REGISTER_GOAL(GOAL_Darkwraith239000_Battle, "Darkwraith239000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 2 local Att3004_Dist_min = 4 local Att3004_Dist_max = 5.6 local Att3005_Dist_min = 0 local Att3005_Dist_max = 2.1 local Att3007_Dist_min = 0 local Att3007_Dist_max = 1.6 local Att3008_Dist_min = 0 local Att3008_Dist_max = 1.2 REGISTER_GOAL_NO_UPDATE(GOAL_Darkwraith239000_Battle, 1) Att3000_Dist_min = Att3008_Dist_max Att3000_Dist_min = Att3004_Dist_max Att3000_Dist_min = Att3005_Dist_max function Darkwraith239000Battle_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] = 0 actPerArr[2] = 10 actPerArr[4] = 0 actPerArr[7] = 85 actPerArr[9] = 5 elseif 5 <= targetDist then if ai:IsTargetGuard(TARGET_ENE_0) == true then actPerArr[1] = 10 actPerArr[2] = 15 actPerArr[4] = 35 actPerArr[7] = 20 actPerArr[9] = 20 else actPerArr[1] = 5 actPerArr[2] = 30 actPerArr[4] = 0 actPerArr[7] = 35 actPerArr[9] = 25 end elseif 3.5 <= targetDist then if ai:IsTargetGuard(TARGET_ENE_0) == true then actPerArr[1] = 15 actPerArr[2] = 10 actPerArr[4] = 40 actPerArr[7] = 5 actPerArr[9] = 30 else actPerArr[1] = 15 actPerArr[2] = 35 actPerArr[4] = 0 actPerArr[7] = 15 actPerArr[9] = 35 end elseif ai:IsTargetGuard(TARGET_ENE_0) == true then actPerArr[1] = 20 actPerArr[2] = 10 actPerArr[4] = 50 actPerArr[7] = 0 actPerArr[9] = 20 else actPerArr[1] = 20 actPerArr[2] = 35 actPerArr[4] = 10 actPerArr[7] = 0 actPerArr[9] = 35 end local local0 = {Att3008_Dist_max, 100, 3008, DIST_Middle} defFuncParamTbl[1] = local0 actFuncArr[2] = REGIST_FUNC(ai, goal, Darkwraith239000_Act02) actFuncArr[4] = REGIST_FUNC(ai, goal, Darkwraith239000_Act04) local0 = {Att3004_Dist_max, 30, 3004, DIST_Middle} defFuncParamTbl[7] = local0 local0 = {Att3005_Dist_max, 30, 30, 70, 3005, 3006, nil} defFuncParamTbl[9] = local0 local0 = {100, 60, 5, 5, 0, 15, 15} 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 = Att3000_Dist_max function Darkwraith239000_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 + 2 local Odds_Guard = 30 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 5 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) elseif fate <= 15 then 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) elseif fate <= 40 then goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 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 = Att3007_Dist_max function Darkwraith239000_Act04(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 + 2 local Odds_Guard = 30 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 80 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) end GetWellSpace_Odds = 0 return GetWellSpace_Odds end function Darkwraith239000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function Darkwraith239000Battle_Terminate(ai, goal) return end Att3000_Dist_min = Att3004_Dist_max function Darkwraith239000Battle_Interupt(ai, goal) if ai:IsLadderAct(TARGET_SELF) then return false else 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 distResponse = 3 local oddsResponse = 15 local oddsStep = 20 local bkStepPer = 60 local leftStepPer = 20 local rightStepPer = 20 local safetyDist = 3.5 local oddsLeaveAndSide = 50 local oddsSideAndLeave = 25 local timeSide = 4.5 local distLeave = 2.5 if FindAttack_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, oddsSide, oddsSideAndLeave, timeSide, distLeave) then return true else local distResponse = 3 local oddsResponse = 25 local oddsStep = 20 local bkStepPer = 60 local leftStepPer = 20 local rightStepPer = 20 local safetyDist = 3.5 local oddsLeaveAndSide = 50 local oddsSideAndLeave = 25 local timeSide = 4.5 local distLeave = 2.5 if Damaged_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, oddsSide, oddsSideAndLeave, timeSide, distLeave) then return true else local distGuardBreak_Act = 5.6 local oddsGuardBreak_Act = 30 if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then if targetDist <= 1 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0) elseif targetDist <= 2 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) end return true else local distMissSwing_Int = 5.6 local oddsMissSwing_Int = 30 if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then if targetDist <= 2 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) end return true else local distUseItem_Act = 5.6 local oddsUseItem_Act = 60 if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then if targetDist <= 1 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0) elseif targetDist <= 2 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3004_Dist_max, TARGET_SELF, false, 9910) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) end return true else local distResNear = 5.6 local distResFar = 18 local oddsResNear = 0 local oddsResFar = 50 local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) if ResBehavID == 1 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910) return true elseif ResBehavID == 2 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910) return true elseif fate <= 75 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 else local oddsResponse = 50 local bkStepPer = 60 local leftStepPer = 20 local rightStepPer = 20 local safetyDist = 3.5 if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else local distSuccessGuard_Act = 5.6 local oddsSuccessGuard_Act = 60 if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then if targetDist <= 2 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) end return true else return false end end end end end end end end end end return