AIDef:Action/SiteBossShootArrowRain

Revision as of 18:03, 14 October 2018 by imported>Leoetlino (import AI definitions from 1.5.0)
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SiteBossShootArrowRain
AI definition
Type Action

StaticInstParams

Name Type Default value Description
ArrowType Int
InitSpeed Float
BaseNode String
IgniteOffset Vec3
IgniteRotate Vec3
TargetOffsetY Float
ASName String
IsConnectChild Bool
IsCheckASEvent Bool
IsTurnToTarget Bool
DirMinAngle Vec3
DirMaxAngle Vec3


DynamicInstParams

Name Type Default value Description
TargetPos Vec3
ArrowHandle BaseProcHandle
Index Int
AtAttr Int
IgniteActor Actor


Derived definitions

弾発射 (SiteBossBow, 天空弾)

Name Value
ArrowType 0
InitSpeed 0.3
BaseNode Muzzle_A
IgniteOffset Vec3(x=0.0, y=0.0, z=0.0)
IgniteRotate Vec3(x=0.0, y=1.570796251296997, z=0.0)
TargetOffsetY 0.0
ASName Attack_Normal
IsConnectChild False
IsCheckASEvent False
IsTurnToTarget False
DirMinAngle Vec3(x=-1.570796251296997, y=-0.3490658700466156, z=0.0)
DirMaxAngle Vec3(x=1.570796251296997, y=0.3490658700466156, z=0.0)

弾発射 (SiteBossBow, 反射弾)

Name Value
ArrowType 1
InitSpeed 1.0
BaseNode Muzzle_A
IgniteOffset Vec3(x=0.0, y=0.0, z=0.0)
IgniteRotate Vec3(x=0.0, y=1.570796251296997, z=0.0)
TargetOffsetY 0.0
ASName Attack_Normal
IsConnectChild True
IsCheckASEvent False
IsTurnToTarget True
DirMinAngle Vec3(x=-1.570796251296997, y=-0.3490658700466156, z=0.0)
DirMaxAngle Vec3(x=1.570796251296997, y=0.3490658700466156, z=0.0)

弾発射 (SiteBossBowCastle, 天空弾)

Name Value
ArrowType 0
InitSpeed 0.3
BaseNode Muzzle_A
IgniteOffset Vec3(x=0.0, y=0.0, z=0.0)
IgniteRotate Vec3(x=0.0, y=1.570796251296997, z=0.0)
TargetOffsetY 0.0
ASName Attack_Normal
IsConnectChild False
IsCheckASEvent False
IsTurnToTarget False
DirMinAngle Vec3(x=-1.570796251296997, y=-0.3490658700466156, z=0.0)
DirMaxAngle Vec3(x=1.570796251296997, y=0.3490658700466156, z=0.0)

弾発射 (SiteBossBowCastle, 反射弾)

Name Value
ArrowType 1
InitSpeed 1.0
BaseNode Muzzle_A
IgniteOffset Vec3(x=0.0, y=0.0, z=0.0)
IgniteRotate Vec3(x=0.0, y=1.570796251296997, z=0.0)
TargetOffsetY 0.0
ASName Attack_Normal
IsConnectChild True
IsCheckASEvent False
IsTurnToTarget True
DirMinAngle Vec3(x=-1.570796251296997, y=-0.3490658700466156, z=0.0)
DirMaxAngle Vec3(x=1.570796251296997, y=0.3490658700466156, z=0.0)

弾発射 (SiteBossBowR, 天空弾)

Name Value
ArrowType 0
InitSpeed 0.3
BaseNode Muzzle_A
IgniteOffset Vec3(x=0.0, y=0.0, z=0.0)
IgniteRotate Vec3(x=0.0, y=1.570796251296997, z=0.0)
TargetOffsetY 0.0
ASName Attack_Normal
IsConnectChild False
IsCheckASEvent False
IsTurnToTarget False
DirMinAngle Vec3(x=-1.570796251296997, y=-0.3490658700466156, z=0.0)
DirMaxAngle Vec3(x=1.570796251296997, y=0.3490658700466156, z=0.0)

弾発射 (SiteBossBowR, 反射弾)

Name Value
ArrowType 1
InitSpeed 1.0
BaseNode Muzzle_A
IgniteOffset Vec3(x=0.0, y=0.0, z=0.0)
IgniteRotate Vec3(x=0.0, y=1.570796251296997, z=0.0)
TargetOffsetY 0.0
ASName Attack_Normal
IsConnectChild True
IsCheckASEvent False
IsTurnToTarget True
DirMinAngle Vec3(x=-1.570796251296997, y=-0.3490658700466156, z=0.0)
DirMaxAngle Vec3(x=1.570796251296997, y=0.3490658700466156, z=0.0)