REGISTER_GOAL(GOAL_Ninja6420_Battle, "Ninja6420Battle") local NormalR_min = 0 local NormalR_max = 2 local Guard_NormalR_min = 0 local Guard_NormalR_max = 1.5 local LargeR_min = 0 local LargeR_max = 3.8 local Whand_jyaku_min = 0 local Whand_jyaku_max = 2.1 local Whand_kyou_min = 0 local Whand_kyou_max = 3.3 local PushR_min = 0 local PushR_max = 1.1 local Magic_min = 0 local Magic_max = 3.4 local Backstep_Atk_min = 0 local Backstep_Atk_max = 0.5 local Rolling_Atk_min = 4.1 local Rolling_Atk_max = 5.1 REGISTER_GOAL_NO_UPDATE(GOAL_Ninja6420_Battle, 1) function Ninja6420Battle_Activate(ai, goal) ai:StartDash() local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local BothHandOff = ai:GetRandam_Int(1, 100) local targetDist = ai:GetDist(TARGET_ENE_0) ai:AddObserveArea(0, TARGET_ENE_0, TARGET_SELF, AI_DIR_TYPE_B, 40, 4) if 8 <= targetDist then actPerArr[1] = 11 actPerArr[3] = 12 actPerArr[5] = 5 actPerArr[7] = 22 actPerArr[11] = 50 elseif 5.1 <= targetDist then actPerArr[1] = 10 actPerArr[3] = 15 actPerArr[5] = 10 actPerArr[7] = 15 actPerArr[11] = 50 elseif 2 <= targetDist then if ai:IsTargetGuard(TARGET_ENE_0) == true then actPerArr[1] = 2 actPerArr[3] = 3 actPerArr[5] = 35 actPerArr[9] = 10 actPerArr[11] = 50 else actPerArr[1] = 20 actPerArr[3] = 20 actPerArr[5] = 10 actPerArr[9] = 10 actPerArr[11] = 40 end elseif 1 <= targetDist then if ai:IsTargetGuard(TARGET_ENE_0) == true then actPerArr[1] = 2 actPerArr[3] = 3 actPerArr[5] = 35 actPerArr[8] = 40 actPerArr[9] = 10 else actPerArr[1] = 10 actPerArr[3] = 15 actPerArr[5] = 15 actPerArr[8] = 50 actPerArr[9] = 10 end elseif ai:IsTargetGuard(TARGET_ENE_0) == true then actPerArr[1] = 2 actPerArr[3] = 2 actPerArr[5] = 34 actPerArr[6] = 2 actPerArr[8] = 50 actPerArr[9] = 10 else actPerArr[1] = 15 actPerArr[3] = 20 actPerArr[5] = 10 actPerArr[6] = 10 actPerArr[8] = 40 actPerArr[9] = 5 end actFuncArr[1] = REGIST_FUNC(ai, goal, Ninja6420_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, Ninja6420_Act02) actFuncArr[3] = REGIST_FUNC(ai, goal, Ninja6420_Act03) actFuncArr[4] = REGIST_FUNC(ai, goal, Ninja6420_Act04) actFuncArr[5] = REGIST_FUNC(ai, goal, Ninja6420_Act05) actFuncArr[6] = REGIST_FUNC(ai, goal, Ninja6420_Act06) actFuncArr[7] = REGIST_FUNC(ai, goal, Ninja6420_Act07) actFuncArr[8] = REGIST_FUNC(ai, goal, Ninja6420_Act08) actFuncArr[9] = REGIST_FUNC(ai, goal, Ninja6420_Act09) actFuncArr[10] = REGIST_FUNC(ai, goal, Ninja6420_Act10) actFuncArr[11] = REGIST_FUNC(ai, goal, Ninja6420_Act11) local atkAfterFunc = REGIST_FUNC(ai, goal, Ninja6420_ActAfter_AdjustSpace, atkAfterOddsTbl) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end NormalR_min = NormalR_max function Ninja6420_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepR1(ai, goal) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, NormalR_max, TARGET_SELF, false, -1) if fate <= 30 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) elseif fate <= 60 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end NormalR_min = Guard_NormalR_max function Ninja6420_Act02(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepR1(ai, goal) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Guard_NormalR_max, TARGET_SELF, false, 4) if fate <= 30 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) elseif fate <= 60 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end NormalR_min = LargeR_max function Ninja6420_Act03(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepR1(ai, goal) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, LargeR_max, TARGET_SELF, false, 4) if fate <= 30 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) GetWellSpace_Odds = 100 else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 0, -1) GetWellSpace_Odds = 100 end return GetWellSpace_Odds end NormalR_min = PushR_max function Ninja6420_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, PushR_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_PushR, TARGET_ENE_0, DIST_Middle, 1.5, 90) GetWellSpace_Odds = 100 return GetWellSpace_Odds end NormalR_min = Magic_max NormalR_min = Magic_min function Ninja6420_Act05(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local R_Wep = ai:GetWepCateRight(TARGET_SELF) CommonNPC_ChangeWepR2(ai, goal) if Magic_max <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Middle, 1.5, 10) elseif targetDist <= Magic_min then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic_min, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Middle, 1.5, 10) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Middle, 1.5, 10) end GetWellSpace_Odds = 0 return GetWellSpace_Odds end function Ninja6420_Act06(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepR1(ai, goal) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_BackstepB, TARGET_ENE_0, 6, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) GetWellSpace_Odds = 100 return GetWellSpace_Odds end NormalR_min = Rolling_Atk_max function Ninja6420_Act07(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepR1(ai, goal) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Rolling_Atk_max, TARGET_SELF, false, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_StepF, TARGET_ENE_0, 3, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function Ninja6420_Act08(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepR1(ai, goal) goal:AddSubGoal(GOAL_COMMON_TurnAround, 3, TARGET_ENE_0, AI_DIR_TYPE_B, 10, false, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function Ninja6420_Act09(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function Ninja6420_Act10(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_SwitchWep, TARGET_ENE_0, DIST_Middle, 1.5, 90) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function Ninja6420_Act11(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, 2, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_TurnAround, 3, TARGET_ENE_0, AI_DIR_TYPE_B, 10, false, true, 4) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function Ninja6420_Battle_Attack_After(ai, goal) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local MoveDist = 3 CommonNPC_ChangeWepL1(ai, goal) if fate <= 25 then if fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0) elseif fate2 <= 75 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepL, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepR, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0) end elseif fate2 <= 10 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 6), TARGET_ENE_0, MoveDist, TARGET_ENE_0, false, 4) else goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(90, 120), false, true, 4) end return end function Ninja6420Battle_Update(ai, goal) return GOAL_RESULT_Continue end function Ninja6420Battle_Terminate(ai, goal) return end function Ninja6420Battle_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) if ai:IsInterupt(INTERUPT_FindAttack) then local FindATKDist = 3 local FindATKPer = 50 local MoveDist = 3 if targetDist <= FindATKDist and fate <= FindATKPer then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0) return true end end if ai:IsInterupt(INTERUPT_SuccessGuard) then local Suc_GuardDist = 3 local Suc_GuardPer = 100 if targetDist <= Suc_GuardDist and fate <= Suc_GuardPer then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_None, 0, -1) return true end end if ai:IsInterupt(INTERUPT_Damaged) then local combRunDist = 3 local combRunPer = 50 if targetDist < combRunDist and fate <= combRunPer then goal:ClearSubGoal() if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, combRunDist, TARGET_ENE_0, false, 4) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0) end return true end end if ai:IsInterupt(INTERUPT_Shoot) then local shootIntPer = 50 if fate <= shootIntPer then goal:ClearSubGoal() if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4) end return true end end if ai:IsInterupt(INTERUPT_ReboundByOpponentGuard) then local ResDist = 3 local ResPer = 30 if targetDist < ResDist then if fate <= ResPer then goal:ClearSubGoal() if fate2 <= ResPer then if fate3 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4) end else ai:Replaning() goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0) return true end else goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0) ai:Replaning() return true end else goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0) ai:Replaning() return true end end if ai:IsInterupt(INTERUPT_Inside_ObserveArea) and ai:IsFinishTimer(0) == true then ai:SetTimer(0, 4) goal:ClearSubGoal() CommonNPC_ChangeWepR1(ai, goal) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, 0.6, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 10) return true else return false end end return