AIDef:AI/HorseRiddenByEnemyAI and AIDef:AI/HorseRiddenByNPC: Difference between pages

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imported>Leoetlino
(import AI definitions from 1.5.0)
 
imported>Leoetlino
(import AI definitions from 1.5.0)
 
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{{AIDef
{{AIDef
|name=HorseRiddenByEnemyAI
|name=HorseRiddenByNPC
|type=AI
|type=AI
}}
}}
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! Name !! Type !! Default value !! Description
! Name !! Type !! Default value !! Description
|-
|-
| AngryASPeriods || Float ||  ||  
| NavMeshCharacterScaleAtPrecise || Float ||  ||  
|-
|-
| FramesRetryNormalActionAtFailed || Float ||  ||  
| IsEscapeFromSameActorType || Bool ||  ||  
|-
|-
|}
|}
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{|class="wikitable"
{|class="wikitable"
! Name !! Description
! Name !! Description
|-
| ついていく ||
|-
|-
| 待機 ||  
| 待機 ||  
|-
| 徘徊 ||
|-
|-
| 指定位置に移動 ||  
| 指定位置に移動 ||  
|-
| 指定位置に移動(正確) ||
|-
|-
| 指定方向を向く ||  
| 指定方向を向く ||  
|-
|-
| 突進 ||  
| 泳ぐ ||  
|-
|-
| 落馬させる ||  
| 泳ぐ(待機) ||  
|-
|-
| 追跡・並走 ||
| 逃走 ||  
|-
| 通常 ||  
|-
|-
|}
|}


== Derived definitions ==
== Derived definitions ==
=== 敵が騎乗 (Deer, 騎乗中) ===
=== NPCが騎乗 (BoneHorse, 騎乗) ===
{{AIDefDerived
|name=敵が騎乗
|group_name=騎乗中
|derived_from=HorseRiddenByEnemyAI
|aiprog=Deer
}}
{|class="wikitable"
! Name !! Value
|-
| AngryASPeriods || 2.0
|-
| FramesRetryNormalActionAtFailed || 150.0
|-
|}
=== 敵が騎乗 (BoneHorse, 騎乗) ===
{{AIDefDerived
{{AIDefDerived
|name=敵が騎乗
|name=NPCが騎乗
|group_name=騎乗
|group_name=騎乗
|derived_from=HorseRiddenByEnemyAI
|derived_from=HorseRiddenByNPC
|aiprog=BoneHorse
|aiprog=BoneHorse
}}
}}
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! Name !! Value
! Name !! Value
|-
|-
| AngryASPeriods || 2.0
| NavMeshCharacterScaleAtPrecise || 0.85
|-
|-
| FramesRetryNormalActionAtFailed || 150.0
| IsEscapeFromSameActorType || True
|-
|-
|}
|}
=== 敵が騎乗 (NushiHorse, 騎乗) ===
=== NPCが騎乗 (NushiHorse, 騎乗) ===
{{AIDefDerived
{{AIDefDerived
|name=敵が騎乗
|name=NPCが騎乗
|group_name=騎乗
|group_name=騎乗
|derived_from=HorseRiddenByEnemyAI
|derived_from=HorseRiddenByNPC
|aiprog=NushiHorse
|aiprog=NushiHorse
}}
}}
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! Name !! Value
! Name !! Value
|-
|-
| AngryASPeriods || 2.0
| NavMeshCharacterScaleAtPrecise || 0.85
|-
|-
| FramesRetryNormalActionAtFailed || 150.0
| IsEscapeFromSameActorType || True
|-
|-
|}
|}
=== 敵が騎乗 (Horse, 騎乗) ===
=== NPCが騎乗 (Horse, 騎乗) ===
{{AIDefDerived
{{AIDefDerived
|name=敵が騎乗
|name=NPCが騎乗
|group_name=騎乗
|group_name=騎乗
|derived_from=HorseRiddenByEnemyAI
|derived_from=HorseRiddenByNPC
|aiprog=Horse
|aiprog=Horse
}}
}}
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! Name !! Value
! Name !! Value
|-
|-
| AngryASPeriods || 2.0
| NavMeshCharacterScaleAtPrecise || 0.85
|-
| FramesRetryNormalActionAtFailed || 150.0
|-
|}
=== 敵が騎乗 (Deer_MiniGame, 騎乗中) ===
{{AIDefDerived
|name=敵が騎乗
|group_name=騎乗中
|derived_from=HorseRiddenByEnemyAI
|aiprog=Deer_MiniGame
}}
{|class="wikitable"
! Name !! Value
|-
| AngryASPeriods || 2.0
|-
|-
| FramesRetryNormalActionAtFailed || 150.0
| IsEscapeFromSameActorType || True
|-
|-
|}
|}
=== 敵が騎乗 (HorseLarge, 騎乗) ===
=== NPCが騎乗 (HorseLarge, 騎乗) ===
{{AIDefDerived
{{AIDefDerived
|name=敵が騎乗
|name=NPCが騎乗
|group_name=騎乗
|group_name=騎乗
|derived_from=HorseRiddenByEnemyAI
|derived_from=HorseRiddenByNPC
|aiprog=HorseLarge
|aiprog=HorseLarge
}}
}}
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! Name !! Value
! Name !! Value
|-
|-
| AngryASPeriods || 2.0
| NavMeshCharacterScaleAtPrecise || 0.85
|-
| FramesRetryNormalActionAtFailed || 150.0
|-
|}
=== 敵が騎乗 (Bear, 騎乗中) ===
{{AIDefDerived
|name=敵が騎乗
|group_name=騎乗中
|derived_from=HorseRiddenByEnemyAI
|aiprog=Bear
}}
{|class="wikitable"
! Name !! Value
|-
| AngryASPeriods || 2.0
|-
|-
| FramesRetryNormalActionAtFailed || 150.0
| IsEscapeFromSameActorType || True
|-
|-
|}
|}

Latest revision as of 18:09, 14 October 2018

HorseRiddenByNPC
AI definition
Type AI

StaticInstParams

Name Type Default value Description
NavMeshCharacterScaleAtPrecise Float
IsEscapeFromSameActorType Bool


Children

Name Description
ついていく
待機
徘徊
指定位置に移動
指定位置に移動(正確)
指定方向を向く
泳ぐ
泳ぐ(待機)
逃走

Derived definitions

NPCが騎乗 (BoneHorse, 騎乗)

Name Value
NavMeshCharacterScaleAtPrecise 0.85
IsEscapeFromSameActorType True

NPCが騎乗 (NushiHorse, 騎乗)

Name Value
NavMeshCharacterScaleAtPrecise 0.85
IsEscapeFromSameActorType True

NPCが騎乗 (Horse, 騎乗)

Name Value
NavMeshCharacterScaleAtPrecise 0.85
IsEscapeFromSameActorType True

NPCが騎乗 (HorseLarge, 騎乗)

Name Value
NavMeshCharacterScaleAtPrecise 0.85
IsEscapeFromSameActorType True