
     :

	//  
	void LAi_tmpl_<tmpl>_CharacterUpdate(aref chr, float dltTime)

	//    go to point
	void LAi_tmpl_<tmpl>_EndGoToPoint(aref chr)
	//    go to point
	void LAi_tmpl_<tmpl>_FailureGoToPoint(aref chr)

	//    run to point
	void LAi_tmpl_<tmpl>_EndRunToPoint(aref chr)
	//    run to point
	void LAi_tmpl_<tmpl>_FailureRunToPoint(aref chr)

	//      
	void LAi_tmpl_<tmpl>_BusyPos(aref chr, float x, float y, float z)

	//    
	void LAi_tmpl_<tmpl>_FollowGo(aref chr)
	//     
	void LAi_tmpl_<tmpl>_FollowStay(aref chr)
	//    follow character
	void LAi_tmpl_<tmpl>_FailureFollow(aref chr)

	//    
	void LAi_tmpl_<tmpl>_FightGo(aref chr)
	//     
	void LAi_tmpl_<tmpl>_FightStay(aref chr)
	//    Fight
	void LAi_tmpl_<tmpl>_FailureFight(aref chr)
	
	//  
	bool LAi_tmpl_<tmpl>_IsFire(aref chr)
	//   
	bool LAi_tmpl_<tmpl>_IsFight(aref chr)

	//    escape
	void LAi_tmpl_<tmpl>_EndEscape(aref chr)
	//   
	void LAi_tmpl_<tmpl>_EscapeSlide(aref chr)
	//    escape
	void LAi_tmpl_<tmpl>_FailureEscape(aref chr)

	//    
	void LAi_tmpl_<tmpl>_ColThreshold(aref chr)

	//   
	void LAi_tmpl_<tmpl>_EndAction(aref chr)

	//   
	LAi_tmpl_<tmpl>_FreePos(aref chr, aref who)


 :

	 (citizen)			, 
	 (merchant)			  , 
	- (guardian)	  
	- (patrol)
	- (warrior)
	 (actor)				 



     :

	  
	void LAi_type_<type>_CharacterUpdate(aref chr, float dltTime)

	   
	bool LAi_type_<type>_CharacterLogin(aref chr)
	   
	bool LAi_type_<type>_CharacterLogout(aref chr)

	//  
	void LAi_type_<type>_TemplateComplite(aref chr)

	//    
	void LAi_type_<type>_NeedDialog(aref chr, aref by)
	//  ,   true       
	bool LAi_type_<type>_CanDialog(aref chr, aref by)
	// 
	void LAi_type_<type>_StartDialog(aref chr, aref by)
	// 
	void LAi_type_<type>_EndDialog(aref chr, aref by)

	//   
	void LAi_type_<type>_Attack(aref attack, aref enemy, float attackDmg, float hitDmg)
	//   
	void LAi_type_<type>_Block(aref attack, aref enemy, float attackDmg, float hitDmg)
	// 
	void LAi_type_<type>_Fire(aref attack, aref enemy, float kDist, bool isFindedEnemy)


 :

	chr_ai				    
		type			 ,      
		tmpl			  
		group			     
		hp				  
		hp_max			  
		hp_dlt			 ,     
		hp_bottle		    
		hp_dlt_bottle	 ,       
		poison			 
		charge			 
		chargeprc		 1,     
		charge_dlt		 ,     
		charge_max		  ,  1  
		accuracy		     
		dmggunmin		   
		dmggunmax		   
		dmgbldmin		   
		dmgbldmax		   
		piercing		 
		block			 
		disableDlg		 1,    
		immortal		 1,   
		hpchecker		 minhp,     hp
			quest		    
			immortal	 1,  hp     minhp
		reincarnation	   , 0 -   , !0 -  
			group		       
		fencing			   fencing
			min			
			max			

	location			     
		group			   
		locator			   
		stime			   ,   
		etime			   ,   
		church			,      
			stime		   
			etime		   
			group		   
			locator		   
		norebirth		 1,      
		follower		    


 :
		noFight			 1,   
		boarding		 1,    
			nextdeck	  
		monsters		 1,      
		fantoms			 1,          


  :

	  .      
	 .
	
			void LAi_Character_TemplateComplite(aref chr);


	     .
	
			void LAi_Character_FreeLocator(aref chr, string group, string locator);


:

	





