REGISTER_GOAL(GOAL_BanditD6804_Battle, "BanditD6804Battle") local PushR_min = 0 local PushR_max = 1 local NormalR2_min = 0 local NormalR2_max = 1.7 local LargeR2_min = 0 local LargeR2_max = 2.6 local Backstep_Atk2_min = 0 local Backstep_Atk2_max = 1 local Guard_NormalR_min = 0 local Guard_NormalR_max = 0.9 local Magic_min = 5 local Magic_max = 15 local Magic2_min = 5 local Magic2_max = 15 REGISTER_GOAL_NO_UPDATE(GOAL_BanditD6804_Battle, 1) function BanditD6804Battle_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 20 <= Magic1Limit then MagicValue1 = 0 end local MagicValue2 = 1 local Magic2Limit = ai:GetNumber(1) if 20 <= Magic2Limit then MagicValue2 = 0 end local GuardTaiou = 0 if ai:IsTargetGuard(TARGET_ENE_0) == true then GuardTaiou = 1 end if 8 <= targetDist then actPerArr[3] = 5 actPerArr[4] = 5 actPerArr[6] = 0 actPerArr[17] = 0 * GuardTaiou actPerArr[18] = 45 * MagicValue1 actPerArr[19] = 45 * MagicValue2 actPerArr[20] = 0 elseif 4 <= targetDist then actPerArr[3] = 10 actPerArr[4] = 10 actPerArr[6] = 0 actPerArr[17] = 0 * GuardTaiou actPerArr[18] = 35 * MagicValue1 actPerArr[19] = 35 * MagicValue2 actPerArr[20] = 20 * GuardTaiou elseif 2.6 <= targetDist then actPerArr[3] = 15 actPerArr[4] = 15 actPerArr[6] = 0 actPerArr[17] = 10 * GuardTaiou actPerArr[18] = 25 * MagicValue1 actPerArr[19] = 25 * MagicValue2 actPerArr[20] = 10 * GuardTaiou elseif 1 <= targetDist then actPerArr[3] = 15 actPerArr[4] = 15 actPerArr[6] = 0 actPerArr[17] = 15 * GuardTaiou actPerArr[18] = 20 * MagicValue1 actPerArr[19] = 20 * MagicValue2 actPerArr[20] = 15 * GuardTaiou else actPerArr[3] = 25 actPerArr[4] = 25 actPerArr[6] = 0 actPerArr[17] = 15 * GuardTaiou actPerArr[18] = 10 * MagicValue1 actPerArr[19] = 10 * MagicValue2 actPerArr[20] = 15 * GuardTaiou end actFuncArr[3] = REGIST_FUNC(ai, goal, BanditD6804_Act03) actFuncArr[4] = REGIST_FUNC(ai, goal, BanditD6804_Act04) actFuncArr[6] = REGIST_FUNC(ai, goal, BanditD6804_Act06) actFuncArr[17] = REGIST_FUNC(ai, goal, BanditD6804_Act17) actFuncArr[18] = REGIST_FUNC(ai, goal, BanditD6804_Act18) actFuncArr[19] = REGIST_FUNC(ai, goal, BanditD6804_Act19) actFuncArr[20] = REGIST_FUNC(ai, goal, BanditD6804_Act20) local atkAfterFunc = REGIST_FUNC(ai, goal, BanditD6804_ActAfter_AdjustSpace, atkAfterOddsTbl) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end PushR_min = NormalR2_max function BanditD6804_Act03(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) NPC_KATATE_Switch(ai, goal) CommonNPC_ChangeWepR2(ai, goal) local AppDist = NormalR2_max local DashDist = NormalR2_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_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 PushR_min = LargeR2_max function BanditD6804_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) NPC_KATATE_Switch(ai, goal) CommonNPC_ChangeWepR2(ai, goal) local AppDist = LargeR2_max local DashDist = LargeR2_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 PushR_min = Backstep_Atk2_max function BanditD6804_Act06(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) NPC_KATATE_Switch(ai, goal) CommonNPC_ChangeWepR2(ai, goal) local AppDist = Backstep_Atk2_max local DashDist = Backstep_Atk2_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 PushR_min = PushR_max function BanditD6804_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 PushR_min = Magic_max PushR_min = Magic_min function BanditD6804_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, 4) elseif targetDist <= Magic_min then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic_min, TARGET_ENE_0, false, 4) end goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90) ai:SetNumber(0, Magic1Limit + 1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end PushR_min = Magic_max PushR_min = Magic2_max PushR_min = Magic_min PushR_min = Magic2_min function BanditD6804_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 Magic_max <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic2_max, TARGET_SELF, false, 4) elseif targetDist <= Magic_min then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic2_min, TARGET_ENE_0, false, 4) end goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90) ai:SetNumber(1, Magic2Limit + 1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function BanditD6804_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 BanditD6804_ActAfter_AdjustSpace(ai, goal, paramTbl) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local MoveDist = 3 if fate <= 40 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_BackstepB, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2) end return end function BanditD6804Battle_Update(ai, goal) return GOAL_RESULT_Continue end function BanditD6804Battle_Terminate(ai, goal) return end function BanditD6804Battle_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