Beispiel #1
0
 protected override void OnInit()
 {
     AIBase.ActionSequence sequence2 = new AIBase.ActionSequence {
         name     = "actionseq",
         m_Entity = base.m_Entity
     };
     AIBase.ActionSequence action = sequence2;
     action.AddAction(new AIMove1015(base.m_Entity));
     action.AddAction(base.GetActionWaitRandom("actionwait", 800, 0x514));
     sequence2 = new AIBase.ActionSequence {
         name     = "actionseq",
         m_Entity = base.m_Entity
     };
     AIBase.ActionSequence sequence3 = sequence2;
     sequence3.AddAction(base.GetActionAttack("attack", base.m_Entity.m_Data.WeaponID, true));
     sequence3.AddAction(base.GetActionWaitRandom("actionwait", 450, 850));
     AIBase.ActionChooseRandom random = new AIBase.ActionChooseRandom {
         name     = "actionchooser",
         m_Entity = base.m_Entity
     };
     random.ConditionBase = new Func <bool>(this.GetIsAlive);
     random.AddAction(10, action);
     if (base.m_Entity.IsElite)
     {
         random.AddAction(15, sequence3);
         random.AddAction(5, this.GetBulletSeq());
     }
     else
     {
         random.AddAction(20, sequence3);
     }
     base.AddAction(random);
 }
Beispiel #2
0
 protected override void OnInit()
 {
     AIBase.ActionChooseRandom random2;
     AIBase.ActionSequence     action = new AIBase.ActionSequence {
         name     = "actionseq",
         m_Entity = base.m_Entity
     };
     if (base.m_Entity.IsElite)
     {
         random2 = new AIBase.ActionChooseRandom {
             m_Entity = base.m_Entity
         };
         AIBase.ActionChooseRandom random = random2;
         random.AddAction(10, this.GetLeftAttack());
         random.AddAction(10, base.GetActionAttack("attack", base.m_Entity.m_Data.WeaponID, true));
         action.AddAction(random);
         action.AddAction(base.GetActionWaitRandom("actionwait", 200, 400));
         action.AddAction(this.GetActionMoveOne(250, 750));
     }
     else
     {
         action.AddAction(base.GetActionAttack("attack", base.m_Entity.m_Data.WeaponID, true));
         action.AddAction(base.GetActionWaitRandom("actionwait", 0x3e8, 0x5dc));
         action.AddAction(this.GetActionMoveOne(500, 0x5dc));
     }
     random2 = new AIBase.ActionChooseRandom {
         name     = "actionchooser",
         m_Entity = base.m_Entity
     };
     AIBase.ActionChooseRandom random3 = random2;
     random3.ConditionBase = new Func <bool>(this.GetIsAlive);
     random3.AddAction(10, action);
     base.AddAction(random3);
 }
Beispiel #3
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 protected override void OnInit()
 {
     AIBase.ActionSequence sequence2 = new AIBase.ActionSequence {
         name     = "actionseq",
         m_Entity = base.m_Entity
     };
     AIBase.ActionSequence action = sequence2;
     action.AddAction(new AIMove1045(base.m_Entity, 8f));
     action.AddAction(base.GetActionWaitRandom("actionwait", 300, 600));
     sequence2 = new AIBase.ActionSequence {
         name     = "actionseq",
         m_Entity = base.m_Entity
     };
     AIBase.ActionSequence sequence3 = sequence2;
     sequence3.AddAction(base.GetActionAttack("attack", base.m_Entity.m_Data.WeaponID, true));
     sequence3.AddAction(base.GetActionWaitRandom("actionwait", 300, 600));
     AIBase.ActionChooseRandom random = new AIBase.ActionChooseRandom {
         name     = "actionchooser",
         m_Entity = base.m_Entity
     };
     random.ConditionBase = new Func <bool>(this.GetIsAlive);
     random.AddAction(20, action);
     random.AddAction(10, sequence3);
     base.AddAction(random);
 }
Beispiel #4
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 protected override void OnInit()
 {
     if (base.m_Entity.IsElite)
     {
         int waittime = 200;
         AIBase.ActionSequence action = new AIBase.ActionSequence {
             name     = "actionseq",
             m_Entity = base.m_Entity
         };
         action.AddAction(base.GetActionAttackWait(base.m_Entity.m_Data.WeaponID, waittime, waittime));
         action.AddAction(base.GetActionAttackWait(base.m_Entity.m_Data.WeaponID, waittime, waittime));
         action.AddAction(base.GetActionAttackWait(base.m_Entity.m_Data.WeaponID, waittime, waittime));
         action.AddAction(base.GetActionWaitRandom(string.Empty, 0x3e8, 0x578));
         action.AddAction(new AIMove1033(base.m_Entity, 0f, 0, false));
         base.AddAction(action);
     }
     else
     {
         AIBase.ActionChooseRandom action = new AIBase.ActionChooseRandom {
             name     = "actionchooser",
             m_Entity = base.m_Entity
         };
         action.ConditionBase = new Func <bool>(this.GetIsAlive);
         action.AddAction(10, this.GetActionMoveOne());
         action.AddAction(10, this.GetActionAttackOne());
         base.AddAction(action);
     }
 }
Beispiel #5
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 protected override void OnInit()
 {
     AIBase.ActionChooseRandom action = new AIBase.ActionChooseRandom {
         ConditionBase = new Func <bool>(this.GetIsAlive)
     };
     action.AddAction(7, this.GetMove());
     action.AddAction(10, this.GetAttack());
     action.AddAction(10, this.GetCall());
     base.AddAction(action);
 }
Beispiel #6
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 protected override void OnInit()
 {
     AIBase.ActionChooseRandom action = new AIBase.ActionChooseRandom {
         name     = "actionchooser",
         m_Entity = base.m_Entity
     };
     action.ConditionBase = new Func <bool>(this.GetIsAlive);
     action.AddAction(30, this.GetActionMoveOne());
     action.AddAction(10, this.GetActionMoveTwo());
     base.AddAction(action);
 }
Beispiel #7
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 protected override void OnInit()
 {
     AIBase.ActionChooseRandom action = new AIBase.ActionChooseRandom {
         ConditionBase = new Func <bool>(this.GetIsAlive)
     };
     action.AddAction(7, this.GetMove());
     action.AddAction(5, this.GetAttack(0x13a4));
     action.AddAction(5, this.GetAttack(0x13a5));
     base.AddAction(action);
     base.bReRandom = true;
 }
Beispiel #8
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 protected override void OnInit()
 {
     AIBase.ActionChooseRandom action = new AIBase.ActionChooseRandom {
         name     = "actionchooserandom",
         m_Entity = base.m_Entity
     };
     action.ConditionBase = new Func <bool>(this.GetHaveHatred);
     action.AddAction(20, this.GetActionSequence(0x138d, 0x5dc));
     action.AddAction(20, this.GetActionSequence(0x138e, 0x5dc));
     action.AddAction(20, this.GetActionSequence(0x138f, 0x5dc));
     base.AddAction(base.GetActionWaitRandom("actionwait1", 200, 500));
     base.AddAction(action);
 }
Beispiel #9
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 protected override void OnInit()
 {
     AIBase.ActionChooseRandom action = new AIBase.ActionChooseRandom {
         name     = "actionchooser",
         m_Entity = base.m_Entity
     };
     action.ConditionBase = new Func <bool>(this.GetIsAlive);
     action.AddAction(5, this.GetActionMoveOne(0x5dc, 0x7d0));
     if (base.m_Entity.IsElite)
     {
         action.AddAction(5, base.GetActionAttackWait(0x441, 0x3e8, 0x5dc));
     }
     base.AddAction(action);
 }
Beispiel #10
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 protected override void OnInit()
 {
     AIBase.ActionChooseRandom action = new AIBase.ActionChooseRandom {
         name     = "actionchooser",
         m_Entity = base.m_Entity
     };
     action.ConditionBase = new Func <bool>(this.GetIsAlive);
     AIBase.ActionChooseIf @if = new AIBase.ActionChooseIf {
         m_Entity = base.m_Entity
     };
     ActionBasic.ActionBase actionMoves = this.GetActionMoves(1);
     actionMoves.ConditionBase = new Func <bool>(this.GetHPMore40);
     @if.AddAction(actionMoves);
     ActionBasic.ActionBase base3 = this.GetActionMoves(3);
     if (< > f__am$cache0 == null)
     {
Beispiel #11
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 protected override void OnInit()
 {
     base.AddAction(new AIMove1002(base.m_Entity, 0x3e8, 0x3e8));
     if (base.m_Entity.IsElite)
     {
         AIBase.ActionChooseRandom action = new AIBase.ActionChooseRandom {
             m_Entity = base.m_Entity
         };
         action.AddAction(10, base.GetActionAttack(string.Empty, base.m_Entity.m_Data.WeaponID, true));
         action.AddAction(10, base.GetActionAttack(string.Empty, 0x44d, true));
         base.AddAction(action);
     }
     else
     {
         base.AddAction(base.GetActionAttack(string.Empty, base.m_Entity.m_Data.WeaponID, true));
     }
 }
Beispiel #12
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 protected override void OnInit()
 {
     AIBase.ActionSequence action = new AIBase.ActionSequence {
         name     = "actionseq",
         m_Entity = base.m_Entity
     };
     action.AddAction(base.GetActionAttack(string.Empty, base.m_Entity.m_Data.WeaponID, true));
     action.AddAction(base.GetActionWaitRandom("actionwait", 0x3e8, 0x5dc));
     action.AddAction(this.GetActionMoveOne(500, 0x5dc));
     AIBase.ActionChooseRandom random = new AIBase.ActionChooseRandom {
         name     = "actionchooser",
         m_Entity = base.m_Entity
     };
     random.ConditionBase = new Func <bool>(this.GetIsAlive);
     random.AddAction(10, action);
     base.AddAction(random);
 }
Beispiel #13
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 protected override void OnInit()
 {
     base.AddAction(new AIMove1052(base.m_Entity, 3));
     if (base.m_Entity.IsElite)
     {
         AIBase.ActionChooseRandom action = new AIBase.ActionChooseRandom {
             m_Entity = base.m_Entity
         };
         action.AddAction(10, base.GetActionAttackWait(base.m_Entity.m_Data.WeaponID, 0x3e8, 0x3e8));
         action.AddAction(10, base.GetActionAttackWait(0x44c, 0x3e8, 0x3e8));
         base.AddAction(action);
     }
     else
     {
         base.AddAction(base.GetActionAttackWait(base.m_Entity.m_Data.WeaponID, 0x5dc, 0x5dc));
     }
 }
Beispiel #14
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 protected override void OnInit()
 {
     AIBase.ActionChooseRandom action = new AIBase.ActionChooseRandom {
         name     = "actionchooser",
         m_Entity = base.m_Entity
     };
     action.ConditionBase = new Func <bool>(this.GetIsAlive);
     if (base.m_Entity.IsElite)
     {
         action.AddAction(10, new AIMove1008(base.m_Entity, 1f, 400));
     }
     else
     {
         action.AddAction(10, this.GetActionMoveOne());
     }
     action.AddAction(20, this.GetActionMoveTwo());
     base.AddAction(action);
 }
Beispiel #15
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 protected override void OnInit()
 {
     AIBase.ActionSequence action = new AIBase.ActionSequence {
         name     = "actionseq",
         m_Entity = base.m_Entity
     };
     action.AddAction(base.GetActionAttackSpecial("attack", base.m_Entity.m_Data.WeaponID, true));
     action.AddAction(base.GetActionWaitRandom("actionwait", 0x6a4, 0xce4));
     action.AddAction(base.GetActionRemoveAttack());
     action.AddAction(this.GetActionMoveOne(700, 0x6a4));
     AIBase.ActionChooseRandom random = new AIBase.ActionChooseRandom {
         name     = "actionchooser",
         m_Entity = base.m_Entity
     };
     random.ConditionBase = new Func <bool>(this.GetIsAlive);
     random.AddAction(10, action);
     base.AddAction(random);
 }
Beispiel #16
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 protected override void OnInit()
 {
     AIBase.ActionChooseRandom action = new AIBase.ActionChooseRandom {
         name     = "actionchooser",
         m_Entity = base.m_Entity
     };
     action.ConditionBase = new Func <bool>(this.GetIsAlive);
     if (base.m_Entity.IsElite)
     {
         action.AddAction(15, this.GetActionMoveOne(600, 200));
         action.AddAction(15, this.GetActionMoveTwo(0x449, 400, 300));
     }
     else
     {
         action.AddAction(15, this.GetActionMoveOne(600, 400));
         action.AddAction(15, this.GetActionMoveTwo(base.m_Entity.m_Data.WeaponID, 400, 600));
     }
     base.AddAction(action);
 }
Beispiel #17
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 protected override void OnInit()
 {
     if (base.m_Entity.IsElite)
     {
         base.AddAction(base.GetActionAttackWait(base.m_Entity.m_Data.WeaponID, 0x3e8, -1));
         base.AddAction(new AIMove1033(base.m_Entity, 0f, 0, false));
     }
     else
     {
         AIBase.ActionChooseRandom action = new AIBase.ActionChooseRandom {
             name     = "actionchooser",
             m_Entity = base.m_Entity
         };
         action.ConditionBase = new Func <bool>(this.GetIsAlive);
         action.AddAction(10, this.GetActionMoveOne());
         action.AddAction(10, this.GetActionAttackOne());
         base.AddAction(action);
     }
 }
Beispiel #18
0
 protected override void OnInit()
 {
     AIBase.ActionChooseRandom action = new AIBase.ActionChooseRandom {
         name     = "actionchooser",
         m_Entity = base.m_Entity
     };
     action.ConditionBase = new Func <bool>(this.GetIsAlive);
     action.AddAction(15, this.GetActionMoveOne());
     action.AddAction(10, this.GetActionMoveTwo());
     if (base.m_Entity.IsElite)
     {
         AIBase.ActionSequence sequence = new AIBase.ActionSequence {
             m_Entity = base.m_Entity
         };
         sequence.AddAction(base.GetActionAttack(string.Empty, 0x44b, true));
         sequence.AddAction(base.GetActionWaitRandom(string.Empty, 900, 900));
         action.AddAction(10, sequence);
     }
     base.AddAction(action);
 }
Beispiel #19
0
 protected override void OnInit()
 {
     AIBase.ActionChoose action = new AIBase.ActionChoose {
         name      = "actionchoose",
         m_Entity  = base.m_Entity,
         Condition = new Func <bool>(this.GetCanMoveToHatred)
     };
     AIBase.ActionSequence sequence = new AIBase.ActionSequence {
         m_Entity = base.m_Entity,
         name     = "actionseqtrue"
     };
     if (base.m_Entity.IsElite)
     {
         AIBase.ActionChooseRandom random = new AIBase.ActionChooseRandom {
             m_Entity = base.m_Entity
         };
         random.AddAction(10, new AIMove1009(base.m_Entity));
         random.AddAction(10, new AIMove1057(base.m_Entity));
         sequence.AddAction(random);
     }
     else
     {
         sequence.AddAction(new AIMove1009(base.m_Entity));
     }
     sequence.AddAction(new AIMove1006(base.m_Entity, 0x708, 0x9c4));
     action.ResultTrue = sequence;
     AIBase.ActionSequence sequence2 = new AIBase.ActionSequence {
         m_Entity = base.m_Entity,
         name     = "actionseq"
     };
     sequence2.AddAction(base.GetActionWaitRandom("actionwaitrandom1", 300, 600));
     sequence2.AddAction(new AIMove1002(base.m_Entity, 800, 0x3e8));
     action.ResultFalse = sequence2;
     AIBase.ActionSequence sequence3 = new AIBase.ActionSequence {
         m_Entity = base.m_Entity,
         name     = "actionseq1"
     };
     sequence3.AddAction(action);
     base.AddAction(sequence3);
 }
Beispiel #20
0
    protected override void OnInit()
    {
        AIBase.ActionSequence action = new AIBase.ActionSequence {
            name     = "actionseq",
            m_Entity = base.m_Entity
        };
        int num = GameLogic.Random(1, 4);

        for (int i = 0; i < num; i++)
        {
            int attackid = GameLogic.Random(0x1394, 0x1397);
            action.AddAction(this.GetActionAttacks(attackid, 100, 100));
        }
        AIBase.ActionChooseRandom random = new AIBase.ActionChooseRandom {
            m_Entity = base.m_Entity
        };
        random.AddAction(10, new AIMove1023(base.m_Entity, 3));
        random.AddAction(10, new AIMove1024(base.m_Entity, 4));
        action.AddAction(random);
        base.AddAction(action);
        base.bReRandom = true;
    }