<rule name="Counter when Alerted">
<conditions>
<condition name="skill_preparable" pet_skill="counter"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="cancel_skill"/>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="5000"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="Counter when Possible">
<conditions>
<condition name="skill_preparable" pet_skill="counter"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="1000"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="=AI by Aokouu [Mari Ch4]=">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="now_targeting"/>
</rule>
</rules>
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Tear-Otoku
Siren/Incubus Lover
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PostSubject: Re: Pet AIs(makes pets smarter)   Tue Sep 08, 2009 11:49 am

~remade and updated~

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Xavatiel
Guild Parrot
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PostSubject: Re: Pet AIs(makes pets smarter)   Wed Sep 09, 2009 1:47 pm

OMG!! THIS IS USEFULL XD hehe ty XD cya on mabi XD
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PostSubject: Re: Pet AIs(makes pets smarter)   

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Pet AIs(makes pets smarter)
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