REGISTER_GOAL(GOAL_FUSHI6910_Battle, "FUSHI6910Battle") REGISTER_GOAL_NO_UPDATE(GOAL_FUSHI6910_Battle, 1) function FUSHI6910Battle_Activate(ai, goal) local hprate = ai:GetHpRate(TARGET_SELF) FUSHI6910_Battle_Sword(ai, goal) return end function FUSHI6910_Gitai_Move(ai, goal) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, 2, TARGET_SELF, false, -1) return end function FUSHI6910_Battle_Sword(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local NormalR_Dist = 2 local NR_fate = ai:GetRandam_Int(1, 100) if NormalR_Dist <= targetDist then if NR_fate <= 50 then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, NormalR_Dist, TARGET_SELF, false, 4) FUSHI6910_Battle_Kougeki_Noato(ai, goal) else goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, NormalR_Dist, TARGET_SELF, false, -1) FUSHI6910_Battle_Kougeki_Noato(ai, goal) end else FUSHI6910_Battle_NormalR_Comb(ai, goal) FUSHI6910_Battle_Kougeki_Noato(ai, goal) end return end function FUSHI6910_Battle_NormalR_Comb(ai, goal) local NR_fate = ai:GetRandam_Int(1, 100) local NR_fate2 = ai:GetRandam_Int(1, 100) local NR_fate3 = ai:GetRandam_Int(1, 100) if NR_fate <= 80 then CommonNPC_SwitchOneHandMode(ai, goal) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) if NR_fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) end if NR_fate3 <= 50 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) end else CommonNPC_SwitchBothHandMode(ai, goal) if NR_fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) end if NR_fate3 <= 50 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) end end return end function FUSHI6910_Battle_Kougeki_Noato(ai, goal) local KN_fate = ai:GetRandam_Int(1, 100) local MoveDist = 3 if KN_fate <= 40 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Int(4, 6), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(25, 45), true, true, 4) goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, MoveDist, TARGET_ENE_0, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, MoveDist, TARGET_ENE_0, true, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Int(4, 6), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(25, 50), true, true, -1) end return end function FUSHI6910Battle_Update(ai, goal) return GOAL_RESULT_Continue end function FUSHI6910Battle_Terminate(ai, goal) return end function FUSHI6910Battle_Interupt(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) if ai:IsInterupt(INTERUPT_MissSwing) then local MissSwingDist = 3 local MissSwingAttPer = 80 if targetDist <= MissSwingDist and fate <= MissSwingAttPer then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_StepF, TARGET_ENE_0, DIST_None, 0) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Near, 0) return true end end if ai:IsInterupt(INTERUPT_FindAttack) then local FindATKDist = 3 local FindATKPer = 80 if targetDist <= FindATKDist and fate <= FindATKPer then goal:ClearSubGoal() if ai:GetNumber(1) ~= 1 then ai:SetNumber(1, 1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, 1, TARGET_ENE_0, true, 4) end return true end end if ai:IsInterupt(INTERUPT_SuccessGuard) then local Suc_GuardDist = 3 local Suc_GuardPer = 100 if targetDist <= Suc_GuardDist and fate <= Suc_GuardPer then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_None, 0) goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_None, 0) return true end end if ai:IsInterupt(INTERUPT_Damaged) then local combRunDist = 3 local combRunPer = 100 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, 1, TARGET_ENE_0, true, 4) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0) end return true end end if ai:IsInterupt(INTERUPT_Shoot) then local shootIntPer = 70 if fate <= shootIntPer 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 return false end return