REGISTER_GOAL(GOAL_FourKnightC_Thunder236001_Battle, "FourKnightC_Thunder236001Battle") local Att3000_Dist_min = 1.8 local Att3000_Dist_max = 4.8 local Att3002_Dist_min = 0.5 local Att3002_Dist_max = 1 local Att3003_Dist_min = -1.1 local Att3003_Dist_max = 1.3 local Att3004_Dist_min = 2 local Att3004_Dist_max = 4 local Att3006_Dist_min = 5.3 local Att3006_Dist_max = 6.7 local Att3007_Dist_min = 12 local Att3007_Dist_max = 18 local Att3008_Dist_min = 0 local Att3008_Dist_max = 0 local Att3009_Dist_min = 3.2 local Att3009_Dist_max = 10.2 REGISTER_GOAL_NO_UPDATE(GOAL_FourKnightC_Thunder236001_Battle, 1) function OnIf_236001(ai, goal, codeNo) local targetDist = ai:GetDist(TARGET_ENE_0) local OddsLR = ai:GetRandam_Int(1, 100) if codeNo == 0 then if ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_R, 120) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_NONE, 0, AI_DIR_TYPE_L, 3.7) elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_L, 120) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_NONE, 0, AI_DIR_TYPE_R, 3.7) elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_F, 120) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_FRI_0, 0, AI_DIR_TYPE_B, 4) elseif OddsLR <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_NONE, 0, AI_DIR_TYPE_L, 3.7) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_NONE, 0, AI_DIR_TYPE_R, 3.7) end end return end function FourKnightC_Thunder236001Battle_Activate(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) ai:AddObserveArea(0, TARGET_FRI_0, TARGET_SELF, AI_DIR_TYPE_F, 360, 13) local Act01Per = 0 local Act02Per = 0 local Act03Per = 0 local Act04Per = 0 local Act05Per = 0 local Act06Per = 0 local Act07Per = 0 local Act08Per = 0 local GetWellSpace_Odds = 0 if 12 <= targetDist then Act01Per = 25 Act02Per = 15 Act03Per = 0 Act04Per = 50 Act05Per = 0 Act06Per = 0 Act07Per = 0 Act08Per = 10 elseif 6.7 <= targetDist then Act01Per = 60 Act02Per = 10 Act03Per = 0 Act04Per = 0 Act05Per = 20 Act06Per = 0 Act07Per = 0 Act08Per = 10 elseif 3.3 <= targetDist then Act01Per = 20 Act02Per = 20 Act03Per = 0 Act04Per = 0 Act05Per = 40 Act06Per = 0 Act07Per = 0 Act08Per = 20 elseif 1 <= targetDist then Act01Per = 0 Act02Per = 0 Act03Per = 25 Act04Per = 0 Act05Per = 0 Act06Per = 37 Act07Per = 38 Act08Per = 0 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 150) then Act01Per = 0 Act02Per = 0 Act03Per = 60 Act04Per = 0 Act05Per = 0 Act06Per = 20 Act07Per = 20 Act08Per = 0 else Act01Per = 0 Act02Per = 0 Act03Per = 50 Act04Per = 0 Act05Per = 0 Act06Per = 25 Act07Per = 25 Act08Per = 0 end local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per) if fateAct <= Act01Per then FourKnightC_Thunder236001_Act01(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per then FourKnightC_Thunder236001_Act02(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per then FourKnightC_Thunder236001_Act03(ai, goal) GetWellSpace_Odds = 0 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then FourKnightC_Thunder236001_Act04(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then FourKnightC_Thunder236001_Act05(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then FourKnightC_Thunder236001_Act06(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then FourKnightC_Thunder236001_Act07(ai, goal) GetWellSpace_Odds = 100 else FourKnightC_Thunder236001_Act08(ai, goal) GetWellSpace_Odds = 100 end local fateGWS = ai:GetRandam_Int(1, 100) if fateGWS <= GetWellSpace_Odds then FourKnightC_Thunder236001_GetWellSpace_Act(ai, goal) end return end Att3000_Dist_min = Att3006_Dist_max function FourKnightC_Thunder236001_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3006_Dist_max local DashDist = Att3006_Dist_max + 4 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) return end Att3000_Dist_min = Att3000_Dist_max function FourKnightC_Thunder236001_Act02(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 4 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 40 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) end return end function FourKnightC_Thunder236001_Act03(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, DIST_Middle, 0, -1) return end Att3000_Dist_min = Att3007_Dist_max function FourKnightC_Thunder236001_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3007_Dist_max local DashDist = Att3007_Dist_max + 4 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) return end Att3000_Dist_min = Att3009_Dist_max function FourKnightC_Thunder236001_Act05(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3009_Dist_max local DashDist = Att3009_Dist_max + 4 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0) return end Att3000_Dist_min = Att3002_Dist_max function FourKnightC_Thunder236001_Act06(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3002_Dist_max local DashDist = Att3002_Dist_max + 4 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) return end Att3000_Dist_min = Att3003_Dist_max function FourKnightC_Thunder236001_Act07(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3003_Dist_max local DashDist = Att3003_Dist_max + 4 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) return end Att3000_Dist_min = Att3004_Dist_max function FourKnightC_Thunder236001_Act08(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 + 4 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 40 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) end GetWellSpace_Odds = 100 return end function FourKnightC_Thunder236001_GetWellSpace_Act(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local fate2 = ai:GetRandam_Int(1, 100) local bRight = ai:GetRandam_Int(0, 1) local friendNum = ai:GetTeamRecordCount(COORDINATE_TYPE_SideWalk_L + bRight, TARGET_ENE_0, 2) if fate2 > 50 then if fate2 <= 60 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 6, TARGET_ENE_0, true, -1) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4) end end return end function FourKnightC_Thunder236001Battle_Update(ai, goal) return GOAL_RESULT_Continue end function FourKnightC_Thunder236001Battle_Terminate(ai, goal) return end function FourKnightC_Thunder236001Battle_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 distDamagedStep = 3 local oddsDamagedStep = 15 local bkStepPer = 60 local leftStepPer = 20 local rightStepPer = 20 local safetyDist = 4 if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else local distGuardBreak_Act = 7 local oddsGuardBreak_Act = 80 if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then if targetDist <= 1 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0) end return true else local distMissSwing_Int = 7 local oddsMissSwing_Int = 70 if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0) return true else local distUseItem_Act = 8 local oddsUseItem_Act = 30 if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then if targetDist <= 1 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0) end return true else local distResNear = 3.2 local distResFar = 10.2 local oddsResNear = 0 local oddsResFar = 50 local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) if ResBehavID == 1 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0) return true elseif ResBehavID == 2 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0) return true else return false end end end end end end return