ERAiAPI
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AiFunc Member List

This is the complete list of members for AiFunc, including all inherited members.

AddFriendAttackedTarget()AiFunc
AddNPCActProb(int npcAiBehaviorParam)AiFunc
AddObserveArea(int observeSlot, TARGET targetOrigin, TARGET targetObserved, AI_DIR_TYPE directionStart, float angleWidth, float distance)AiFunc
AddObserveAreaCustom(int observeSlot, TARGET targetOrigin, TARGET targetObserved, AI_DIR_TYPE directionStart, float angleWidth, float angleHeight, float distance)AiFunc
AddObserveChrDmySphere(int observeSlot, TARGET targetObserved, int dummyPolyId, float radius)AiFunc
AddObserveObjBreak(unsigned int observeObjectId)AiFunc
AddObserveRegion(int observeSlot, int targetObserved, unsigned int regionId)AiFunc
AddObserveSpecialEffectAttribute(TARGET targetObserved, int specialEffectId)AiFunc
AddTeamRecord(int recordId, TARGET target, float distance)AiFunc
AddTeamTimeRecord(int recordId, TARGET target, float distance)AiFunc
AddTopGoal(int goalId, float life, float goalParam0=0, float goalParam1=0, float goalParam2=0, float goalParam3=0, float goalParam4=0, float goalParam5=0, float goalParam6=0, float goalParam7=0, float goalParam8=0, float goalParam9=0)AiFunc
BeginWalkAroundFree()AiFunc
CalcGetNearestLadderActDmyIdByLadder()AiFunc
CalcNearMovePointOnRoute(int p1, int p2, float p3, float p4)AiFunc
CalcSetPointWaitAndSee()AiFunc
CanLadderGoalEnd()AiFunc
CannotMove()AiFunc
CanShootMagicByType(int equipWeaponParam, int magicType)AiFunc
CanStartLadderAttach()AiFunc
CanWeaponEnhance(int equipWeaponParam)AiFunc
ChangeEquipItem(int slot, ITEM_SLOTTYPE slotType)AiFunc
ChangeEquipMagic(int slot)AiFunc
ChangeEquipMagicByMagicParamId(int magicParam)AiFunc
ChangeWalkAroundFreePoint()AiFunc
CheckDoesExistPath(TARGET moveTarget, AI_DIR_TYPE directionFromTarget, float stopDistance)AiFunc
CheckTurnAngleDiff(TARGET target, bool isAntiClockwise, float angleThreshold)AiFunc
ChkNearCorpsePos(float maxAlertDistance)AiFunc
ChkNearLowHpFriend(float maxHpRate, float maxAlertDifference)AiFunc
ClearEnableEndureCancel_forGoal()AiFunc
ClearEnableStabCounterCancel_forGoal()AiFunc
ClearFinishObjAct()AiFunc
ClearForceBattleGoal()AiFunc
ClearMoveRequest()AiFunc
ClearMoveToSomewhereSmoothMemory()AiFunc
ClearTeam_Support()AiFunc
DbgAutoRemo_GetWaitCommandTime()AiFunc
DbgAutoRemo_IsWaitCommand()AiFunc
DbgAutoRemo_ResetWaitCommand()AiFunc
DbgGetForceActIdx()AiFunc
DbgSetLastActIdx(int actIndex)AiFunc
DecideWalkAroundPos()AiFunc
DeleteObserve(int observeSlot)AiFunc
DeleteObserveObjBreak(unsigned int objectId)AiFunc
DeleteObserveSpecialEffectAttribute(TARGET targetObserved, int specialEffectId)AiFunc
DeleteTeamReacor(int recordId)AiFunc
DoAdmirer_ThinkAttr()AiFunc
DoAdmirer_ThinkAttr_()AiFunc
DoEzAction(float actionLife, int ezActionId)AiFunc
EnableUnfavorableAttackCheck(unsigned int animationIdOffset, unsigned int animationId)AiFunc
EndDash()AiFunc
EndGuard()AiFunc
EndWalkAroundFree()AiFunc
EvaluateAttackDist()AiFunc
EvaluateAttackRangeH()AiFunc
FollowPath(TARGET moveTarget, AI_DIR_TYPE directionFromTarget, float stopDistance, bool isWalk, float directionalDistance, bool xzDistanceOnly, bool defaultOrientationAndDirDist, bool closeProximityMode)AiFunc
FollowPath(TARGET moveTarget, AI_DIR_TYPE directionFromTarget, float stopDistance, bool isWalk, float directionalDistance)AiFunc
FollowPathToPoint(TARGET moveTarget, int directionFromTarget, float stopDistance, bool isWalk)AiFunc
ForceClanFormationMove()AiFunc
GetAbsoluteAngleFromTarget(TARGET target)AiFunc
GetActTypeOnFailedPathEnd()AiFunc
GetActTypeOnNonBattleFailedPathEnd()AiFunc
GetAIUsageParam(int paramUsageType, int rowId)AiFunc
GetAnimIdOffset()AiFunc
GetAreaHour()AiFunc
GetAreaMinute()AiFunc
GetAreaObserveSlot(int areaObserveInterruptState, int matchingObservesCount)AiFunc
GetAreaObserveSlotNum(int areaObserveInterruptState)AiFunc
GetAreaSecond()AiFunc
GetArtsID(ARM arm)AiFunc
GetAttackPassedTime(int animationId)AiFunc
GetBehaviorStateId(PLAN_IDX_AINOTE planIndex)AiFunc
GetBuddyActiveRange()AiFunc
GetBuddyFollowType()AiFunc
GetChangeBattleStateCount()AiFunc
GetChangeStateActionParam()AiFunc
GetChangeStateActionType()AiFunc
GetChrHitRadius(int target)AiFunc
GetClanMemberNum()AiFunc
GetCurrentEquipWeaponId(ARM arm)AiFunc
GetCurrEquipMagicID(int target)AiFunc
GetCurrTargetState()AiFunc
GetCurrTargetType()AiFunc
GetDamageLastFrame()AiFunc
GetDist(TARGET target)AiFunc
GetDistAtoB(TARGET targetA, TARGET targetB)AiFunc
GetDistParam(DIST distanceType)AiFunc
GetDistXZ(TARGET target)AiFunc
GetDistY(TARGET target)AiFunc
GetDistYSigned(TARGET target)AiFunc
GetEquipArrowBoltId(TARGET target, ARROW_OR_BOLT arrowOrBolt, int slot)AiFunc
GetEquipItemId(TARGET target, int slot, ITEM_SLOTTYPE slotType)AiFunc
GetEquipMagicId(TARGET target, int slot)AiFunc
GetEquipMagicIndex()AiFunc
GetEquipWeaponId(TARGET target, ARM arm, int slot)AiFunc
GetEquipWeaponIndex(ARM arm)AiFunc
GetEventRequest(int slot)AiFunc
GetEventRequest()AiFunc
GetExcelParam(AI_EXCEL_THINK_PARAM_TYPE excelParam)AiFunc
GetExistMeshOnLineDist(TARGET target, AI_DIR_TYPE directionFromTarget, float maxDistance)AiFunc
GetExistMeshOnLineDistEx(TARGET target, AI_DIR_TYPE directionFromTarget, float lineEndDistance, float lineWidth, float lineStartDist)AiFunc
GetExistMeshOnLineDistSpecifyAngle(TARGET target, float angle, float maxDistance, AI_SPA_DIR_TYPE spatialDirectionStart)AiFunc
GetExistMeshOnLineDistSpecifyAngleEx(TARGET target, float angle, float lineEndDistance, AI_SPA_DIR_TYPE spatialDirectionStart, float lineWidth, float lineStartDist)AiFunc
GetFlyRouteState()AiFunc
GetHp(TARGET target)AiFunc
GetHpRate(TARGET target)AiFunc
GetIdTimer(int timerId)AiFunc
GetInitStayId()AiFunc
GetInsidePlatoonMemberNum(float p1, float p2, float p3, float p4)AiFunc
GetInterruptStatus(int observeSlot)AiFunc
GetInvadeTriggerRegionCategory(int p1)AiFunc
GetInvadeTriggerRegionCategoryNum()AiFunc
GetLadderActState(TARGET target)AiFunc
GetLadderDirMove(int p1)AiFunc
GetLatestAttackedDir()AiFunc
GetLatestSoundBehaviorID()AiFunc
GetLatestSoundTargetID()AiFunc
GetLatestSoundTargetRank()AiFunc
GetLeaveTriggerRegionCategory(int p1)AiFunc
GetLeaveTriggerRegionCategoryNum()AiFunc
GetMagicCategory(int magicId)AiFunc
GetMapHitRadius(int target)AiFunc
GetMeshHeight(TARGET target, AI_DIR_TYPE directionFromTarget, float maxDistance)AiFunc
GetMeshHeightSpecifyAngle(TARGET target, float angle, float maxDistance, AI_SPA_DIR_TYPE spatialDirectionStart)AiFunc
GetMovePointActionId(int pointIndex)AiFunc
GetMovePointEffectRange()AiFunc
GetMovePointNumber()AiFunc
GetMovePointType()AiFunc
GetMp(TARGET target)AiFunc
GetMsbPartsIdx()AiFunc
GetMyBlockID()AiFunc
GetNPCActProb(int actId)AiFunc
GetNpcThinkParamID()AiFunc
GetNumber(int index)AiFunc
GetNumFriend(float distance)AiFunc
GetObjBreakRate(unsigned int objId)AiFunc
GetOffsetY(TARGET target)AiFunc
GetOriginDist(TARGET target)AiFunc
GetPartsDmg(int p1)AiFunc
GetPathResult()AiFunc
GetPlatoonCommand()AiFunc
GetPlatoonMemberNum()AiFunc
GetPlatoonRanking()AiFunc
GetPlatoonState()AiFunc
GetPrevMovePointNumber()AiFunc
GetPrevTargetState()AiFunc
GetRandam_Float(float min, float max)AiFunc
GetRandam_Int(int min, int max)AiFunc
GetRelativeAngleFromTarget(TARGET target)AiFunc
GetRemainingAttackCoolTime(int animationId)AiFunc
GetReplanningGoalAction()AiFunc
GetReplanningGoalID()AiFunc
GetRideObjEntityID()AiFunc
GetSA(TARGET target)AiFunc
GetSp(TARGET target)AiFunc
GetSpecialEffectActivateInterruptId(int specialEffectId)AiFunc
GetSpecialEffectActivateInterruptNum()AiFunc
GetSpecialEffectActivateInterruptType(int interruptsActivatedUntilReturn)AiFunc
GetSpecialEffectDeActivateInterruptId(int specialEffectId)AiFunc
GetSpecialEffectInactivateInterruptNum()AiFunc
GetSpecialEffectInactivateInterruptType(int interruptsDeactivatedUntilReturn)AiFunc
GetStringIndexedArray(char *arrayName, int index)AiFunc
GetStringIndexedNumber(char *variableName)AiFunc
GetTargetApproachSpeed()AiFunc
GetTargetSARate(TARGET target)AiFunc
GetTeamCommand()AiFunc
GetTeamDefeatEntityId()AiFunc
GetTeamIdTimer(int p1)AiFunc
GetTeamInterruptCommand()AiFunc
GetTeamNumber(int p1)AiFunc
GetTeamOrder(ORDER_TYPE orderType)AiFunc
GetTeamRecordCount(int p1, TARGET target, float p3)AiFunc
GetTeamType(TARGET target)AiFunc
GetTimer(int index)AiFunc
GetTopGoal()AiFunc
GetToTargetAngle(TARGET target)AiFunc
GetTouchBreakableObjectDefense()AiFunc
GetTurnAroundOptimizedDirection(TARGET target, AI_DIR_TYPE direction)AiFunc
GetWeaponBehaviorVarID(int equipWeaponId)AiFunc
GetWeaponBothHandState(TARGET target)AiFunc
GetWeightType(TARGET target)AiFunc
GetWepCategoryNo(ARM arm)AiFunc
GetWepCateLeft(TARGET target)AiFunc
GetWepCateRight(TARGET target)AiFunc
GetWepSpAtkCategoryNo(ARM arm)AiFunc
HasConnectionReserve()AiFunc
HasGoal(int goalId)AiFunc
HasParalysis(TARGET target)AiFunc
HasPathResult()AiFunc
HasSpecialEffectAttribute(TARGET target, int stateInfo)AiFunc
HasSpecialEffectCategory(TARGET target, int category)AiFunc
HasSpecialEffectId(TARGET target, int specialEffectId)AiFunc
HasTopSubgoal()AiFunc
IsActiveGoal(int goalId)AiFunc
IsAiJumping()AiFunc
IsAiJumpProcessing()AiFunc
IsApparentAnyFriend()AiFunc
IsApparentDeath()AiFunc
IsArrived()AiFunc
IsBattleState()AiFunc
IsBothHandMode(TARGET target)AiFunc
IsCautionState()AiFunc
IsChangeState()AiFunc
IsChrAroundLadderEdge(float distance, int ladderDmyId)AiFunc
IsClanLeader()AiFunc
IsEnableCancelAttack()AiFunc
IsEnableCancelAttack_CheckAttackNo(int actionRequestId)AiFunc
IsEnableCancelMove()AiFunc
IsEnableCancelMove_CheckAttackNo(int actionRequestId)AiFunc
IsEnableCancelStep()AiFunc
IsEnableCancelStep_CheckAttackNo(int actionRequestId)AiFunc
IsEnableComboAttack()AiFunc
IsEnableComboAttack_CheckAttackNo(int actionRequestId)AiFunc
IsEnableNewLadderAct()AiFunc
IsEventFlag(unsigned int eventFlagId)AiFunc
IsEventRequestReceived(int slot)AiFunc
IsExecChangeStateAction()AiFunc
IsExistChrOnLineSpecifyAngle(TARGET target, float angle, float maxDistance, AI_SPA_DIR_TYPE spatialDirectionStart)AiFunc
IsExistChrSelfToTarget(TARGET target)AiFunc
IsExistMeshOnLine(TARGET target, AI_DIR_TYPE directionFromTarget, float maxDistance)AiFunc
IsExistReqObjAct()AiFunc
IsExistTargetTeamDefeat()AiFunc
IsExistTeamNumber()AiFunc
IsExistTeamRecord(int recordId)AiFunc
IsFindState()AiFunc
IsFinishAttack()AiFunc
IsFinishAttack_CheckAttackNo(int actionRequestId)AiFunc
IsFinishAttackCoolTime(int animationId)AiFunc
IsFinishObjAct()AiFunc
IsFinishTimer(int index)AiFunc
IsFlyState()AiFunc
IsForceBattleGoal()AiFunc
IsForgettingMemoryTarget()AiFunc
IsForgettingSoundTarget()AiFunc
IsForgettingTopSearchTarget()AiFunc
IsGotHome()AiFunc
IsHitAttack()AiFunc
IsHoleFlag(TARGET target, AI_DIR_TYPE directionFromTarget, float distance)AiFunc
IsHorseCall()AiFunc
IsHoverType()AiFunc
IsHugeEnemy()AiFunc
IsInsideBattleArea()AiFunc
IsInsideMovePoint()AiFunc
IsInsideMsbRegion(TARGET target, AI_DIR_TYPE direction, float length, unsigned int regionId)AiFunc
IsInsideObserve(int observeSlot)AiFunc
IsInsideTarget(TARGET target, AI_DIR_TYPE directionStart, float angleWidth)AiFunc
IsInsideTarget(TARGET target, AI_DIR_TYPE directionStart, float angleWidth, float angleHeight)AiFunc
IsInsideTargetCustom(TARGET targetOrigin, TARGET target, AI_DIR_TYPE directionStart, float angleWidth, float angleHeight, float distance)AiFunc
IsInsideTargetEx(TARGET targetOrigin, TARGET target, AI_DIR_TYPE directionStart, float angleWidth, float distance)AiFunc
IsInsideTargetRegion(TARGET target, unsigned int regionId)AiFunc
IsInterupt(INTERUPT interruptType)AiFunc
IsLadderAct(TARGET target)AiFunc
IsLand()AiFunc
IsLocalPlayer()AiFunc
IsLookToTarget(TARGET target, float angleWidth)AiFunc
IsLookToTarget(float angleWidth)AiFunc
IsLookToTarget()AiFunc
IsMemoryState()AiFunc
IsNpcPlayer()AiFunc
IsOmissionLevel30()AiFunc
IsOnGround_FlyRoute()AiFunc
IsOnNearMesh(TARGET target, AI_DIR_TYPE directionFromTarget, float maxDistance, int p4)AiFunc
IsOnNearMeshByPos(TARGET target, AI_DIR_TYPE directionFromTarget, float maxDistance)AiFunc
IsOnPath(TARGET target, AI_DIR_TYPE directionFromTarget, float maxDistance)AiFunc
IsOnRideCostMesh()AiFunc
IsOptimalAttackDist()AiFunc
IsOptimalAttackRangeH()AiFunc
IsOptimalAttackRangeV()AiFunc
IsPlatoonLeader()AiFunc
IsProcessingFadeWarpToInitPos()AiFunc
IsRideEdgeFlag(TARGET target)AiFunc
IsRideLargeSpaceFlag(TARGET target)AiFunc
IsRiding(TARGET target)AiFunc
IsRouteEnd()AiFunc
IsSearchHighState()AiFunc
IsSearchLowState()AiFunc
IsSearchState()AiFunc
IsSearchTarget(TARGET target)AiFunc
IsSleepSpecialEffectId(TARGET target, int specialEffectId)AiFunc
IsStartAttack()AiFunc
IsStartAttack_CheckAttackNo(int actionRequestId)AiFunc
IsTargetGuard(TARGET target)AiFunc
IsTargetOutOfAngleInterruptSlot(int angleObserveSlot)AiFunc
IsTargetOutOfRangeInterruptSlot(int rangeObserveSlot)AiFunc
IsTargetWeakSoulCoin(int p1)AiFunc
IsTeamCommandExist()AiFunc
IsTeamLeader()AiFunc
IsThrowing()AiFunc
IsTouchBreakableObject()AiFunc
IsTrueLand()AiFunc
IsUpdateFirstAnimation()AiFunc
IsUseFlyRoute()AiFunc
IsValidPlatoon()AiFunc
IsVisibleCurrTarget()AiFunc
IsVisibleTarget(TARGET target)AiFunc
KickEvent(int eventIndex)AiFunc
KickLuaCall(int p1, int p2, int p3)AiFunc
LastPathFindingIsFailed()AiFunc
MemoryRelativeTarget(TARGET target, float angleStart, float angle, AI_SPA_DIR_TYPE spatialDirectionStart)AiFunc
Mod(int dividend, int divisor)AiFunc
MoveTo(TARGET moveTarget, AI_DIR_TYPE directionFromTarget, float stopDistance, bool isWalk, float directionalDistance)AiFunc
MoveToEventPoint(unsigned int regionId, int p2, float p3, bool isWalk)AiFunc
NotifyBuddyUnsummon()AiFunc
OnEndLadderGoal()AiFunc
OnStartLadderGoal()AiFunc
OnUpdateLadderGoal()AiFunc
PrintText(char *p1)AiFunc
RegistAttackTimeInterval(int animationId, float cooldown)AiFunc
RegisterBoidsUnit(int p1)AiFunc
RegisterTriggerRegion(int p1, int p2, float p3, float p4, int p5, int p6, float p7)AiFunc
RegisterTriggerRegionCylinder(int p1, int p2, float p3, float p4, float p5, int p6, int p7, float p8)AiFunc
RegisterTriggerRegionObserver(int p1)AiFunc
RemoveBoidsUnit(int p1)AiFunc
RemoveTriggerRegionObserver(int p1)AiFunc
Replaning()AiFunc
ReqPlatoonState(PLATOON_STATE platoonState)AiFunc
ReqTeam_Support(float maxDistance)AiFunc
RequestChangeFlyState(bool enable)AiFunc
RequestEmergencyQuickTurn()AiFunc
RequestFadeWarpToInitPos(float fadeTime, float p2)AiFunc
RequestLadderWait()AiFunc
RequestParallelMove()AiFunc
ReserveObjAct(int objActIndex)AiFunc
ReserveRide(float maxDistance)AiFunc
ResetInitialPosition()AiFunc
ResetInitialPositionByEventRegion(unsigned int regionId)AiFunc
ResetNPCActProb()AiFunc
SearchGetEnemyNumAround(TARGET target, float maxDistance)AiFunc
SendTeamMemberMessage(int p1)AiFunc
SetAIFixedMoveTarget(TARGET targetOrigin, AI_DIR_TYPE directionFromTarget, float lineLength)AiFunc
SetAIFixedMoveTargetSpecifyAngle(TARGET targetOrigin, float angle, float lineLength, AI_SPA_DIR_TYPE spatialDirectionStart)AiFunc
SetAIPredictionMoveTargetSpecifyAngle(float p1, float angle, float lineLength)AiFunc
SetAIPredictionMoveTargetSpecifyAngle(float p1, float angle, float lineLength, float p4)AiFunc
SetAIPredictionMoveTargetSpecifyTargetDir(float predictionFactor, int directionFromEnemy, float lineLength, float p5)AiFunc
SetAllowTriggerNearObjAct()AiFunc
SetAttackRequest(unsigned int ezStateId)AiFunc
SetBoidsCohesionRange(float p1)AiFunc
SetBoidsSearchConnectorRange(float p1)AiFunc
SetBoidsSeparateRange(float p1)AiFunc
SetBoidsSpeedRateRange(float p1, float p2)AiFunc
SetCurrentMovePointIndex(int pointIndex)AiFunc
SetEnableEndureCancel_forGoal()AiFunc
SetEnableInterrupt_LookedTarget(bool enable)AiFunc
SetEnableStabCounterCancel_forGoal()AiFunc
SetEnableUsePath(bool enable)AiFunc
SetEventFlag(unsigned int eventFlagId, bool value)AiFunc
SetEventMoveTarget(unsigned int regionId)AiFunc
SetIsForceBattleGoal()AiFunc
SetMoveAllDirection_LegWalk2And4(bool enable)AiFunc
SetMoveLROnly(bool enable)AiFunc
SetNumber(int index, float value)AiFunc
SetPassiveMoveModifier(float modifier)AiFunc
SetPosAngBy1stNearLadderDmyId(int p1)AiFunc
SetRouteInfoByEntityId(unsigned int p1)AiFunc
SetStringIndexedArray(char *arrayName, int index, float value)AiFunc
SetStringIndexedNumber(char *variableName, float value)AiFunc
SetSuperClimbingMode(bool enable)AiFunc
SetTeamNumber(int p1, float p2)AiFunc
SetTeamNumber(int p1, float p2, float p3)AiFunc
SetTimer(int index, float value)AiFunc
SetTurnReferenceDirection(TARGET target)AiFunc
SetUserInterupt(unsigned int p1)AiFunc
ShiftCurrTargetBattleState()AiFunc
StartAttackPassedTimer(int animationId, float time)AiFunc
StartDash()AiFunc
StartGuard()AiFunc
StartIdTimer(int index)AiFunc
StartIdTimerSpecifyTime(int index, float startingTime)AiFunc
StartTeamIdTimer(int p1)AiFunc
StepNextMovePoint()AiFunc
TeamHelp_Call()AiFunc
TeamHelp_GetMaxWaitTime()AiFunc
TeamHelp_GetMinWaitTime()AiFunc
TeamHelp_IsValidCall()AiFunc
TeamHelp_IsValidReply()AiFunc
TeamHelp_Reply()AiFunc
TeamHelp_ReserveCall()AiFunc
TeamHelp_ValidateCall()AiFunc
TeamHelp_ValidateReply()AiFunc
TurnTo(TARGET target)AiFunc