REGISTER_GOAL(GOAL_SnowDemon223100_Battle, "SnowDemon223100Battle") local Att3000_Dist_min = 6 local Att3000_Dist_max = 12 local Att3002_Dist_min = 4 local Att3002_Dist_max = 12 local Att3004_Dist_min = 14 local Att3004_Dist_max = 19 local Att3005_Dist_min = -3 local Att3005_Dist_max = 2 local Att3006_Dist_min = 3 local Att3006_Dist_max = 10 local Att3007_Dist_min = -3 local Att3007_Dist_max = 5 REGISTER_GOAL_NO_UPDATE(GOAL_SnowDemon223100_Battle, 1) Att3000_Dist_min = Att3000_Dist_max function SnowDemon223100Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) if 14 <= targetDist then actPerArr[1] = 10 actPerArr[2] = 5 actPerArr[4] = 0 actPerArr[5] = 20 actPerArr[6] = 0 actPerArr[7] = 65 actPerArr[8] = 0 elseif 10 <= targetDist then actPerArr[1] = 50 actPerArr[2] = 40 actPerArr[4] = 0 actPerArr[5] = 10 actPerArr[6] = 0 actPerArr[7] = 0 actPerArr[8] = 0 elseif 6 <= targetDist then actPerArr[1] = 25 actPerArr[2] = 25 actPerArr[4] = 0 actPerArr[5] = 40 actPerArr[6] = 0 actPerArr[7] = 0 actPerArr[8] = 10 elseif 2 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[4] = 0 actPerArr[5] = 50 actPerArr[6] = 10 actPerArr[7] = 0 actPerArr[8] = 40 elseif 0.5 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[4] = 45 actPerArr[5] = 0 actPerArr[6] = 15 actPerArr[7] = 0 actPerArr[8] = 40 else actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[4] = 55 actPerArr[5] = 0 actPerArr[6] = 15 actPerArr[7] = 0 actPerArr[8] = 30 end actFuncArr[1] = REGIST_FUNC(ai, goal, SnowDemon223100_Act01) local local0 = {Att3000_Dist_max, 0, 20, 80} defFuncParamTbl[2] = local0 actFuncArr[4] = REGIST_FUNC(ai, goal, SnowDemon223100_Act04) actFuncArr[5] = REGIST_FUNC(ai, goal, SnowDemon223100_Act05) actFuncArr[6] = REGIST_FUNC(ai, goal, SnowDemon223100_Act06) actFuncArr[7] = REGIST_FUNC(ai, goal, SnowDemon223100_Act07) actFuncArr[8] = REGIST_FUNC(ai, goal, SnowDemon223100_Act08) local atkAfterFunc = REGIST_FUNC(ai, goal, SnowDemon223100_ActAfter_AdjustSpace) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3002_Dist_max function SnowDemon223100_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3002_Dist_max local DashDist = Att3002_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 10 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3005_Dist_max function SnowDemon223100_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3005_Dist_max local DashDist = Att3005_Dist_max + 6 local Odds_Guard = 0 local AttID = 3005 local AttDist = DIST_Middle goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, DIST_Middle, 0, -1) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3006_Dist_max function SnowDemon223100_Act05(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 + 6 local Odds_Guard = 0 local AttID = 3006 local AttDist = DIST_Far Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) GetWellSpace_Odds = 0 return GetWellSpace_Odds end Att3000_Dist_min = Att3007_Dist_max function SnowDemon223100_Act06(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3007_Dist_max local DashDist = Att3007_Dist_max + 6 local Odds_Guard = 0 local AttID = 3007 local AttDist = DIST_Middle goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, DIST_Middle, 0, -1) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3004_Dist_max function SnowDemon223100_Act07(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3004_Dist_max local DashDist = Att3004_Dist_max + 6 local Odds_Guard = 0 local AttID = 3004 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function SnowDemon223100_Act08(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 2) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function SnowDemon223100_ActAfter_AdjustSpace(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) if fate > 75 then if fate <= 90 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2.5, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(15, 30), true, true, -1) return true else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 6) return true end else return false end end function SnowDemon223100Battle_Update(ai, goal) return GOAL_RESULT_Continue end function SnowDemon223100Battle_Terminate(ai, goal) return end Att3000_Dist_min = Att3007_Dist_max Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3002_Dist_max Att3000_Dist_min = Att3006_Dist_max function SnowDemon223100Battle_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 superStepDist = 3 local superStepPer = 5 local bkStepPer = 100 local leftStepPer = 0 local rightStepPer = 0 local safetyDist = 6 if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else local distDamagedStep = 3 local oddsDamagedStep = 5 local bkStepPer = 100 local leftStepPer = 0 local rightStepPer = 0 local safetyDist = 6 if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else local distUseItem_Act = 15 local oddsUseItem_Act = 15 local targetDist = ai:GetDist(TARGET_ENE_0) if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then if 10.5 <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3007_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) elseif 5.2 <= targetDist then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3002_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) end else goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3006_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) end return true else return false end end end end return