37void WalkAround(
float radius = 0,
bool walk =
false,
float enemyReactDist = 0,
bool isWalkAroundFreePoint =
false);
61void NonBattleAct(
float enemyReactDist = 0,
bool reactToEnemy =
false,
bool run =
false,
TARGET turnTarget =
TARGET_ENE_0,
float homeStopDist = 0,
int standbyGoalId = 0,
bool forceBattleGoalOnHit =
false);
69void If(
int codeNo = 0);
360void MoveGetwellSpace(
int leavePriority = 0,
int leftPriority = 0,
int rightPriority = 0,
TARGET turnTarget_Unused,
float distSpaceCheck = 0,
float leaveStopDist = 0);
437void SideWay_On_FailedPath(
float pathCheckInterval = 0,
int giveupAction = 0,
int giveupAttackLife = 0,
float giveupAttackCooldown = 0,
float giveUpTime = 0,
bool isGuard =
false,
bool determineSuccessOnHome =
false);
466void FlexibleSideWayMove(
int leftPriority = 0,
int rightPriority = 0,
TARGET moveTarget =
TARGET_ENE_0,
float distSpaceCheck = 0,
float angleThreshold = 0,
int guardOdds = 0,
float minDist = 0,
float maxDist = 0);
486void MoveToMultiPoint(
float stopDist = 0,
TARGET turnTarget =
TARGET_ENE_0,
bool walk =
false,
unsigned int point1 = 0,
unsigned int point2 = 0,
unsigned int point3 = 0,
unsigned int point4 = 0,
unsigned int point5 = 0,
unsigned int point6 = 0,
unsigned int point7 = 0,
unsigned int point8 = 0,
unsigned int point9 = 0,
unsigned int point10 = 0);
692void WalkAround_Anywhere(
float stopDist = 0,
float moveLife = 0,
bool walk =
false,
int lookAroundAnimId = 0,
float lookAroundLife = 0,
int lookAroundAmount = 0,
bool lookAroundBeforeMove =
false,
bool resetMovementPoints =
false,
bool waitWithLookAround =
false);
706void Attack(
int animationId = 0,
TARGET target =
TARGET_ENE_0,
float successDist = 0,
float upAngleThreshold = 0,
float downAngleThreshold = 0);
732void ComboAttack(
int animationId = 0,
TARGET target =
TARGET_ENE_0,
float successDist = 0,
float upAngleThreshold = 0,
float downAngleThreshold = 0,
float successAngle = 0);
832void NPCStepAttack(
TARGET target_Unused,
float lightAttackRange = 0,
float heavyAttackRange = 0,
int lightOdds = 0,
bool isLightDualWield =
false);
893void NpcComboAttack_WithMove(
int animationId1 = 0,
int animationId2 = 0,
TARGET target =
TARGET_ENE_0,
float successDist = 0,
AI_DIR_TYPE spaceCheckDir1 =
AI_DIR_TYPE_CENTER,
AI_DIR_TYPE spaceCheckDir2 =
AI_DIR_TYPE_CENTER,
int comboLength = 1,
float spaceCheckDist = 0,
float turnTime = 0,
float turnFaceAngle = 0,
float upAngleThreshold = 0,
float downAngleThreshold = 0);
933void CommonAttack(
int animationId = 0,
TARGET target =
TARGET_ENE_0,
float successDist = 0,
float successAngle = 0,
float turnTime = 0,
float turnFaceAngle = 0,
bool comboAttack =
false,
bool moveCancel =
false,
bool guardBreakAttack =
false,
bool noTurn =
false,
float upAngleThreshold = 0,
float downAngleThreshold = 0,
bool attackCancel =
false);
977void AttackTunableSpin(
int animationId = 0,
TARGET target =
TARGET_ENE_0,
float successDist = 0,
float turnTime = 0,
float turnFaceAngle = 0,
float upAngleThreshold = 0,
float downAngleThreshold = 0);
1035void Pursuit(
int animationId = 0,
TARGET target =
TARGET_ENE_0,
float successDist = 0,
float upAngleThreshold = 0,
float downAngleThreshold = 0);
1109void GuardBreakTunable(
int animationId = 0,
TARGET target =
TARGET_ENE_0,
float successDist = 0,
float turnTime = 0,
float turnFaceAngle = 0,
float upAngleThreshold = 0,
float downAngleThreshold = 0);
1130void AttackNonCancel(
int animationId = 0,
TARGET target =
TARGET_ENE_0,
float successDist = 0,
float turnTime = 0,
float turnFaceAngle = 0,
float upAngleThreshold = 0,
float downAngleThreshold = 0);
1179void StepSafety(
int frontPriority = 0,
int backPriority = 0,
int leftPriority = 0,
int rightPriority = 0,
TARGET target =
TARGET_ENE_0,
float distSpaceCheck = 0,
float turnTime = 0,
bool alwaysSuccess =
false);
1228void Guard_On_FailedPath(
float pathCheckInterval = 0,
float giveUpTime = 0,
int guardStateIdGiveUp = 0,
bool determineSuccessOnHome =
false);
1243void MoveToWaitandSee(
float stopDist = 0,
TARGET turnTarget =
TARGET_ENE_0,
bool walk =
false,
float pathCheckInterval = 0,
float unused_5,
float unused_6,
float unused_7,
bool xzDistanceOnly =
false);
1289void GuardBreakCombo(
int animationIdGuardBreak = 0,
int animationIdFollowup = 0,
TARGET target =
TARGET_ENE_0,
float successDistFollowup = 0,
float turnTime = 0,
float turnFaceAngle = 0);
1298void Mount(
float stopDist = 0,
float cantRideCooldown = 300);
@ GUARD_GOAL_DESIRE_RET_Continue
void WalkAround_On_FailedPath(float pathCheckInterval=0)
Walk around freely and inbetween check for a path.
void LadderWait()
Idle around a ladder?
void MoveToSomewhereSmooth(TARGET moveTarget=TARGET_ENE_0, AI_DIR_TYPE directionFromTarget=AI_DIR_TYPE_CENTER, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, float directionalDistance=0)
Move to the target in a point route "smoothly" using route and switch route goals.
void ComboTunable_SuccessAngle180(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float turnTime=0, float turnFaceAngle=0, float upAngleThreshold=0, float downAngleThreshold=0)
Turn towards the target and execute the animation. Used as the starting attack. Specifics in CommonAt...
void TeamCommand()
Undefined.
void NonspinningComboFinal(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float upAngleThreshold=0, float downAngleThreshold=0)
Execute the animation. Used as the final attack. Has ENABLE_COMBO_ATK_CANCEL. Specifics in CommonAtta...
void LiftOff()
Execute animation 9520 until either 5 vertical meters away from the target or no longer touching the ...
void SidewayMoveAng(TARGET moveTarget=TARGET_ENE_0, float moveAngle=0, float angleThreshold=0, bool walk=false, bool successOnEnd=true, int guardStateId=0, GUARD_GOAL_DESIRE_RET onGuardResult=GUARD_GOAL_DESIRE_RET_Continue)
Circle the target until the AI rotated enough to have their original look direction within their curr...
void SpecialTurn(int animationId=0, TARGET target=TARGET_ENE_0, float stopAngleWidth=0)
If the target is not within the angle width turn using the animation. Uses AttackTunableSpin.
void SidewayMoveAvoidChr(TARGET moveTarget=TARGET_ENE_0, bool right=false, float angleThreshold=0, bool walk=false, bool successOnEnd=true, int guardStateId=0, GUARD_GOAL_DESIRE_RET onGuardResult=GUARD_GOAL_DESIRE_RET_Continue)
Circle the target until the AI rotated enough to have their original look direction within their curr...
void FadeWarpToInitPos(float fadeTime=0, float unknown_2=0)
Fade to and warp to init position.
void SideWay_For_Fear_Of_Fire(float stopDist=0, int guardStateId=0, bool canGoSideways=false)
Handles when TARGET_ENE_0 is holding beast repellent torch, resulting in making distance and then idl...
void WalkAround(float radius=0, bool walk=false, float enemyReactDist=0, bool isWalkAroundFreePoint=false)
Walk around.
void MoveToPossibleDirection(TARGET target=TARGET_ENE_0, TARGET turnTarget=TARGET_ENE_0, float wantDist=0, float angleWidth=0, float intervalOfAngles=0, int runOdds=0, int guardOdds=0, float stopDist=0)
Complex goal that searches an angle width, starting from the angle to the target, for the straight li...
void MoveToSomewhereSmoothFly()
Undefined.
void TeamCommandManager()
Undefined.
void ComboAttack_SuccessAngle180(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float upAngleThreshold=0, float downAngleThreshold=0)
Turn towards target and execute the animation. Specifics in CommonAttack.
void ErrorNotification(int errorCode=0)
Does nothing. Meant to print to console.
void Mount(float stopDist=0, float cantRideCooldown=300)
Approaches TARGET_RIDE_0 and attempts to mount it. Cooldown is checked in RideRequest in common_func_...
void KeepDist(TARGET moveTarget=TARGET_ENE_0, float minDist=0, float maxDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, int guardStateId=0, GUARD_GOAL_DESIRE_RET onGuardResult=GUARD_GOAL_DESIRE_RET_Continue, bool guardSuccessOnEnd=false)
Approach or leave the target until within the given range.
void MoveToMovePointAir(TARGET moveTarget=TARGET_ENE_0, float unused_2, AI_DIR_TYPE directionFromTarget=AI_DIR_TYPE_CENTER)
Sets fixed position move target via AiFunc::SetAIFixedMoveTarget.
void Landing_Landing()
The landing portion of Landing. Executes animation 9510.
void Wait(TARGET turnTarget=TARGET_ENE_0)
Do nothing besides turning until life end.
void StepSafety(int frontPriority=0, int backPriority=0, int leftPriority=0, int rightPriority=0, TARGET target=TARGET_ENE_0, float distSpaceCheck=0, float turnTime=0, bool alwaysSuccess=false)
Decide which direction to step/hop to using space checks, the highest priority valid direction is coh...
void ContinueKeepDist(TARGET moveTarget=TARGET_ENE_0, float minDist, float maxDist, float unused_4=0, int closeGuardOdds=0, int farGuardOdds=0)
Keeps set distance, approaching when far, leaving when close, and moving sideways otherwise.
void MoveToSomewhere_SpecifyMove(TARGET turnTarget=TARGET_ENE_0, bool walk=false, float unused_3, int pointIndex=0)
Used for pathing. Move to the given point.
void TargetStateBehavior(int behaviorType=0, int goalOrAction)
If behaviorType is 0 does nothing, if 3 adds goalOrAction as goal, otherwise ExecAction(goalOrAction)...
void ObjActTest()
Attempts to act on a nearby object such as a door or lever only if AiFunc::IsExistReqObjAct is true.
void Landing(TARGET moveTarget=TARGET_ENE_0, float stopDist=0)
Land while approaching where the target was when the goal was added.
void JumpEndWait()
Does nothing. Succeds when AiFunc::IsAiJumping is false.
void SpinStep(int animationId=0, TARGET target=TARGET_ENE_0, float turnTime=0, AI_DIR_TYPE dirSpaceCheck=AI_DIR_TYPE_CENTER, float distSpaceCheck=0)
Turns to the target and then tests if there's space for the character to step/hop in the position the...
void Guard_On_FailedPath(float pathCheckInterval=0, float giveUpTime=0, int guardStateIdGiveUp=0, bool determineSuccessOnHome=false)
Guard and inbetween check for a path. When giving up approach POINT_INITIAL.
void KeepDistYAxis(TARGET moveTarget=TARGET_ENE_0, float minDist=0, float maxDist=0, TARGET turnTarget=TARGET_ENE_0)
Move up and down using AiFunc::SetAttackRequest(705) (when needing to go up) and AiFunc::SetAttackReq...
void SetTimerRealtime(int timerIndex=0, float value=0)
Sets timer.
void LeaveTargetToPathEnd(TARGET moveTarget=TARGET_ENE_0, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, int guardStateId=0, GUARD_GOAL_DESIRE_RET onGuardResult=GUARD_GOAL_DESIRE_RET_Continue, bool guardSuccessOnEnd=true, float distSpaceCheck=0)
Leave the target until you reach the given distance or don't have space in front of self.
void LeaveTarget(TARGET moveTarget=TARGET_ENE_0, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, int guardStateId=0, GUARD_GOAL_DESIRE_RET onGuardResult=GUARD_GOAL_DESIRE_RET_Continue, bool guardSuccessOnEnd=true)
Leave the target until you reach the given distance.
void LeaveTarget_Escape(TARGET moveTarget=TARGET_ENE_0, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, float stopDistPathPoint=0)
Turn around and attempt to escape the target, constantly walking away using pathing to not get stuck....
void TeamReplyHelp()
Goal to use when replying to a call of help. All parameters are in NpcThinkParam.
void DashTarget(TARGET moveTarget=TARGET_ENE_0, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, int guardStateId=0, GOAL_RESULT onGuardResult=GOAL_RESULT_Continue, bool guardSuccessOnEnd_Unused=true)
Run to the target.
void MoveGetwellSpace(int leavePriority=0, int leftPriority=0, int rightPriority=0, TARGET turnTarget_Unused, float distSpaceCheck=0, float leaveStopDist=0)
Move around TARGET_ENE_0 going to the highest priority direction that is space-valid....
void DashAttack(TARGET target=TARGET_ENE_0, float stopDist=0, int animationId=0, int guardStateId=0)
Run to target and attack.
void GuardBreakTunable(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float turnTime=0, float turnFaceAngle=0, float upAngleThreshold=0, float downAngleThreshold=0)
Turn towards target and execute the animation. Used as the starting attack. Specifics in CommonAttack...
void CautionStateApproachTarget_WalkAround(bool execAction=false, float minGoalTimeFrames=0, bool walk=false)
Walk to free point.
void CommonAttack(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float successAngle=0, float turnTime=0, float turnFaceAngle=0, bool comboAttack=false, bool moveCancel=false, bool guardBreakAttack=false, bool noTurn=false, float upAngleThreshold=0, float downAngleThreshold=0, bool attackCancel=false)
Turn towards target and execute the animation, tracking the target. The generic execute animation goa...
void NonspinningComboRepeat(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float upAngleThreshold=0, float downAngleThreshold=0)
Execute the animation. Used after the starting attack. Has ENABLE_COMBO_ATK_CANCEL....
void Stay(float enemyReactDist=0, TARGET turnTarget=TARGET_ENE_0)
Goal used for waiting when not battling, such as an enemy that has no route (wait goal with the abili...
void ApproachStep(int animationId=0, TARGET target=TARGET_ENE_0, float stopDist=0)
Approach target using steps, SpinStep.
void AIJump(TARGET jumpTarget=TARGET_ENE_0)
Jump to target.
void Normal()
A very basic "default" battle goal.
void CautionStateApproachTarget_WAEA(bool walk=false)
Walk to free point and then ExecAction(51).
void ApproachForBuddy(TARGET moveTarget=TARGET_ENE_0, float stopDistToRelativePos=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, int guardStateId=0, float searchAngleStart=0, float searchAngleWidth=0, float needsApproachDist=0)
Goal used for summons to approach their owner. When really far (> needsApproachDist + 4),...
void Dismount()
Attempt to dismount.
void ApproachAround(TARGET moveTarget=TARGET_ENE_0, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, int guardStateId=0, AI_DIR_TYPE directionFromTarget=AI_DIR_TYPE_CENTER, float directionalDistance=0)
Approach target. Uses MoveToSomewhere.
void ExecAction(int action=0)
Executes unknown action.
void ActivateNoSubGoal()
Does nothing.
void Landing_Move(float stopDist=0)
The move portion of Landing.
void FollowPathExecAction(int action=0, TARGET moveTarget=TARGET_ENE_0, AI_DIR_TYPE directionFromTarget=AI_DIR_TYPE_CENTER, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, float directionalDistance=0)
Executes unknown action while following path. Running, if possible.
void UndefinedGoalNotification()
Does nothing.
void NpcComboAttack_WithMove(int animationId1=0, int animationId2=0, TARGET target=TARGET_ENE_0, float successDist=0, AI_DIR_TYPE spaceCheckDir1=AI_DIR_TYPE_CENTER, AI_DIR_TYPE spaceCheckDir2=AI_DIR_TYPE_CENTER, int comboLength=1, float spaceCheckDist=0, float turnTime=0, float turnFaceAngle=0, float upAngleThreshold=0, float downAngleThreshold=0)
Combos attack 1 and 2, choosing the valid one based on a space check, if both are valid randomly choo...
void Parry(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0)
Execute the animation. Specifics in CommonAttack.
void SideWay_On_FailedPath_WhiteGhost(float pathCheckInterval=0)
Idle sideways until in battle or has path to host.
void SidewayMove(TARGET moveTarget=TARGET_ENE_0, bool right=false, float angleThreshold=0, bool walk=false, bool successOnEnd=true, int guardStateId=0, GUARD_GOAL_DESIRE_RET onGuardResult=GUARD_GOAL_DESIRE_RET_Continue)
Circle the target until the AI rotated enough to have their original look direction within their curr...
void NpcStanceAttack_WithMove(TARGET target=TARGET_ENE_0, int stanceStartButton=0, float spaceCheckDist=0, float turnTime=0, float turnFaceAngle=0, float upAngleThreshold=0, float downAngleThreshold=0)
Start moving to a random direction based on the target's distance and enter a stance....
void ApproachTarget_ParallelMov(TARGET moveTarget=TARGET_ENE_0, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, int guardStateId=0, GUARD_GOAL_DESIRE_RET onGuardResult=GUARD_GOAL_DESIRE_RET_Continue, bool guardSuccessOnEnd_Unused=true)
Approach the target until you reach the given distance allowing parallel move. See AiFunc::RequestPar...
void NonspinningAttack(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float upAngleThreshold=0, float downAngleThreshold=0)
Execute the animation. Used as a standalone attack. Specifics in CommonAttack.
void TopGoal()
The first goal, this goal has no parent. Always active.
void ComboFinal(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float upAngleThreshold=0, float downAngleThreshold=0)
Execute the animation. Used as the final attack. Has ENABLE_COMBO_ATK_CANCEL. Specifics in CommonAtta...
void NonspinningComboAttack(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float upAngleThreshold=0, float downAngleThreshold=0)
Execute the animation. Specifics in CommonAttack.
void MoveTargetRelationPos(TARGET moveTarget=TARGET_ENE_0, AI_DIR_TYPE directionFromTarget=AI_DIR_TYPE_CENTER, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, float directionalDistance=0, float interceptAngle=0)
void ToTargetWarp(TARGET warpTarget=TARGET_ENE_0, AI_DIR_TYPE directionFromTarget=AI_DIR_TYPE_CENTER, float distanceFromTarget=0, TARGET turnTarget=TARGET_ENE_0, float lowHeightOffset=0, float highHeightOffset=0, float warpPosMinDist=0)
Teleports around the target's position if possible as defined by the parameters.
void MoveToSomewhere_SwitchRouteMove(TARGET turnTarget=TARGET_ENE_0, bool walk=false, float directionalDistance=0, bool forceAndForgoCalculations=false)
Use current pathing data to figure out how to reposition for next route point.
void GuardBreakCombo(int animationIdGuardBreak=0, int animationIdFollowup=0, TARGET target=TARGET_ENE_0, float successDistFollowup=0, float turnTime=0, float turnFaceAngle=0)
Attempts to guard break the target, if successful does the follow up attack.
void SetNumberRealtime(int numberIndex=0, float value=0)
Sets number.
void Fall(TARGET stopTarget=TARGET_ENE_0, int ezStateIdFall=0, int ezStateIdStop=0, float stopDistY=0)
Unused goal, perhaps for when an enemy can choose to "fall" in a specific manner (such as a bird)
void LadderMove()
Move up and down on a ladder to reach the current target, handles attacking as well.
void LadderAct()
Goal when on a ladder, move up and down and adjust on the ladder to reach the current target,...
void Pursuit(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float upAngleThreshold=0, float downAngleThreshold=0)
Execute the animation. Specifics in CommonAttack.
void DashAttack_Attack(TARGET target=TARGET_ENE_0, int animationId=0)
Attack part of DashAttack.
void Guard(int guardStateId=0, TARGET turnTarget=TARGET_ENE_0, GUARD_GOAL_DESIRE_RET onGuardResult=GUARD_GOAL_DESIRE_RET_Continue, bool guardSuccessOnEnd=false)
Guards. Used by other goals.
void BackToHome_On_FailedPath(float pathCheckInterval=0, float enemyReactDist=0)
Goes back home and inbetween check for a path.
void WaitWithAnime(int animationId=0, TARGET target=TARGET_ENE_0)
Executes an animation, no actual waiting (equivalent to AttackNonCancel(animationId,...
void WalkAround_Anywhere(float stopDist=0, float moveLife=0, bool walk=false, int lookAroundAnimId=0, float lookAroundLife=0, int lookAroundAmount=0, bool lookAroundBeforeMove=false, bool resetMovementPoints=false, bool waitWithLookAround=false)
Walk around then look around, repeat.
void TurnAround(TARGET moveTarget=TARGET_ENE_0, AI_DIR_TYPE directionStart=AI_DIR_TYPE_CENTER, float stopAngleWidth=0, bool walk=false, bool successOnEnd=false, int guardStateId=0)
Move around target, keeping yourself within the circle sector defined by the target as the center,...
void FlexibleSideWayMove(int leftPriority=0, int rightPriority=0, TARGET moveTarget=TARGET_ENE_0, float distSpaceCheck=0, float angleThreshold=0, int guardOdds=0, float minDist=0, float maxDist=0)
Move around the target going to the highest priority direction that is space-valid....
void Attack(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float upAngleThreshold=0, float downAngleThreshold=0)
Turn towards target and execute the animation. Used as a standalone attack. Specifics in CommonAttack...
void ContinueAttack(int animationId=0, TARGET target=TARGET_ENE_0, float constantSuccessDist=0, bool successOnHit=false)
Add goal scoped team record to attack target. Repeatedly turn to the target and execute the animation...
void AfterAttackAct()
Generic battle AfterAttackAct. All params are stored as string indexed numbers. Resulting in either w...
void ApproachTargetLifeSuccess(TARGET moveTarget=TARGET_ENE_0, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, int guardStateId=0, GOAL_RESULT onGuardResult=GOAL_RESULT_Continue, bool guardSuccessOnEnd_Unused=true)
Approach the target until you reach the given distance. Goal will be successful on life end.
void NonBattleAct(float enemyReactDist=0, bool reactToEnemy=false, bool run=false, TARGET turnTarget=TARGET_ENE_0, float homeStopDist=0, int standbyGoalId=0, bool forceBattleGoalOnHit=false)
Every entity either has a battle goal active, or this "non" battle goal active (handles routing,...
void EXEC_STATE()
Undefined.
void ApproachTarget(TARGET moveTarget=TARGET_ENE_0, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, int guardStateId=0, GOAL_RESULT onGuardResult=GOAL_RESULT_Continue, bool guardSuccessOnEnd_Unused=true, bool xzDistanceOnly=false)
Approach the target until you reach the given distance.
void WaypointAct()
Undefined.
void UseItem(int itemIndex=0)
Use item in the given slot in items shortcut section.
void MountSub()
Goal used in Mount which is responsible for actually mounting.
void TeamCallHelp(TARGET turnTarget=TARGET_ENE_0)
Turn to the target and use the call help action animation (callHelp_CallActionId) as defined by NpcTh...
void SideWay_On_FailedPath(float pathCheckInterval=0, int giveupAction=0, int giveupAttackLife=0, float giveupAttackCooldown=0, float giveUpTime=0, bool isGuard=false, bool determineSuccessOnHome=false)
Idling when failing a path based on a large number of variables, occasionally attacking.
void WaitCancelTiming()
Do nothing besides turning to TARGET_ENE_0 until life end or one of the animation cancels is satisfie...
void ComeDown(float stopDist=0)
Execute animation 9510 until either touching the ground (goal failure) or within vertical stopDist fr...
void HoverAdjust()
Adjust on ladder using "HoverWarp"?
void WaypointAnimTrial(float waypointAttribute=0)
Uses non existent functions.
void ApproachTargetAllDirection(TARGET moveTarget=TARGET_ENE_0, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, int guardStateId=0, GOAL_RESULT onGuardResult=GOAL_RESULT_Continue, bool guardSuccessOnEnd_Unused=true, bool xzDistanceOnly=false)
Approach target using all moving direction animations (forward, left, right, back)
void NPCStepAttack(TARGET target_Unused, float lightAttackRange=0, float heavyAttackRange=0, int lightOdds=0, bool isLightDualWield=false)
Attack TARGET_ENE_0 using logic to determine whether to R1 or R2. Uses AttackTunableSpin.
void AttackNonCancel(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float turnTime=0, float turnFaceAngle=0, float upAngleThreshold=0, float downAngleThreshold=0)
Turn towards the target and execute the animation. Used as a standalone attack. Specifics in CommonAt...
void ComboRepeat_SuccessAngle180(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float upAngleThreshold=0, float downAngleThreshold=0)
Execute the animation. Used after the starting attack. Has ENABLE_COMBO_ATK_CANCEL....
void ApproachSettingDirection(TARGET moveTarget=TARGET_ENE_0, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, int guardStateId=0, AI_DIR_TYPE directionFromTarget=AI_DIR_TYPE_CENTER, float directionalDistance=0)
Use pathing to move towards a spherical sector defined by the parameters. Uses MoveToSomewhere.
void MoveFollowPathSpecifyPos(TARGET moveTarget=TARGET_ENE_0, AI_DIR_TYPE directionFromTarget=AI_DIR_TYPE_CENTER, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, float directionalDistance=0, float x=0, float y=0, float z=0)
void ComboAttack(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float upAngleThreshold=0, float downAngleThreshold=0, float successAngle=0)
Turn towards target and execute the animation. Specifics in CommonAttack.
void GuardBreakAttack(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float upAngleThreshold=0, float downAngleThreshold=0)
Turn towards target and execute the animation. Specifics in CommonAttack.
void ApproachTarget_OnUnfavorableAttack(TARGET moveTarget=TARGET_ENE_0, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, int guardStateId=0, GOAL_RESULT onGuardResult=GOAL_RESULT_Continue, bool guardSuccessOnEnd_Unused=true, bool xzDistanceOnly=false)
Approaches target using close proximity mode. Used on AiFunc::IsInterupt(INTERUPT_UnfavorableAttack).
void WeaponChange(int index=0)
Doesn't work. Use NPC_ATK_ArrowKeyRight and NPC_ATK_ArrowKeyLeft instead.
void ComboRepeat(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float upAngleThreshold=0, float downAngleThreshold=0)
Execute the animation. Used after the starting attack. Has ENABLE_COMBO_ATK_CANCEL....
void Turn(TARGET turnTarget=TARGET_ENE_0, float stopAngleWidth=15, int guardStateId=0, GOAL_RESULT onGuardResult=GOAL_RESULT_Continue, bool guardSuccessOnEnd_Unused=true)
Turn to target until target is within the specified angle.
void AttackTunableSpin(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float turnTime=0, float turnFaceAngle=0, float upAngleThreshold=0, float downAngleThreshold=0)
Turn towards the target and execute the animation. Specifics in CommonAttack.
void BackToHome(float enemyReactDist=0, bool forceBattleGoalOnHit=false, float unused_3, float unused_4, TARGET moveTarget=POINT_MOVE_POINT)
Go back home.
void ComboAttackTunableSpin(int animationId=0, TARGET target=TARGET_ENE_0, float successDist=0, float turnTime=0, float turnFaceAngle=0, float upAngleThreshold=0, float downAngleThreshold=0)
Turn towards the target and execute the animation. Used as the starting attack. Specifics in CommonAt...
void Wait_On_FailedPath(float pathCheckInterval=0)
Check for a path and if one isn't found then wait and repeat.
void LeaveTargetContinuous(TARGET moveTarget=TARGET_ENE_0, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, int guardStateId=0, GUARD_GOAL_DESIRE_RET onGuardResult=GUARD_GOAL_DESIRE_RET_Continue, bool guardSuccessOnEnd=true, float distSpaceCheck=0)
Leave the target until you reach the given distance or don't have space in front or behind of self.
void MoveToMultiPoint(float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, unsigned int point1=0, unsigned int point2=0, unsigned int point3=0, unsigned int point4=0, unsigned int point5=0, unsigned int point6=0, unsigned int point7=0, unsigned int point8=0, unsigned int point9=0, unsigned int point10=0)
Move to the given event (region) points as a path from the closest point to the next,...
void MoveToWaitandSee(float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, float pathCheckInterval=0, float unused_5, float unused_6, float unused_7, bool xzDistanceOnly=false)
Move to POINT_WaitAndSee and inbetween check for a path. Uniquely, finding a path is a goal failure.
void MoveToSomewhere(TARGET moveTarget=TARGET_ENE_0, AI_DIR_TYPE directionFromTarget=AI_DIR_TYPE_CENTER, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, float directionalDistance=0, float unused_7, bool xzDistanceOnly=false, bool useDefaultArgs=false, bool closeProximityMode=false)
Use pathing to move towards a spherical sector defined by the parameters.
void MoveToSomewhereSmoothFly_Circling()
Undefined.
void MoveFreeSpace()
Undefined.
void MoveToSomewhere_RouteMove(TARGET moveTarget=TARGET_ENE_0, AI_DIR_TYPE directionFromTarget=AI_DIR_TYPE_CENTER, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, float directionalDistance=0, bool xzDistanceOnly=false, bool useDefaultArgs=false, bool closeProximityMode)
Use pathing to move towards a spherical sector defined by the parameters.
void DoorAct()
Attempts to act on a nearby object such as a door or lever only if AiFunc::IsExistReqObjAct is true.
void Fall_Asleep(bool forceSleep=false)
Fall asleep execuing animation 12001.
void GOAL_COMMON_CautionStateApproachTarget()
Does nothing?
void If(int codeNo=0)
Calls function OnIf_<BATTLEGOALID> with args (ai, goal, codeNo)
void Approach_On_FailedPath(float pathCheckInterval=0, TARGET moveTarget=TARGET_ENE_0, float stopDist=0, TARGET turnTarget=TARGET_ENE_0, bool walk=false, int guardStateId=0)
Approach target and inbetween check for a path.