REGISTER_GOAL(GOAL_YellowMantle6570_Battle, "YellowMantle6570Battle") local NormalR_min = 0 local NormalR_max = 2.6 local LargeR_min = 0 local LargeR_max = 2.5 local Backstep_Atk_min = 0 local Backstep_Atk_max = 1.8 local PushR_min = 0 local PushR_max = 1 local Magic_min = 7 local Magic_max = 7 local Magic2_min = 4 local Magic2_max = 4 local Magic3_min = 5 local Magic3_max = 5 REGISTER_GOAL_NO_UPDATE(GOAL_YellowMantle6570_Battle, 1) function YellowMantle6570Battle_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 RYOUTE_odds = 1 local KATATE_odds = 1 if ai:IsTargetGuard(TARGET_ENE_0) == true then RYOUTE_odds = 10 end local MagicValue1 = 1 local Magic1Limit = ai:GetNumber(0) if 6 <= Magic1Limit then MagicValue1 = 0 end local MagicValue2 = 1 local Magic2Limit = ai:GetNumber(1) if 5 <= Magic2Limit then MagicValue2 = 0 end local MagicValue3 = 1 local Magic3Limit = ai:GetNumber(2) if 8 <= Magic3Limit then MagicValue3 = 0 end local GuardTaiou = 0 if ai:IsTargetGuard(TARGET_ENE_0) == true then GuardTaiou = 1 end if 2.5 <= targetDist then actPerArr[1] = 5 actPerArr[2] = 5 actPerArr[18] = 30 * MagicValue1 actPerArr[19] = 30 * MagicValue2 actPerArr[20] = 30 * MagicValue3 elseif 1 <= targetDist then actPerArr[1] = 9 actPerArr[2] = 9 actPerArr[18] = 29 * MagicValue1 actPerArr[19] = 27 * MagicValue2 actPerArr[20] = 26 * MagicValue3 else actPerArr[1] = 10 actPerArr[2] = 10 actPerArr[5] = 10 actPerArr[17] = 10 * GuardTaiou actPerArr[18] = 25 * MagicValue1 actPerArr[19] = 25 * MagicValue2 actPerArr[20] = 20 * MagicValue3 end actFuncArr[1] = REGIST_FUNC(ai, goal, YellowMantle6570_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, YellowMantle6570_Act02) actFuncArr[5] = REGIST_FUNC(ai, goal, YellowMantle6570_Act05) actFuncArr[17] = REGIST_FUNC(ai, goal, YellowMantle6570_Act17) actFuncArr[18] = REGIST_FUNC(ai, goal, YellowMantle6570_Act18) actFuncArr[19] = REGIST_FUNC(ai, goal, YellowMantle6570_Act19) actFuncArr[20] = REGIST_FUNC(ai, goal, YellowMantle6570_Act20) local atkAfterFunc = REGIST_FUNC(ai, goal, YellowMantle6570_ActAfter_AdjustSpace, atkAfterOddsTbl) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end NormalR_min = NormalR_max function YellowMantle6570_Act01(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 = NormalR_max local DashDist = NormalR_max + 5 local Odds_Guard = 0 NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) 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 YellowMantle6570_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, 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 GetWellSpace_Odds = 100 return GetWellSpace_Odds end NormalR_min = Backstep_Atk_max function YellowMantle6570_Act05(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 = Backstep_Atk_max local DashDist = Backstep_Atk_max + 5 local Odds_Guard = 100 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 function YellowMantle6570_Act07(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 = Rolling_Atk_max local DashDist = Rolling_Atk_max + 5 local Odds_Guard = 100 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 YellowMantle6570_Act09(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepR1(ai, goal) NPC_RYOUTE_Switch(ai, goal) local AppDist = Whand_jyaku_max local DashDist = Whand_jyaku_max + 5 local Odds_Guard = 50 NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) 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 function YellowMantle6570_Act10(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepR1(ai, goal) NPC_RYOUTE_Switch(ai, goal) local AppDist = Whand_kyou_max local DashDist = Whand_kyou_max + 5 local Odds_Guard = 50 NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) 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 GetWellSpace_Odds = 100 return GetWellSpace_Odds end function YellowMantle6570_Act13(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepR1(ai, goal) NPC_RYOUTE_Switch(ai, goal) local AppDist = Backstep_AtkW_max local DashDist = Backstep_AtkW_max + 5 local Odds_Guard = 100 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 function YellowMantle6570_Act15(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepR1(ai, goal) NPC_RYOUTE_Switch(ai, goal) local AppDist = Rolling_AtkW_max local DashDist = Rolling_AtkW_max + 5 local Odds_Guard = 100 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 NormalR_min = PushR_max function YellowMantle6570_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 = 0 return GetWellSpace_Odds end NormalR_min = Magic_max NormalR_min = Magic_min function YellowMantle6570_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) elseif targetDist <= Magic_min then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic_min, TARGET_ENE_0, false, -1) end goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicL, TARGET_ENE_0, DIST_None, 1.5, 90) ai:SetNumber(0, Magic1Limit + 1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end NormalR_min = Magic2_max NormalR_min = Magic2_min function YellowMantle6570_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) elseif targetDist <= Magic2_min then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic2_min, TARGET_ENE_0, false, -1) end goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicL, TARGET_ENE_0, DIST_None, 1.5, 90) ai:SetNumber(1, Magic2Limit + 1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end NormalR_min = Magic3_max NormalR_min = Magic3_min function YellowMantle6570_Act20(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) 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) elseif targetDist <= Magic3_min then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic3_min, TARGET_ENE_0, false, -1) end goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicL, TARGET_ENE_0, DIST_None, 1.5, 90) ai:SetNumber(2, Magic3Limit + 1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function YellowMantle6570_ActAfter_AdjustSpace(ai, goal, paramTbl) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local MoveDist = 3 if fate <= 30 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_BackstepB, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2) end return end function YellowMantle6570Battle_Update(ai, goal) return GOAL_RESULT_Continue end function YellowMantle6570Battle_Terminate(ai, goal) return end function YellowMantle6570Battle_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