REGISTER_GOAL(GOAL_SanzA6051_Battle, "SanzA6051Battle") REGISTER_GOAL_NO_UPDATE(GOAL_SanzA6051_Battle, 1) function SanzA6051Battle_Activate(ai, goal) local hprate = ai:GetHpRate(TARGET_SELF) local selfmp = ai:GetMp(TARGET_SELF) local timer = ai:GetTimer(0) local flag = ai:GetNumber(0) if 0.1 <= timer then if flag == 1 then SanzA6051_Battle_Bow(ai, goal) else SanzA6051_Battle_Sword(ai, goal) end else SanzA6051_Battle_Normal_Attack(ai, goal) ai:SetTimer(0, 4) end return end function SanzA6051_Battle_Normal_Attack(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local nearDist = 4 if nearDist <= targetDist then SanzA6051_Battle_Bow(ai, goal) ai:SetNumber(0, 1) else SanzA6051_Battle_Sword(ai, goal) ai:SetNumber(0, 0) end return end function SanzA6051_Battle_Bow(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local fate3 = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepR2(ai, goal) if targetDist <= 7 then if fate <= 80 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 10, TARGET_ENE_0, false, -1) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(20, 45), false, true, -1) end elseif targetDist <= 12 then if fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 5, TARGET_ENE_0, true, -1) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(20, 45), true, true, -1) end elseif fate3 <= 20 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) else goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(20, 45), false, true, -1) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) end return end function SanzA6051_Battle_Sword(ai, goal) local fate = ai:GetRandam_Int(1, 100) local NormalR_Dist = 2.5 CommonNPC_ChangeWepR1(ai, goal) CommonNPC_ChangeWepL1(ai, goal) if fate <= 40 then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 4, TARGET_ENE_0, NormalR_Dist, TARGET_SELF, true, 4) SanzA6051_Battle_NormalR_Comb(ai, goal) elseif fate <= 70 then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 4, TARGET_ENE_0, NormalR_Dist, TARGET_SELF, false, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(90, 120), false, true, 4) SanzA6051_Battle_NormalR_Comb(ai, goal) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 10, TARGET_ENE_0, 7, TARGET_ENE_0, false, 4) end SanzA6051_Battle_Kougeki_Noato(ai, goal) return end function SanzA6051_Battle_NormalR_Comb(ai, goal) local NR_fate = ai:GetRandam_Int(1, 100) local NR_fate2 = ai:GetRandam_Int(1, 100) local NR_fate3 = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) if NR_fate <= 40 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) end if NR_fate3 <= 20 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) end if NR_fate2 <= 10 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) end return end function SanzA6051_Battle_Kougeki_Noato(ai, goal) local KN_fate = ai:GetRandam_Int(1, 100) local BackDist = 2.5 CommonNPC_ChangeWepL1(ai, goal) if KN_fate <= 50 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(2, 4), TARGET_ENE_0, BackDist, TARGET_ENE_0, false, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Int(3, 5), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(45, 65), false, true, 4) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(4, 6), TARGET_ENE_0, BackDist, TARGET_ENE_0, true, 4) end return end function SanzA6051Battle_Update(ai, goal) return GOAL_RESULT_Continue end function SanzA6051Battle_Terminate(ai, goal) return end function SanzA6051Battle_Interupt(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local fate3 = ai:GetRandam_Int(1, 100) local fate4 = ai:GetRandam_Int(1, 100) if ai:IsInterupt(INTERUPT_MissSwing) then local MissSwingDist = 1 local MissSwingAttPer = 50 if targetDist <= MissSwingDist and fate <= MissSwingAttPer then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 10, TARGET_ENE_0, false, -1) return true end end if ai:IsInterupt(INTERUPT_Damaged) then local combRunDist = 2 local combRunPer = 40 if targetDist < combRunDist and fate <= combRunPer then goal:ClearSubGoal() if fate2 <= 60 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepB, TARGET_ENE_0, DIST_None, 0) elseif fate2 <= 80 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepL, TARGET_ENE_0, DIST_None, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepR, TARGET_ENE_0, DIST_None, 0) end return true end end if ai:IsInterupt(INTERUPT_Shoot) then local shootIntPer = 50 if fate <= shootIntPer then goal:ClearSubGoal() if fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepL, TARGET_ENE_0, DIST_None, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepR, TARGET_ENE_0, DIST_None, 0) end return true end end return false end return