REGISTER_GOAL(GOAL_Witch6520_Battle, "Witch6520Battle") local LargeR_min = 0 local LargeR_max = 1.5 local PushR_min = 0 local PushR_max = 1 local Magic_min = 7 local Magic_max = 15 local Magic2_min = 7 local Magic2_max = 15 local Magic3_min = 8 local Magic3_max = 16 local Magic4_min = 10 local Magic4_max = 18 REGISTER_GOAL_NO_UPDATE(GOAL_Witch6520_Battle, 1) function Witch6520Battle_Activate(ai, goal) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local targetDist = ai:GetDist(TARGET_ENE_0) local playerDist = ai:GetDist(TARGET_LOCALPLAYER) local isFindTarget = ai:IsSearchTarget(TARGET_ENE_0) local eventNo = ai:GetEventRequest(0) local myThinkId = ai:GetNpcThinkParamID() local selfmp = ai:GetMp(TARGET_SELF) local PointFrontWall = 0 local MoveArea1 = 0 local MoveArea2 = 0 if myThinkId == 6520 then PointFrontOfWall = 1602010 elseif myThinkId == 6521 then PointFrontOfWall = 1202894 MoveArea1 = 1202891 MoveArea2 = 1202892 end if eventNo == 10 then ai:SetEventMoveTarget(PointFrontOfWall) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 1, POINT_EVENT, 3, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 1, POINT_EVENT, 0.1, TARGET_SELF, true, -1) elseif playerDist <= 0.1 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_LOCALPLAYER, 1, TARGET_LOCALPLAYER, true, -1) elseif fate <= 85 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 1.5, TARGET_LOCALPLAYER, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(20, 25), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_Wait, 2, TARGET_LOCALPLAYER, 0, 0, 0) end elseif playerDist <= 0.4 then if fate <= 20 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_LOCALPLAYER, 1, TARGET_LOCALPLAYER, true, -1) elseif fate <= 30 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 1.5, TARGET_LOCALPLAYER, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(20, 25), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_Wait, 2, TARGET_LOCALPLAYER, 0, 0, 0) end elseif MoveArea1 ~= 0 and not ai:IsInsideTargetRegion(TARGET_LOCALPLAYER, MoveArea1) and not ai:IsInsideTargetRegion(TARGET_LOCALPLAYER, MoveArea2) then if 10 <= targetDist or isFindTarget == false then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, POINT_INITIAL, 1, TARGET_SELF, true, 4) goal:AddSubGoal(GOAL_COMMON_Wait, 2, TARGET_SELF, 0, 0, 0) else Witch6520_Battle(ai, goal) end elseif 20 <= playerDist or 10 <= targetDist or isFindTarget == false then local walk = true if 2.2 <= playerDist then walk = false end goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, TARGET_LOCALPLAYER, 1.2, TARGET_SELF, walk, -1) else Witch6520_Battle(ai, goal) end return end function Witch6520_Battle(ai, goal) 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) local RYOUTE_odds = 1 local KATATE_odds = 1 local MagicValue1 = 100 local Magic1Limit = ai:GetNumber(0) if 20 <= Magic1Limit then MagicValue1 = 1 end local MagicValue2 = 100 local Magic2Limit = ai:GetNumber(1) if 20 <= Magic2Limit then MagicValue2 = 1 end local MagicValue3 = 100 local Magic3Limit = ai:GetNumber(2) if 10 <= Magic3Limit then MagicValue3 = 1 end local MagicValue4 = 0 local Magic4Limit = ai:GetNumber(3) if MagicValue1 == 1 and MagicValue1 == 2 and MagicValue1 == 3 then local MagicValue4 = 1 end if 5 <= Magic4Limit then MagicValue4 = 0 end local GuardTaiou = 0 if ai:IsTargetGuard(TARGET_ENE_0) == true then GuardTaiou = 1 end local Buturi = 0 if ai:HasSpecialEffectId(TARGET_ENE_0, 5444) then Buturi = 10000 end if ai:HasSpecialEffectId(TARGET_SELF, 1500) then actPerArr[1] = 85 actPerArr[18] = 5 actPerArr[19] = 5 actPerArr[20] = 5 elseif 1.5 <= targetDist then actPerArr[2] = 0 + Buturi actPerArr[15] = 30 actPerArr[16] = 10 * MagicValue4 actPerArr[18] = 10 * MagicValue1 actPerArr[19] = 10 * MagicValue2 actPerArr[20] = 10 * MagicValue3 else actPerArr[2] = 30 actPerArr[15] = 30 actPerArr[16] = 10 * MagicValue4 actPerArr[17] = 5 * GuardTaiou actPerArr[18] = 10 * MagicValue1 actPerArr[19] = 10 * MagicValue2 actPerArr[20] = 10 * MagicValue3 end actFuncArr[1] = REGIST_FUNC(ai, goal, Witch6520_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, Witch6520_Act02) actFuncArr[15] = REGIST_FUNC(ai, goal, Witch6520_Act15) actFuncArr[16] = REGIST_FUNC(ai, goal, Witch6520_Act16) actFuncArr[17] = REGIST_FUNC(ai, goal, Witch6520_Act17) actFuncArr[18] = REGIST_FUNC(ai, goal, Witch6520_Act18) actFuncArr[19] = REGIST_FUNC(ai, goal, Witch6520_Act19) actFuncArr[20] = REGIST_FUNC(ai, goal, Witch6520_Act20) local atkAfterFunc = REGIST_FUNC(ai, goal, Witch6520_ActAfter_AdjustSpace, atkAfterOddsTbl) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end function Witch6520_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_Wait, 10, TARGET_ENE_0) GetWellSpace_Odds = 0 return GetWellSpace_Odds end LargeR_min = LargeR_max function Witch6520_Act02(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) NPC_KATATE_Switch(ai, goal) CommonNPC_ChangeWepR1(ai, goal) local AppDist = LargeR_max local DashDist = LargeR_max + 5 local Odds_Guard = 100 NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 30 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 1, 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 GetWellSpace_Odds = 100 return GetWellSpace_Odds end function Witch6520_Act15(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) if 7 <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(2, 2.5), TARGET_SELF, true, 4) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(1.5, 2), TARGET_ENE_0, true, 4) end goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) GetWellSpace_Odds = 100 return GetWellSpace_Odds end LargeR_min = Magic4_min function Witch6520_Act16(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local R_Wep = ai:GetWepCateRight(TARGET_SELF) local Magic4Limit = ai:GetNumber(3) CommonNPC_ChangeWepR1(ai, goal) ai:ChangeEquipMagic(3) goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic4_min, TARGET_ENE_0, false, -1) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 30, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_Wait, 10, TARGET_ENE_0) ai:SetNumber(1, Magic4Limit + 1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end LargeR_min = PushR_max function Witch6520_Act17(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = PushR_max local DashDist = PushR_max + 5 local Odds_Guard = 100 NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_PushR, TARGET_ENE_0, DIST_Middle, 1.5, 90) GetWellSpace_Odds = 100 return GetWellSpace_Odds end LargeR_min = Magic_max LargeR_min = Magic_min function Witch6520_Act18(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local R_Wep = ai:GetWepCateRight(TARGET_SELF) local Magic1Limit = ai:GetNumber(0) CommonNPC_ChangeWepR1(ai, goal) ai:ChangeEquipMagic(0) 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_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90) elseif targetDist <= Magic_min then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic_min, TARGET_ENE_0, false, -1) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90) else goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90) end ai:SetNumber(0, Magic1Limit + 1) GetWellSpace_Odds = 100 return GetWellSpace_Odds end LargeR_min = Magic2_max LargeR_min = Magic2_min function Witch6520_Act19(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local R_Wep = ai:GetWepCateRight(TARGET_SELF) local Magic2Limit = ai:GetNumber(1) CommonNPC_ChangeWepR1(ai, goal) ai:ChangeEquipMagic(1) if Magic2_max <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic2_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90) elseif targetDist <= Magic2_min then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic2_min, TARGET_ENE_0, false, -1) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90) else goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90) end ai:SetNumber(1, Magic2Limit + 1) GetWellSpace_Odds = 100 return GetWellSpace_Odds end LargeR_min = Magic3_max LargeR_min = Magic3_min function Witch6520_Act20(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local R_Wep = ai:GetWepCateRight(TARGET_SELF) local Magic3Limit = ai:GetNumber(2) CommonNPC_ChangeWepR1(ai, goal) ai:ChangeEquipMagic(2) if Magic3_max <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic3_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90) elseif targetDist <= Magic3_min then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic3_min, TARGET_ENE_0, false, -1) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90) end ai:SetNumber(2, Magic3Limit + 1) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function Witch6520_ActAfter_AdjustSpace(ai, goal, paramTbl) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local MoveDist = 3 if fate <= 80 then if fate2 <= 70 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) else goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 4) end end return end function Witch6520Battle_Update(ai, goal) return GOAL_RESULT_Continue end function Witch6520Battle_Terminate(ai, goal) return end function Witch6520Battle_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 = 10 local MoveDist = 3 if targetDist <= FindATKDist and fate <= FindATKPer 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_Damaged) then local combRunDist = 3 local combRunPer = 10 if targetDist < combRunDist and fate <= combRunPer 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 end end if ai:IsInterupt(INTERUPT_ReboundByOpponentGuard) then local ResDist = 3 local ResPer = 10 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_Shoot) then local shootIntPer = 50 if fate <= shootIntPer then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4) return true end end return false end return