AINUTKUNGX
Functions | Variables

lib.scp File Reference

Functions

func SKILLSAVE_SWITCH ()
func ChangeAiStance (self, stanceIndex)
func GetAiIndex (self)
func ReInit ()
func Initialize (self, selfAi)
func COMMAND_RESET ()
func COMMAND_RESET2 ()
func SKILL_RESET ()
func SRC_AI_LIB_RESETTIME ()
func GetCharType (jobindex)
func Tastics_Char1 ()
func Tastics_Char2 ()
func Tastics_Char3 ()
func SRC_AI_LIB_BUGITEMRESET ()
func SCR_AI_BOT_ALARM ()
func SCR_AI_LIB_USEPOTION_AUTO (self, selfAi)
func CheckHP (self, selfAi)
func AUTO_HP_SPEED_SWITCH ()
func SETAUTOHPSPEED (option)
func SCR_AI_LIB_AUTO_KEEP (selfAi)
func SCR_AI_LIB_AUTO_KEEP_TURN_OFF_ATTACK (self, selfAi)
func SCR_AI_LIB_SKILL_AUTO2 (self, selfAi)
func SCR_AI_LIB_SKILLAUTO2 (charnum, skillno, selfAi)
func SCR_AI_LIB_SKILL_AUTO (self, selfAi)
func SCR_AI_LIB_SKILL2_AUTO (self, selfAi)
func CHAR_1_SKILL2_SWITCH ()
func CHAR_2_SKILL2_SWITCH ()
func CHAR_3_SKILL2_SWITCH ()
func SCR_AI_LIB_SKILL3_AUTO (self, selfAi)
func CHAR_1_SKILL3_SWITCH ()
func CHAR_2_SKILL3_SWITCH ()
func CHAR_3_SKILL3_SWITCH ()
func SCR_AI_LIB_TIMER ()
func SCR_AI_LIB_TIMERX ()
func SCR_BULLET_MODE (self, selfAi)
func PING_CHECK (selfAi)
func AUTO_BROAD (selfAi)
func AUTO_CALL (selfAi)
func AUTO_RECOVERX (selfAi)
func AUTO_USEITEMCOMMON7 (selfAi)
func AUTO_USEITEMCOMMON8 (selfAi)
func AUTO_USEITEMCOMMON9 (selfAi)
func AUTO_USEITEMCOMMON10 (selfAi)
func AIBuff (selfAi, char, job, type, skillno, jobtype, pcIndex)
func SCR_FORTITUDO_BUFF (self, selfAi)
func SCR_AI_LIB_TACTICAL (self, selfAi)
func SCR_AI_LIB_TACTICAL2 (self, selfAi)
func NAVCAM_MD ()
func INFO_MD ()
func PCLVL_MD ()
func CBOX_MD ()
func NPC_MD ()
func FAM_MD ()
func SCR_SELF_BUFF (self, selfAi)
func SCR_AI_LIB_EXPERT (self, selfAi)
func SCR_PROVOKE (self, selfAi)
func SCR_KNEEL (self, selfAi)
func SCR_LEVITATION (self, selfAi)
func SCR_LEVITATION2 (self, selfAi)
func SCR_AI_LIB_CATHERINE (self, selfAi)
func SCR_AI_LIB_JACK (self, selfAi)
func SCR_AI_LIB_YEGANEH (self, selfAi)
func SCR_AI_LIB_VIKI (self, selfAi)
func SCR_AI_LIB_UNHOLD (selfAi, prevTS)
func SCR_AI_LIB_USERTARGET (selfAi)
func SCR_AI_LIB_USERSKILL (selfAi)
func SCR_AI_LIB_HEALING (self, selfAi)
func SCR_AI_LIB_SUBHEALING (self, selfAi)
func IsAiDead (selfAi)
func SCR_RESURRECTION (self, selfAi)
func SCR_AI_LIB_NEARTARGET (self, selfAi)
func SCR_AI_LIB_NEARTARGET_ON_HOLD (self, selfAi)
func SCR_AI_LIB_ATTACKER_KEEPPOSITION (self, selfAi)
func SCR_AI_LIB_KEEPPOSITION_DIST (selfAi, dist)
func SCR_AI_LIB_HEALER_KEEPPOSITION (selfAi)
func SCR_AI_LIB_PUPPET_KEEPPOSITION (selfAi)
func SCR_AI_LIB_KEEP_BATTLE_POSITION (selfAi)
func SCR_AI_LIB_HEALER_FOLLOW_CHA_1_TARGET (self, selfAi)
func SCR_AI_LIB_PUPPET_FOLLOW_CHA_1_TARGET (self, selfAi)
func SCR_AI_LIB_CATH_MODE (self, selfAi)
func SCR_AI_LIB_ATTACKTARGET (self, selfAi)
func SCR_AI_LIB_TARGETAVAILABLE (selfAi)
func SCR_AI_LIB_SKILLUSING (selfAi, prevTS)
func SCR_AI_LIB_HOLD (selfAi)
func SCR_AI_LIB_OUTOFRANGE (selfAi)
func SCR_AI_LIB_NEARITEM_AUTO (self, selfAi)
func SCR_AI_LIB_NEARITEM (self, selfAi)
func SCR_AI_LIB_TARGETITEM_AUTO (selfAi, prevTS)
func SCR_AI_LIB_TARGETITEM (self, selfAi)
func SCR_AI_LIB_CLEARALLTARGET (selfAi)
func SCR_AI_LIB_TARGETKD (selfAi)
func POTION_AUTO_SWITCH ()
func AUTO_KEEP_SWITCH ()
func HEAL_AUTO_SWITCH ()
func MANUAL_TARGET_SWITCH ()
func CHAR_1_AI_SWITCH ()
func CHAR_2_AI_SWITCH ()
func CHAR_3_AI_SWITCH ()
func CHAR_1_AI_SWITCH2 ()
func CHAR_2_AI_SWITCH2 ()
func CHAR_3_AI_SWITCH2 ()
func CHAR_1_BUFF_SWITCH ()
func CHAR_2_BUFF_SWITCH ()
func CHAR_3_BUFF_SWITCH ()
func CHAR_1_BUFF_SWITCH2 ()
func CHAR_2_BUFF_SWITCH2 ()
func CHAR_3_BUFF_SWITCH2 ()
func CHAR_1_SKILL_Q ()
func CHAR_1_SKILL_W ()
func CHAR_1_SKILL_E ()
func CHAR_1_SKILL_R ()
func CHAR_1_SKILL_T ()
func CHAR_1_SKILL_Y ()
func CHAR_2_SKILL_A ()
func CHAR_2_SKILL_S ()
func CHAR_2_SKILL_D ()
func CHAR_2_SKILL_F ()
func CHAR_2_SKILL_G ()
func CHAR_2_SKILL_H ()
func CHAR_3_SKILL_Z ()
func CHAR_3_SKILL_X ()
func CHAR_3_SKILL_C ()
func CHAR_3_SKILL_V ()
func CHAR_3_SKILL_B ()
func CHAR_3_SKILL_N ()
func CHAR_1_SKILL_SWITCH ()
func CHAR_2_SKILL_SWITCH ()
func CHAR_3_SKILL_SWITCH ()
func JACK_RANGE_SWITCH ()
func BUILDNEAR_SW_RANGE_SWITCH ()
func AP_RANGE_SWITCH ()
func Follow_1_SWITCH ()
func HEAL_TYPE_SWITCH ()
func CHA_1_PICK_SWITCH ()
func CHA_2_PICK_SWITCH ()
func CHA_3_PICK_SWITCH ()
func CHA_1_ATTACK_SWITCH ()
func CHA_2_ATTACK_SWITCH ()
func CHA_3_ATTACK_SWITCH ()
func RESUS_AUTO_SWITCH ()
func ANGIE_MODE_SWITCH ()
func PING_SWITCH ()
func AUTO_RECOVER ()
func BROAD_SWITCH ()
func USEITEM7_SWITCH ()
func USEITEM8_SWITCH ()
func USEITEM9_SWITCH ()
func USEITEM10_SWITCH ()
func CALL_SWITCH ()
func BULLET_MODE (BM)
func AUTO_SP_SWITCH ()
func SCR_AI_LIB_MAXSP (self)
func SCR_AI_LIB_MPHP (self, type)
func SCR_AI_LIB_AUTOSP (self)
func MY_AI_RANGER_SEL (selfAi)
func SCR_AI_LIB_AUTOSKILLTIME (idx)
func switch_num (numidx)
func SRC_AI_LIB_COMMONITEM (self, selfAi)
func BUG_RESET_SWITCH ()
func MASTER_RESET_SWITCH ()
func MASTER_RESET2ND ()

Variables

var SP1 = 0
var Jack_Range = 'ON CLOSE'
var Init = 'NO'
var Reset = 'NOW'
var reInit = 'NOW'
var BugItemReset = 'Bug Item Reset'
var SP2 = 0
var AP_Range = 1500
var First = 'STOP'
var AI1
var AI2
var AI3
var SP3 = 0
var Follow_1 = 'OFF'
var Keep_SW = 'OFF'
var self1 = 'NO'
var job1 = 'NONE'
var job1type = 'NONE'
var job1type_User = 'AUTO'
var self2 = 'NO'
var job2 = 'NONE'
var job2type = 'NONE'
var job2type_User = 'AUTO'
var self3 = 'NO'
var job3 = 'NONE'
var job3type = 'NONE'
var job3type_User = 'AUTO'
var MIN_range = 500
 MAX_range
var SK1_T = 0
var SK1
var g_isDead1 = 'NO'
var Heal_SW = 'ON HEALER'
var HP = 60
var SK2_SW = 'OFF'
var SK2_T = 0
var SK2
var g_isDead2 = 'NO'
var Pot_SW = 'ON HP 60%'
var Heal_TP = 'FAMILY'
var SK3_SW = 'OFF'
var SK3_T = 0
var SK3
var g_isDead3 = 'NO'
var Resus_SW = 'OFF'
var AUTO_SP = 'OFF'
var skill1chr = {0, 0, 0, 0, 0, 0}
var skill2chr = {0, 0, 0, 0, 0, 0}
var skill3chr = {0, 0, 0, 0, 0, 0}
var skill1tim = {0, 0, 0, 0, 0, 0}
var skill2tim = {0, 0, 0, 0, 0, 0}
var skill3tim = {0, 0, 0, 0, 0, 0}
var skill1count = {0, 0, 0, 0, 0, 0}
var skill2count = {0, 0, 0, 0, 0, 0}
var skill3count = {0, 0, 0, 0, 0, 0}
var Buff1 = 'OFF'
var Item1 = 'OFF'
var Buff1_T1 = 9000
var Buff1_T2 = 9000
var Buff1_T3 = 9000
var Prov1_T = 0
var BB1
var Buff2 = 'OFF'
var Item2 = 'OFF'
var Buff2_T1 = 9000
var Buff2_T2 = 9000
var Buff2_T3 = 9000
var Prov2_T = 0
var BB2
var Buff3 = 'OFF'
var Item3 = 'OFF'
var Buff3_T1 = 9000
var Buff3_T2 = 9000
var Buff3_T3 = 9000
var Prov3_T = 0
var BB3
var Buff4_T1 = 0
var Buff4_T2 = 0
var Buff4_T3 = 0
var Buff4_1 = 'OFF'
var Buff4_2 = 'OFF'
var Buff4_3 = 'OFF'
var Buff_typ1 = 0
var Buff_typ2 = 0
var Buff_typ3 = 0
var Buff_typ4 = 0
var Buff_typ5 = 0
var Buff_typ6 = 0
var BuffExpOfTypeCha1 = 'OFF'
var BuffExpOfTypeCha2 = 'OFF'
var BuffExpOfTypeCha3 = 'OFF'
 Buff5_T1 = 9000
 Buff5_T2 = 9000
 Buff5_T3 = 9000
 Buff6_T1 = 9000
 Buff6_T2 = 9000
 Buff6_T3 = 9000
var gTempLead = 0
var gIsBuffing = 0
var gOldJob1
var gOldJob2
var gOldJob3
var firstload = 0
var Loading = 'NO'
var Loading_OK = 'NO'
var broad
var info_mode = 'NO'
var pclvl_mode = 'NO'
var cbox_mode = 'NO'
var npc_mode = 'NO'
var SkillSave = 'ON'
var useitem7 = 'OFF'
var useitem8 = 'OFF'
var useitem9 = 'OFF'
var useitem10 = 'OFF'
var AUTORECOVER
var fam_mode
var CharJob2
var CharJob3
var ItemUse
var Levi2_Keep
var Levi3_Keep
var Levi1_SW = 'OFF'
var Levi2_SW = 'OFF'
var Levi3_SW = 'OFF'
var spcounter = 0
var Pick1 = 'OFF'
var Attack1 = 'ON'
var Chk1
var Pick2 = 'OFF'
var Attack2 = 'ON'
var Chk2
var Pick3 = 'OFF'
var Attack3 = 'ON'
var Chk3
var Sum1 = 'OFF'
var C1T1 = 0
var C1T2 = 0
var C1T3 = 0
var C1T4 = 0
var C1T5 = 0
var C1T6 = 0
var C1T7 = 0
var Sum2 = 'OFF'
var C2T1 = 0
var C2T2 = 0
var C2T3 = 0
var C2T4 = 0
var C2T5 = 0
var C2T6 = 0
var C2T7 = 0
var Sum3 = 'OFF'
var C3T1 = 0
var C3T2 = 0
var C3T3 = 0
var C3T4 = 0
var C3T5 = 0
var C3T6 = 0
var C3T7 = 0
var ANGIE_MODE = 'CANNON/PROPELLER'
var BULLET1 = 'OFF'
var BULLET2 = 'OFF'
var BULLET3 = 'OFF'
var SK12_SW = 'OFF'
var SK12_T = 0
var SK12
var SK22_SW = 'OFF'
var SK22_T = 0
var SK22
var SK32_SW = 'OFF'
var SK32_T = 0
var SK32
var SK13_SW = 'OFF'
var SK13_T = 0
var SK13
var SK23_SW = 'OFF'
var SK23_T = 0
var SK23
var SK33_SW = 'OFF'
var SK33_T = 0
var SK33
var Manual_Target = 'OFF'
var ItemCount1 = 0
var ItemCount2 = 0
var ItemCount3 = 0
 InitCount = 0
var BugItem1
var BugItem2
var BugItem3
var AutoHPSpeed = 'OFF'

Function Documentation

func AIBuff ( selfAi  ,
char  ,
job  ,
type  ,
skillno  ,
jobtype  ,
pcIndex   
)

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func ANGIE_MODE_SWITCH ( )

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func AP_RANGE_SWITCH ( )

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func AUTO_BROAD ( selfAi  )

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func AUTO_CALL ( selfAi  )

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func AUTO_HP_SPEED_SWITCH ( )

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func AUTO_KEEP_SWITCH ( )

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func AUTO_RECOVER ( )

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func AUTO_RECOVERX ( selfAi  )

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func AUTO_SP_SWITCH ( )

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func AUTO_USEITEMCOMMON10 ( selfAi  )

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func AUTO_USEITEMCOMMON7 ( selfAi  )

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func AUTO_USEITEMCOMMON8 ( selfAi  )

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func AUTO_USEITEMCOMMON9 ( selfAi  )

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func BROAD_SWITCH ( )

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func BUG_RESET_SWITCH ( )

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func BUILDNEAR_SW_RANGE_SWITCH ( )

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func BULLET_MODE ( BM  )

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func CALL_SWITCH ( )

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func CBOX_MD ( )

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func CHA_1_ATTACK_SWITCH ( )

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func CHA_1_PICK_SWITCH ( )

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func CHA_2_ATTACK_SWITCH ( )

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func CHA_2_PICK_SWITCH ( )

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func CHA_3_ATTACK_SWITCH ( )

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func CHA_3_PICK_SWITCH ( )

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func ChangeAiStance ( self  ,
stanceIndex   
)

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func CHAR_1_AI_SWITCH ( )

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func CHAR_1_AI_SWITCH2 ( )

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func CHAR_1_BUFF_SWITCH ( )

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func CHAR_1_BUFF_SWITCH2 ( )

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func CHAR_1_SKILL2_SWITCH ( )

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func CHAR_1_SKILL3_SWITCH ( )

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func CHAR_1_SKILL_E ( )

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func CHAR_1_SKILL_Q ( )

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func CHAR_1_SKILL_R ( )

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func CHAR_1_SKILL_SWITCH ( )

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func CHAR_1_SKILL_T ( )

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func CHAR_1_SKILL_W ( )

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func CHAR_1_SKILL_Y ( )

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func CHAR_2_AI_SWITCH ( )

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func CHAR_2_AI_SWITCH2 ( )

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func CHAR_2_BUFF_SWITCH ( )

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func CHAR_2_BUFF_SWITCH2 ( )

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func CHAR_2_SKILL2_SWITCH ( )

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func CHAR_2_SKILL3_SWITCH ( )

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func CHAR_2_SKILL_A ( )

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func CHAR_2_SKILL_D ( )

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func CHAR_2_SKILL_F ( )

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func CHAR_2_SKILL_G ( )

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func CHAR_2_SKILL_H ( )

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func CHAR_2_SKILL_S ( )

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func CHAR_2_SKILL_SWITCH ( )

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func CHAR_3_AI_SWITCH ( )

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func CHAR_3_AI_SWITCH2 ( )

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func CHAR_3_BUFF_SWITCH ( )

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func CHAR_3_BUFF_SWITCH2 ( )

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func CHAR_3_SKILL2_SWITCH ( )

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func CHAR_3_SKILL3_SWITCH ( )

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func CHAR_3_SKILL_B ( )

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func CHAR_3_SKILL_C ( )

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func CHAR_3_SKILL_N ( )

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func CHAR_3_SKILL_SWITCH ( )

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func CHAR_3_SKILL_V ( )

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func CHAR_3_SKILL_X ( )

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func CHAR_3_SKILL_Z ( )

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func CheckHP ( self  ,
selfAi   
)

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func COMMAND_RESET ( )

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func COMMAND_RESET2 ( )
func FAM_MD ( )

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func Follow_1_SWITCH ( )

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func GetAiIndex ( self  )
func GetCharType ( jobindex  )
func HEAL_AUTO_SWITCH ( )

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func HEAL_TYPE_SWITCH ( )

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func INFO_MD ( )

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func Initialize ( self  ,
selfAi   
)

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func IsAiDead ( selfAi  )

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func JACK_RANGE_SWITCH ( )

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func MANUAL_TARGET_SWITCH ( )

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func MASTER_RESET2ND ( )

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func MASTER_RESET_SWITCH ( )

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func MY_AI_RANGER_SEL ( selfAi  )

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func NAVCAM_MD ( )

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func NPC_MD ( )

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func PCLVL_MD ( )

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func PING_CHECK ( selfAi  )

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func PING_SWITCH ( )

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func POTION_AUTO_SWITCH ( )

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func ReInit ( )

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func RESUS_AUTO_SWITCH ( )

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func SCR_AI_BOT_ALARM ( )

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func SCR_AI_LIB_ATTACKER_KEEPPOSITION ( self  ,
selfAi   
)

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func SCR_AI_LIB_ATTACKTARGET ( self  ,
selfAi   
)

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func SCR_AI_LIB_AUTO_KEEP ( selfAi  )

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func SCR_AI_LIB_AUTO_KEEP_TURN_OFF_ATTACK ( self  ,
selfAi   
)

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func SCR_AI_LIB_AUTOSKILLTIME ( idx  )

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func SCR_AI_LIB_AUTOSP ( self  )

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func SCR_AI_LIB_CATH_MODE ( self  ,
selfAi   
)

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func SCR_AI_LIB_CATHERINE ( self  ,
selfAi   
)

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func SCR_AI_LIB_CLEARALLTARGET ( selfAi  )

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func SCR_AI_LIB_EXPERT ( self  ,
selfAi   
)

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func SCR_AI_LIB_HEALER_FOLLOW_CHA_1_TARGET ( self  ,
selfAi   
)

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func SCR_AI_LIB_HEALER_KEEPPOSITION ( selfAi  )

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func SCR_AI_LIB_HEALING ( self  ,
selfAi   
)

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func SCR_AI_LIB_HOLD ( selfAi  )

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func SCR_AI_LIB_JACK ( self  ,
selfAi   
)

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func SCR_AI_LIB_KEEP_BATTLE_POSITION ( selfAi  )

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func SCR_AI_LIB_KEEPPOSITION_DIST ( selfAi  ,
dist   
)

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func SCR_AI_LIB_MAXSP ( self  )

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func SCR_AI_LIB_MPHP ( self  ,
type   
)

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func SCR_AI_LIB_NEARITEM ( self  ,
selfAi   
)

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func SCR_AI_LIB_NEARITEM_AUTO ( self  ,
selfAi   
)

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func SCR_AI_LIB_NEARTARGET ( self  ,
selfAi   
)

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func SCR_AI_LIB_NEARTARGET_ON_HOLD ( self  ,
selfAi   
)

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func SCR_AI_LIB_OUTOFRANGE ( selfAi  )

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func SCR_AI_LIB_PUPPET_FOLLOW_CHA_1_TARGET ( self  ,
selfAi   
)

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func SCR_AI_LIB_PUPPET_KEEPPOSITION ( selfAi  )

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func SCR_AI_LIB_SKILL2_AUTO ( self  ,
selfAi   
)

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func SCR_AI_LIB_SKILL3_AUTO ( self  ,
selfAi   
)

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func SCR_AI_LIB_SKILL_AUTO ( self  ,
selfAi   
)

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func SCR_AI_LIB_SKILL_AUTO2 ( self  ,
selfAi   
)

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func SCR_AI_LIB_SKILLAUTO2 ( charnum  ,
skillno  ,
selfAi   
)

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func SCR_AI_LIB_SKILLUSING ( selfAi  ,
prevTS   
)

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func SCR_AI_LIB_SUBHEALING ( self  ,
selfAi   
)

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func SCR_AI_LIB_TACTICAL ( self  ,
selfAi   
)

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func SCR_AI_LIB_TACTICAL2 ( self  ,
selfAi   
)

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func SCR_AI_LIB_TARGETAVAILABLE ( selfAi  )

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func SCR_AI_LIB_TARGETITEM ( self  ,
selfAi   
)

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func SCR_AI_LIB_TARGETITEM_AUTO ( selfAi  ,
prevTS   
)

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func SCR_AI_LIB_TARGETKD ( selfAi  )

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func SCR_AI_LIB_TIMER ( )

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func SCR_AI_LIB_TIMERX ( )
func SCR_AI_LIB_UNHOLD ( selfAi  ,
prevTS   
)

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func SCR_AI_LIB_USEPOTION_AUTO ( self  ,
selfAi   
)

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func SCR_AI_LIB_USERSKILL ( selfAi  )

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func SCR_AI_LIB_USERTARGET ( selfAi  )

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func SCR_AI_LIB_VIKI ( self  ,
selfAi   
)

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func SCR_AI_LIB_YEGANEH ( self  ,
selfAi   
)

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func SCR_BULLET_MODE ( self  ,
selfAi   
)

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func SCR_FORTITUDO_BUFF ( self  ,
selfAi   
)

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func SCR_KNEEL ( self  ,
selfAi   
)

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func SCR_LEVITATION ( self  ,
selfAi   
)

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func SCR_LEVITATION2 ( self  ,
selfAi   
)

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func SCR_PROVOKE ( self  ,
selfAi   
)

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func SCR_RESURRECTION ( self  ,
selfAi   
)

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func SCR_SELF_BUFF ( self  ,
selfAi   
)

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func SETAUTOHPSPEED ( option  )
func SKILL_RESET ( )
func SKILLSAVE_SWITCH ( )

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func SRC_AI_LIB_BUGITEMRESET ( )
func SRC_AI_LIB_COMMONITEM ( self  ,
selfAi   
)

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func SRC_AI_LIB_RESETTIME ( )
func switch_num ( numidx  )

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func Tastics_Char1 ( )

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func Tastics_Char2 ( )

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func Tastics_Char3 ( )

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func USEITEM10_SWITCH ( )

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func USEITEM7_SWITCH ( )

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func USEITEM8_SWITCH ( )

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func USEITEM9_SWITCH ( )

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Variable Documentation

var AI1
var AI2
var AI3
var ANGIE_MODE = 'CANNON/PROPELLER'
var AP_Range = 1500
var Attack1 = 'ON'
var Attack2 = 'ON'
var Attack3 = 'ON'
var AUTO_SP = 'OFF'
var AutoHPSpeed = 'OFF'
Initial value:
 'OFF'
    var BUILDNEAR_SW = 'CLOSE'
var BB1
var BB2
var BB3
var broad
Initial value:
 'OFF'
    var call = 'OFF'
    var ping = 'OFF'
    var nuvcam_mode = 'NO'
var Buff1 = 'OFF'
var Buff1_T1 = 9000
var Buff1_T2 = 9000
var Buff1_T3 = 9000
var Buff2 = 'OFF'
var Buff2_T1 = 9000
var Buff2_T2 = 9000
var Buff2_T3 = 9000
var Buff3 = 'OFF'
var Buff3_T1 = 9000
var Buff3_T2 = 9000
var Buff3_T3 = 9000
var Buff4_1 = 'OFF'
var Buff4_2 = 'OFF'
var Buff4_3 = 'OFF'
var Buff4_T1 = 0
var Buff4_T2 = 0
var Buff4_T3 = 0
Buff5_T1 = 9000
Buff5_T2 = 9000
Buff5_T3 = 9000
Buff6_T1 = 9000
Buff6_T2 = 9000
Buff6_T3 = 9000
var Buff_typ1 = 0
var Buff_typ2 = 0
var Buff_typ3 = 0
var Buff_typ4 = 0
var Buff_typ5 = 0
var Buff_typ6 = 0
var BuffExpOfTypeCha1 = 'OFF'
var BuffExpOfTypeCha2 = 'OFF'
var BuffExpOfTypeCha3 = 'OFF'
var BugItem1
var BugItem2
var BugItem3
var BugItemReset = 'Bug Item Reset'
var BULLET1 = 'OFF'
var BULLET2 = 'OFF'
var BULLET3 = 'OFF'
var C1T1 = 0
var C1T2 = 0
var C1T3 = 0
var C1T4 = 0
var C1T5 = 0
var C1T6 = 0
var C1T7 = 0
var C2T1 = 0
var C2T2 = 0
var C2T3 = 0
var C2T4 = 0
var C2T5 = 0
var C2T6 = 0
var C2T7 = 0
var C3T1 = 0
var C3T2 = 0
var C3T3 = 0
var C3T4 = 0
var C3T5 = 0
var C3T6 = 0
var C3T7 = 0
var cbox_mode = 'NO'
var CharJob2
var CharJob3
var Chk1
var Chk2
var Chk3
var fam_mode
Initial value:
 'NO'


    var CharJob1
var First = 'STOP'
var firstload = 0
var Follow_1 = 'OFF'
var g_isDead1 = 'NO'
var g_isDead2 = 'NO'
var g_isDead3 = 'NO'
var gIsBuffing = 0
var gOldJob1
var gOldJob2
var gOldJob3
var gTempLead = 0
var Heal_SW = 'ON HEALER'
var Heal_TP = 'FAMILY'
var HP = 60
var info_mode = 'NO'
var Init = 'NO'
InitCount = 0
var Item1 = 'OFF'
var Item2 = 'OFF'
var Item3 = 'OFF'
var ItemCount1 = 0
var ItemCount2 = 0
var ItemCount3 = 0
var ItemUse
Initial value:
 {
    values = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
    times = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
    timescount = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
    }


    var Levi1_Keep
var Jack_Range = 'ON CLOSE'
var job1 = 'NONE'
var job1type = 'NONE'
var job1type_User = 'AUTO'
var job2 = 'NONE'
var job2type = 'NONE'
var job2type_User = 'AUTO'
var job3 = 'NONE'
var job3type = 'NONE'
var job3type_User = 'AUTO'
var Keep_SW = 'OFF'
var Levi1_SW = 'OFF'
var Levi2_SW = 'OFF'
var Levi3_SW = 'OFF'
var Loading = 'NO'
var Loading_OK = 'NO'
var Manual_Target = 'OFF'
Initial value:
 6000


    var SK1_SW = 'OFF'
var MIN_range = 500
var npc_mode = 'NO'
var pclvl_mode = 'NO'
var Pick1 = 'OFF'
var Pick2 = 'OFF'
var Pick3 = 'OFF'
var Pot_SW = 'ON HP 60%'
var Prov1_T = 0
var Prov2_T = 0
var Prov3_T = 0
var reInit = 'NOW'
var Reset = 'NOW'
var Resus_SW = 'OFF'
var self1 = 'NO'
var self2 = 'NO'
var self3 = 'NO'
var SK1
var SK12
var SK12_SW = 'OFF'
var SK12_T = 0
var SK13
var SK13_SW = 'OFF'
var SK13_T = 0
var SK1_T = 0
var SK2
var SK22
var SK22_SW = 'OFF'
var SK22_T = 0
var SK23
var SK23_SW = 'OFF'
var SK23_T = 0
var SK2_SW = 'OFF'
var SK2_T = 0
var SK3
var SK32
var SK32_SW = 'OFF'
var SK32_T = 0
var SK33
var SK33_SW = 'OFF'
var SK33_T = 0
var SK3_SW = 'OFF'
var SK3_T = 0
var skill1chr = {0, 0, 0, 0, 0, 0}
var skill1count = {0, 0, 0, 0, 0, 0}
var skill1tim = {0, 0, 0, 0, 0, 0}
var skill2chr = {0, 0, 0, 0, 0, 0}
var skill2count = {0, 0, 0, 0, 0, 0}
var skill2tim = {0, 0, 0, 0, 0, 0}
var skill3chr = {0, 0, 0, 0, 0, 0}
var skill3count = {0, 0, 0, 0, 0, 0}
var skill3tim = {0, 0, 0, 0, 0, 0}
var SkillSave = 'ON'
var SP1 = 0
var SP2 = 0
var SP3 = 0
var spcounter = 0
var Sum1 = 'OFF'
var Sum2 = 'OFF'
var Sum3 = 'OFF'
var useitem10 = 'OFF'
var useitem7 = 'OFF'
var useitem8 = 'OFF'
var useitem9 = 'OFF'