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); }
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); }
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); }
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); } }
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); }
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); }
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; }
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); }
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); }
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) {
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)); } }
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); }
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)); } }
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); }
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); }
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); }
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); } }
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); }
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); }
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; }