REGISTER_GOAL(GOAL_Jujin233000_Battle, "Jujin233000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 3.8 local Att3002_Dist_min = 2.5 local Att3002_Dist_max = 6.5 local Att3004_Dist_min = 0 local Att3004_Dist_max = 1.8 local Att3005_Dist_min = 0 local Att3005_Dist_max = 3.8 local Att3006_Dist_min = 0 local Att3006_Dist_max = 4 REGISTER_GOAL_NO_UPDATE(GOAL_Jujin233000_Battle, 1) Att3000_Dist_min = Att3005_Dist_max Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3006_Dist_max Att3000_Dist_min = Att3002_Dist_max function Jujin233000Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) if 8 <= targetDist then actPerArr[1] = 20 actPerArr[2] = 20 actPerArr[3] = 15 actPerArr[4] = 5 actPerArr[9] = 40 elseif 2.5 <= targetDist then actPerArr[1] = 20 actPerArr[2] = 20 actPerArr[3] = 15 actPerArr[4] = 15 actPerArr[9] = 30 else actPerArr[1] = 30 actPerArr[2] = 20 actPerArr[3] = 20 actPerArr[4] = 30 actPerArr[9] = 0 end local local0 = {Att3005_Dist_max, 0, 3005, DIST_Middle} defFuncParamTbl[1] = local0 local0 = {} local local1, local2, local3, local4 = nil local0[1] = Att3000_Dist_max local0[2] = 0 local0[3] = 30 local0[4] = 70 local0[5] = local1 local0[6] = local2 local0[7] = local3 local0[8] = local4 defFuncParamTbl[2] = local0 local0 = {Att3006_Dist_max, 0, 3006, DIST_Middle} defFuncParamTbl[3] = local0 actFuncArr[4] = REGIST_FUNC(ai, goal, Jujin233000_Act04) local0 = {} local3, local4 = nil local0[1] = Att3002_Dist_max local0[2] = 0 local0[3] = 30 local0[4] = 70 local0[5] = 3002 local0[6] = 3003 local0[7] = local3 local0[8] = local4 defFuncParamTbl[9] = local0 local0 = {0, 50, 0, 5, 20, 15, 10} 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 = Att3004_Dist_max function Jujin233000_Act04(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 + 2 local Odds_Guard = 0 local AttID = 3004 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 2) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function Jujin233000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function Jujin233000Battle_Terminate(ai, goal) return end function Jujin233000Battle_Interupt(ai, goal) 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) local superStepDist = 3 local superStepPer = 15 local bkStepPer = 30 local leftStepPer = 35 local rightStepPer = 35 local safetyDist = 3.5 if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true end local distDamagedStep = 3 local oddsDamagedStep = 25 local bkStepPer = 30 local leftStepPer = 35 local rightStepPer = 35 local safetyDist = 3.5 if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true end local distGuardBreak_Act = 6.5 local oddsGuardBreak_Act = 30 if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then if targetDist <= 3.8 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) end else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) end return true end local distMissSwing_Int = 6.5 local oddsMissSwing_Int = 30 if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then if targetDist <= 3.8 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) end else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) end return true end local distResNear = 7 local distResFar = 18 local oddsResNear = 0 local oddsResFar = 40 local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) if ResBehavID == 1 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) elseif ResBehavID == 2 then if fate <= 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 = 30 local bkStepPer = 30 local leftStepPer = 35 local rightStepPer = 35 local safetyDist = 3.5 if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else return false end end return