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AIData: AbsolutelyAttack

Part of CombatState. AbsolutelyAttack defines high-priority attacks that can interrupt other behaviors. It contains its own work list (reusing the same Work type as Attack) plus two interrupt mechanisms: CutAllBehavior and CutNextAttack.


absolutelyAttack
├── workList
│ └── Work [multiple]
├── cutAllBehaviors
│ └── CutAllBehavior [multiple]
└── cutNextAttacks
└── CutNextAttack [multiple]

Reuses the same Work type as Attack. See that page for the full property reference.


Interrupts all current behaviors when conditions are met. Triggers based on HP ratio and combat time.

PropertyTypeSinceDescription
idintv92Unique identifier
workIdintv92Work ID to execute from the absolutelyAttack workList
coolTimeintv92Cooldown between triggers
defenceCountintv92Required hit count before triggering
minHpRatiostringv92Minimum HP ratio condition
maxHpRatiostringv92Maximum HP ratio condition
minCombatTimestringv92Minimum combat time condition
maxCombatTimestringv92Maximum combat time condition

Interrupts only the next queued attack. Lighter-weight than CutAllBehavior.

PropertyTypeSinceDescription
idintv92Unique identifier
workIdintv92Work ID to execute from the absolutelyAttack workList
coolTimeintv92Cooldown between triggers
preProcessstringv92Pre-processing condition

ai:
create:
- huntingZoneId: 9001
id: 600
name: "boss_with_interrupts"
combatState:
enable: true
checkInterval: 1000
absolutelyAttack:
workList:
- id: 1
desc: "Emergency stomp"
normalBehaviorId: 5001
normalBehaviorType: "skill"
angerBehaviorId: 5002
angerBehaviorType: "skill"
- id: 2
desc: "Counter slash"
normalBehaviorId: 5003
normalBehaviorType: "skill"
angerBehaviorId: 5004
angerBehaviorType: "skill"
cutAllBehaviors:
- id: 1
workId: 1
coolTime: 30000
minHpRatio: "0.0"
maxHpRatio: "0.5"
minCombatTime: "10000"
cutNextAttacks:
- id: 1
workId: 2
coolTime: 15000
preProcess: "checkTargetDistance"