今次的主題是【火焰掩護弓手】AI~
本來都不是很想連開這麼多關於AI的文章,唯用過一段時間後,發現當中實在有不少隱藏問題,望AI高手能一一解答。
本來這個AI表現得不錯的,很具保護性。有一點美中一足的是當打完一間房的怪物,要移動時,寵物就會停下來不走了~(但又不是休息狀態0.0),怎樣也動不了~只可換寵
想問問可以從AI上如何改善這個問題呢?
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<rules>
<rule name="鎖定的目標移動就發射火焰">
<conditions>
<condition name="target_state" state="walk, run"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
<cmd name="chase" chase_target="master" timeout="5000" run="true"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="對方使用遠距離戰鬥技能時發射火焰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
<cmd name="chase" chase_target="master" timeout="5000" run="true"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="對方使用魔法技能時發射火焰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
<cmd name="chase" chase_target="master" timeout="5000" run="true"/>
</sequence>
</pattern>
<event name="target_magic_prepare"/>
</rule>
<rule name="主人受攻擊但未被擊倒則發射火焰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="all" down="false"/>
</rule>
<rule name="主人受攻擊且被擊倒則發射火焰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
</sequence>
</pattern>
<event name="master_attacked" master_skill="all" down="true"/>
</rule>
<rule name="鎖定主人的敵人為目標">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="chase" chase_target="master" timeout="5000" run="true"/>
</sequence>
</pattern>
<event name="master_attack" master_skill="all"/>
</rule>
<rule name="攻擊後再次準備火焰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="firebolt" try_cnt="0" timeout="5000"/>
<cmd name="chase" chase_target="master" timeout="5000" run="true"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="firebolt" down="true"/>
</rule>
<rule name="防止暴走">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="主人準備戰鬥技能時預先準備火焰">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="chase" chase_target="master" timeout="5000" run="true"/>
<cmd name="prepare_skill" pet_skill="firebolt" try_cnt="0" timeout="5000"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="all"/>
</rule>
</rules>
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[ 此文章已由作者修改 5 次 最後更新於:2012-06-07 11:01:03 ]