REGISTER_GOAL(GOAL_Ghoul_Human206002_Battle, "Ghoul_Human206002Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 2.2 local Att3001_Dist_min = 0 local Att3001_Dist_max = 2.6 local Att3002_Dist_min = 0 local Att3002_Dist_max = 3.1 local Att3003_Dist_min = 0 local Att3003_Dist_max = 3.8 local Att3004_Dist_min = 0 local Att3004_Dist_max = 1.8 local Att3005_Dist_min = 4 local Att3005_Dist_max = 6 local Att3006_Dist_min = 0 local Att3006_Dist_max = 3 REGISTER_GOAL_NO_UPDATE(GOAL_Ghoul_Human206002_Battle, 1) Att3000_Dist_min = Att3001_Dist_max Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3002_Dist_max Att3000_Dist_min = Att3004_Dist_max function Ghoul_Human206002Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local eventNo = ai:GetEventRequest() if eventNo == 10 then actPerArr[8] = 100 elseif ai:IsLadderAct(TARGET_SELF) then actPerArr[10] = 100 elseif 8 <= targetDist then actPerArr[1] = 10 actPerArr[2] = 10 actPerArr[3] = 10 actPerArr[4] = 10 actPerArr[5] = 50 actPerArr[6] = 10 elseif 4 <= targetDist then actPerArr[1] = 10 actPerArr[2] = 10 actPerArr[3] = 10 actPerArr[4] = 20 actPerArr[5] = 30 actPerArr[6] = 20 elseif 3 <= targetDist then actPerArr[1] = 10 actPerArr[2] = 20 actPerArr[3] = 20 actPerArr[4] = 30 actPerArr[5] = 10 actPerArr[6] = 10 else actPerArr[1] = 0 actPerArr[2] = 40 actPerArr[3] = 20 actPerArr[4] = 10 actPerArr[5] = 0 actPerArr[6] = 30 end local local0 = {Att3001_Dist_max, 0, 3001, DIST_Middle} defFuncParamTbl[1] = local0 local0 = {} local local1, local2, local3, local4 = nil local0[1] = Att3000_Dist_max local0[2] = 0 local0[3] = 40 local0[4] = 100 local0[5] = local1 local0[6] = local2 local0[7] = local3 local0[8] = local4 defFuncParamTbl[2] = local0 local0 = {Att3002_Dist_max, 0, 3002, DIST_Middle} defFuncParamTbl[3] = local0 local0 = {Att3004_Dist_max, 0, 3004, DIST_Near, 3002, DIST_Middle, nil} defFuncParamTbl[4] = local0 actFuncArr[5] = REGIST_FUNC(ai, goal, Ghoul_Human206002_Act05) actFuncArr[6] = REGIST_FUNC(ai, goal, Ghoul_Human206002_Act06) actFuncArr[8] = REGIST_FUNC(ai, goal, Ghoul_Human206002_Act08) actFuncArr[10] = REGIST_FUNC(ai, goal, Ghoul_Human206002_Act10) local0 = {0, 60, 10, 10, 10, 6, 4} local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace_IncludeSidestep, local0) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3003_Dist_max function Ghoul_Human206002_Act05(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) 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_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3006_Dist_max function Ghoul_Human206002_Act06(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3006_Dist_max local DashDist = Att3006_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function Ghoul_Human206002_Act08(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1), 0, 0, 0, 0) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 30, POINT_INITIAL, 2, TARGET_SELF, false, -1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end Att3000_Dist_min = Att3002_Dist_max function Ghoul_Human206002_Act10(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local AppDist = Att3002_Dist_max local DashDist = Att3002_Dist_max + 2 local Odds_Guard = 0 local AttID = 3002 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function Ghoul_Human206002Battle_Update(ai, goal) return GOAL_RESULT_Continue end function Ghoul_Human206002Battle_Terminate(ai, goal) return end function Ghoul_Human206002Battle_Interupt(ai, goal) if ai:IsLadderAct(TARGET_SELF) then return false end local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local fate3 = ai:GetRandam_Int(1, 100) local targetDist = ai:GetDist(TARGET_ENE_0) if ai:IsFinishTimer(0) == true then ai:SetTimer(0, 2) local intodds = ai:GetRandam_Int(1, 100) end local superStepDist = 3 local superStepPer = 15 local bkStepPer = 40 local leftStepPer = 30 local rightStepPer = 30 if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer) then return true end local distDamagedStep = 3 local oddsDamagedStep = 15 local bkStepPer = 40 local leftStepPer = 30 local rightStepPer = 30 local safetyDist = 4 if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true end local distGuardBreak_Act = 3.8 local oddsGuardBreak_Act = 40 local fate = ai:GetRandam_Int(1, 100) local targetDist = ai:GetDist(TARGET_ENE_0) if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then if 2.2 <= targetDist then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) end return true end local distResNear = 8 local distResFar = 20 local oddsResNear = 0 local oddsResFar = 20 local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local targetDist = ai:GetDist(TARGET_ENE_0) local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) if ResBehavID == 1 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) elseif ResBehavID == 2 then if fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) end return true end local oddsResponse = 15 local bkStepPer = 40 local leftStepPer = 30 local rightStepPer = 30 local safetyDist = 4 if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else return false end end return