REGISTER_GOAL(GOAL_Habel6580_Battle, "Habel6580Battle") local NormalR_min = 0 local NormalR_max = 3.3 local LargeR_min = 0 local LargeR_max = 3 local Whand_jyaku_min = 0 local Whand_jyaku_max = 3 local Whand_kyou_min = 0 local Whand_kyou_max = 3.1 local Backstep_Atk_min = 0 local Backstep_Atk_max = 2.1 local Backstep_AtkW_min = 0 local Backstep_AtkW_max = 1.3 local Rolling_Atk_min = 3.5 local Rolling_Atk_max = 4.5 local Rolling_AtkW_min = 4 local Rolling_AtkW_max = 5 local PushR_min = 0 local PushR_max = 1 REGISTER_GOAL_NO_UPDATE(GOAL_Habel6580_Battle, 1) function Habel6580Battle_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) ai:AddObserveRegion(0, TARGET_ENE_0, 1012799) local RYOUTE_odds = 1 local KATATE_odds = 1 if ai:IsTargetGuard(TARGET_ENE_0) == true then RYOUTE_odds = 10 end if ai:IsInsideTargetRegion(TARGET_ENE_0, 1012799) then if 3.5 <= targetDist then actPerArr[1] = 32 * KATATE_odds actPerArr[2] = 53 * KATATE_odds actPerArr[9] = 32 * RYOUTE_odds actPerArr[10] = 53 * RYOUTE_odds actPerArr[20] = 15 * RYOUTE_odds elseif 2.1 <= targetDist then actPerArr[1] = 27 * KATATE_odds actPerArr[2] = 48 * KATATE_odds actPerArr[9] = 27 * RYOUTE_odds actPerArr[10] = 48 * RYOUTE_odds actPerArr[17] = 10 * RYOUTE_odds actPerArr[20] = 15 * RYOUTE_odds else actPerArr[1] = 17 * KATATE_odds actPerArr[2] = 38 * KATATE_odds actPerArr[5] = 20 * KATATE_odds actPerArr[9] = 17 * RYOUTE_odds actPerArr[10] = 38 * RYOUTE_odds actPerArr[13] = 20 * KATATE_odds actPerArr[17] = 10 * RYOUTE_odds actPerArr[20] = 15 * RYOUTE_odds end else actPerArr[6] = 100 end actFuncArr[1] = REGIST_FUNC(ai, goal, Habel6580_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, Habel6580_Act02) actFuncArr[5] = REGIST_FUNC(ai, goal, Habel6580_Act05) actFuncArr[6] = REGIST_FUNC(ai, goal, Habel6580_Act06) actFuncArr[9] = REGIST_FUNC(ai, goal, Habel6580_Act09) actFuncArr[10] = REGIST_FUNC(ai, goal, Habel6580_Act10) actFuncArr[13] = REGIST_FUNC(ai, goal, Habel6580_Act13) actFuncArr[17] = REGIST_FUNC(ai, goal, Habel6580_Act17) actFuncArr[20] = REGIST_FUNC(ai, goal, Habel6580_Act20) local atkAfterFunc = REGIST_FUNC(ai, goal, Habel6580_ActAfter_AdjustSpace, atkAfterOddsTbl) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end NormalR_min = NormalR_max function Habel6580_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 = 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 Habel6580_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 = 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) GetWellSpace_Odds = 100 return GetWellSpace_Odds end NormalR_min = Backstep_Atk_max function Habel6580_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 = 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 function Habel6580_Act06(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 1, POINT_INITIAL, 0.1, TARGET_ENE_0, false, -1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end NormalR_min = Whand_jyaku_max function Habel6580_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) 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 = Whand_kyou_max function Habel6580_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) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) GetWellSpace_Odds = 100 return GetWellSpace_Odds end NormalR_min = Backstep_AtkW_max function Habel6580_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 NormalR_min = PushR_max function Habel6580_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_NormalL, TARGET_ENE_0, DIST_Middle, 1.5, 90) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function Habel6580_Act20(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 Habel6580_ActAfter_AdjustSpace(ai, goal, paramTbl) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local MoveDist = 3 if fate <= 100 then if fate2 <= 50 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_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 4) end end return end function Habel6580Battle_Update(ai, goal) return GOAL_RESULT_Continue end function Habel6580Battle_Terminate(ai, goal) return end NormalR_min = LargeR_max function Habel6580Battle_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 not ai:IsInterupt(INTERUPT_Inside_ObserveArea) then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, POINT_INITIAL, 0.1, TARGET_ENE_0, True, -1) return true elseif 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_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, combRunDist, TARGET_ENE_0, true, 4) 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) 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_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, combRunDist, TARGET_ENE_0, true, 4) 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) end return true 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 fate <= 50 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, combRunDist, TARGET_ENE_0, true, 4) 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) end return true 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 elseif 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