REGISTER_GOAL(GOAL_PondAunt_Enemy6531_Battle, "PondAunt_Enemy6531Battle") local NormalR_min = 0 local NormalR_max = 1.6 local LargeR_min = 0 local LargeR_max = 3 local Whand_jyaku_min = 0 local Whand_jyaku_max = 1.6 local Whand_kyou_min = 0 local Whand_kyou_max = 1 local PushR_min = 0 local PushR_max = 1.1 local Magic_min = 5 local Magic_max = 10 local Backstep_Atk_min = 0 local Backstep_Atk_max = 1 local Rolling_Atk_min = 4 local Rolling_Atk_max = 5 REGISTER_GOAL_NO_UPDATE(GOAL_PondAunt_Enemy6531_Battle, 1) function PondAunt_Enemy6531Battle_Activate(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 MagicValue = 1 local Magic1Limit = ai:GetNumber(0) if 5 <= Magic1Limit then MagicValue = 0 end if ai:IsTargetGuard(TARGET_ENE_0) == false and ai:IsBothHandMode(TARGET_SELF) and BothHandOff <= 60 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_SwitchWep, TARGET_ENE_0, DIST_Middle, 1.5, 90) end if 8 <= targetDist then actPerArr[1] = 10 actPerArr[3] = 35 actPerArr[7] = 50 actPerArr[10] = 5 elseif 5 <= targetDist then actPerArr[1] = 15 actPerArr[3] = 40 actPerArr[7] = 40 actPerArr[10] = 5 elseif 2.9 <= targetDist then if ai:IsTargetGuard(TARGET_ENE_0) == true then actPerArr[1] = 35 actPerArr[3] = 50 actPerArr[4] = 15 else actPerArr[1] = 30 actPerArr[3] = 50 actPerArr[4] = 15 actPerArr[10] = 5 end elseif 1 <= targetDist then if ai:IsTargetGuard(TARGET_ENE_0) == true then actPerArr[1] = 18 actPerArr[3] = 42 actPerArr[4] = 10 actPerArr[6] = 20 actPerArr[9] = 10 else actPerArr[1] = 20 actPerArr[3] = 45 actPerArr[6] = 20 actPerArr[9] = 10 actPerArr[10] = 5 end elseif ai:IsTargetGuard(TARGET_ENE_0) == true then actPerArr[1] = 15 actPerArr[3] = 40 actPerArr[4] = 15 actPerArr[6] = 20 actPerArr[9] = 10 else actPerArr[1] = 25 actPerArr[3] = 40 actPerArr[6] = 20 actPerArr[9] = 10 actPerArr[10] = 5 end actFuncArr[1] = REGIST_FUNC(ai, goal, PondAunt_Enemy6531_Act01) actFuncArr[3] = REGIST_FUNC(ai, goal, PondAunt_Enemy6531_Act03) actFuncArr[4] = REGIST_FUNC(ai, goal, PondAunt_Enemy6531_Act04) actFuncArr[5] = REGIST_FUNC(ai, goal, PondAunt_Enemy6531_Act05) actFuncArr[6] = REGIST_FUNC(ai, goal, PondAunt_Enemy6531_Act06) actFuncArr[7] = REGIST_FUNC(ai, goal, PondAunt_Enemy6531_Act07) actFuncArr[8] = REGIST_FUNC(ai, goal, PondAunt_Enemy6531_Act08) actFuncArr[9] = REGIST_FUNC(ai, goal, PondAunt_Enemy6531_Act09) actFuncArr[10] = REGIST_FUNC(ai, goal, PondAunt_Enemy6531_Act10) local atkAfterFunc = REGIST_FUNC(ai, goal, PondAunt_Enemy6531_ActAfter_AdjustSpace, atkAfterOddsTbl) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end NormalR_min = NormalR_max function PondAunt_Enemy6531_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepR1(ai, goal) if ai:IsTargetGuard(TARGET_ENE_0) == true and not ai:IsBothHandMode(TARGET_SELF) then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_SwitchWep, TARGET_ENE_0, DIST_Middle, 1.5, 90) end local AppDist = NormalR_max local DashDist = NormalR_max + 5 local Odds_Guard = 50 NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) GetWellSpace_Odds = 100 return GetWellSpace_Odds end NormalR_min = LargeR_max function PondAunt_Enemy6531_Act03(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepR1(ai, goal) if ai:IsTargetGuard(TARGET_ENE_0) == true and not ai:IsBothHandMode(TARGET_SELF) then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_SwitchWep, TARGET_ENE_0, DIST_Middle, 1.5, 90) end local AppDist = LargeR_max local DashDist = LargeR_max + 5 local Odds_Guard = 50 NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) return GetWellSpace_Odds end NormalR_min = PushR_max function PondAunt_Enemy6531_Act04(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 = 50 return GetWellSpace_Odds end NormalR_min = Magic_max NormalR_min = Magic_min function PondAunt_Enemy6531_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) local Magic1Limit = ai:GetNumber(0) 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, 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_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Middle, 1.5, 90) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Middle, 1.5, 90) end ai:SetNumber(0, Magic1Limit + 1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end NormalR_min = Backstep_Atk_max function PondAunt_Enemy6531_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_Wait, 0.1, TARGET_ENE_0) if ai:IsTargetGuard(TARGET_ENE_0) == true and not ai:IsBothHandMode(TARGET_SELF) then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_SwitchWep, TARGET_ENE_0, DIST_Middle, 1.5, 90) end local AppDist = Backstep_Atk_max local DashDist = Backstep_Atk_max + 5 local Odds_Guard = 50 NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) 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 PondAunt_Enemy6531_Act07(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepR1(ai, goal) if ai:IsTargetGuard(TARGET_ENE_0) == true and not ai:IsBothHandMode(TARGET_SELF) then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_SwitchWep, TARGET_ENE_0, DIST_Middle, 1.5, 90) end local AppDist = Rolling_Atk_max local DashDist = Rolling_Atk_max + 5 local Odds_Guard = 50 NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) 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 PondAunt_Enemy6531_Act08(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) if 3 <= 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 = 0 return GetWellSpace_Odds end function PondAunt_Enemy6531_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 PondAunt_Enemy6531_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 PondAunt_Enemy6531_ActAfter_AdjustSpace(ai, goal, paramTbl) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local MoveDist = 3 if fate <= 5 then if fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2) elseif fate2 <= 75 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepL, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 2) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepR, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 2) end elseif fate <= 10 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_BackstepB, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2) elseif fate <= 15 then if fate2 <= 70 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, ai:GetRandam_Float(2.5, 3.5), TARGET_ENE_0, true, 4) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 6, TARGET_ENE_0, ai:GetRandam_Float(1.5, 3), TARGET_ENE_0, true, 4) 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 PondAunt_Enemy6531Battle_Update(ai, goal) return GOAL_RESULT_Continue end function PondAunt_Enemy6531Battle_Terminate(ai, goal) return end NormalR_min = LargeR_max function PondAunt_Enemy6531Battle_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_SuccessGuard) then local Suc_GuardDist = 3 local Suc_GuardPer = 80 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 = 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_GuardBreak) then local distGuardBreak_Act = 2 local oddsGuardBreak_Act = 100 if targetDist <= distGuardBreak_Act and fate <= oddsGuardBreak_Act then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) return true 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() if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4) else local AppDist = LargeR_max local DashDist = LargeR_max + 5 local Odds_Guard = 100 NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) end return true end end return false end return