REGISTER_GOAL(GOAL_BigInunezumi120200_Battle, "BigInunezumi120200Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 2.1 local Att3001_Dist_min = 0 local Att3001_Dist_max = 1.6 local Att3002_Dist_min = 0 local Att3002_Dist_max = 1.7 local Att3003_Dist_min = 0 local Att3003_Dist_max = 1.6 local Att3004_Dist_min = 2 local Att3004_Dist_max = 3.5 local Att3005_Dist_min = 2 local Att3005_Dist_max = 3.5 local Att3006_Dist_min = 5 local Att3006_Dist_max = 7.3 REGISTER_GOAL_NO_UPDATE(GOAL_BigInunezumi120200_Battle, 1) Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3001_Dist_max Att3000_Dist_min = Att3002_Dist_max Att3000_Dist_min = Att3003_Dist_max Att3000_Dist_min = Att3006_Dist_max function BigInunezumi120200Battle_Activate(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) local GetWellSpace_Odds = 0 local Act01Per = 0 local Act02Per = 0 local Act03Per = 0 local Act04Per = 0 local Act05Per = 0 local Act06Per = 0 local Act07Per = 0 local Act08Per = 0 ai:AddObserveRegion(0, TARGET_ENE_0, 1002700) ai:AddObserveRegion(1, TARGET_ENE_0, 1002701) ai:AddObserveRegion(2, TARGET_ENE_0, 1002702) ai:AddObserveRegion(3, TARGET_ENE_0, 1002704) ai:SetEventMoveTarget(1002703) local Sumade = ai:GetDistAtoB(POINT_EVENT, TARGET_SELF) if not not ai:IsInsideTargetRegion(TARGET_ENE_0, 1002700) or not not ai:IsInsideTargetRegion(TARGET_ENE_0, 1002701) or ai:IsInsideTargetRegion(TARGET_ENE_0, 1002702) then Act05Per = 100 elseif ai:IsInsideTargetRegion(TARGET_ENE_0, 1002704) then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 90) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 170) and targetDist <= 3.5 then Act06Per = 100 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 90) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 170) and targetDist <= 3.5 then Act07Per = 100 elseif 5.1 <= targetDist then Act01Per = 10 Act02Per = 15 Act03Per = 10 Act04Per = 15 Act08Per = 50 else Act01Per = 25 Act02Per = 25 Act03Per = 25 Act04Per = 25 Act08Per = 0 end else Act05Per = 100 end local doAdmirer = ai:GetExcelParam(AI_EXCEL_THINK_PARAM_TYPE__thinkAttr_doAdmirer) local role = ai:GetTeamOrder(ORDER_TYPE_Role) local Odds_Guard = 0 if doAdmirer == 1 and role == ROLE_TYPE_Torimaki then Torimaki_Act(ai, goal, Odds_Guard) elseif doAdmirer == 1 and role == ROLE_TYPE_Kankyaku then Kankyaku_Act(ai, goal, Odds_Guard) else local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per) if fateAct <= Act01Per then local AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3000, TARGET_ENE_0, DIST_Middle, -1, 32) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per then local AppDist = Att3001_Dist_max local DashDist = Att3001_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3001, TARGET_ENE_0, DIST_Middle, -1, 32) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per then local AppDist = Att3002_Dist_max local DashDist = Att3002_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3002, TARGET_ENE_0, DIST_Middle, -1, 32) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then local AppDist = Att3003_Dist_max local DashDist = Att3003_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3003, TARGET_ENE_0, DIST_Middle, -1, 32) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then if 2 <= Sumade then ai:SetEventMoveTarget(1002703) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 1.5, POINT_EVENT, 0, TARGET_SELF, True, -1) end goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_ENE_0) goal:AddSubGoal(GOAL_COMMON_Turn, 2, TARGET_ENE_0, 0, 0, 0) GetWellSpace_Odds = 0 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then local Odds_Guard = 0 goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 5, 3004, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then local Odds_Guard = 0 goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 5, 3005, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 else local AppDist = Att3006_Dist_max local DashDist = Att3006_Dist_max + 1.5 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3006, TARGET_ENE_0, DIST_Middle, -1, 32) GetWellSpace_Odds = 100 end end local fateGWS = ai:GetRandam_Int(1, 100) if fateGWS <= GetWellSpace_Odds and fate2 > 70 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) end return end function BigInunezumi120200Battle_Update(ai, goal) return GOAL_RESULT_Continue end function BigInunezumi120200Battle_Terminate(ai, goal) return end function BigInunezumi120200Battle_Interupt(ai, goal) if ai:IsInterupt(INTERUPT_Inside_ObserveArea) and ai:IsFinishTimer(0) == true then ai:SetTimer(0, 2) ai:Replaning() return true else return false end end return