REGISTER_GOAL(GOAL_Husi250000_Battle, "Husi250000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 1.7 local Att3003_Dist_min = 0 local Att3003_Dist_max = 1.8 local Att3004_Dist_min = 2.5 local Att3004_Dist_max = 4 local Att3005_Dist_min = 4 local Att3005_Dist_max = 6 local Att3006_Dist_min = 6 local Att3006_Dist_max = 7.5 local Att3008_Dist_min = 0 local Att3008_Dist_max = 1 REGISTER_GOAL_NO_UPDATE(GOAL_Husi250000_Battle, 1) Att3000_Dist_min = Att3008_Dist_max Att3000_Dist_min = Att3003_Dist_max function Husi250000Battle_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 8 <= targetDist then actPerArr[1] = 5 actPerArr[2] = 5 actPerArr[3] = 10 actPerArr[7] = 80 elseif 4 <= targetDist then actPerArr[1] = 20 actPerArr[2] = 10 actPerArr[3] = 10 actPerArr[7] = 60 elseif 2.5 <= targetDist then actPerArr[1] = 30 actPerArr[2] = 30 actPerArr[3] = 20 actPerArr[7] = 20 else actPerArr[1] = 35 actPerArr[2] = 35 actPerArr[3] = 30 actPerArr[7] = 0 end local local0 = {Att3008_Dist_max, 0, 3008, DIST_Middle} defFuncParamTbl[1] = local0 actFuncArr[2] = REGIST_FUNC(ai, goal, Husi250000_Act02) local0 = {Att3003_Dist_max, 0, 3003, DIST_Middle} defFuncParamTbl[3] = local0 actFuncArr[7] = REGIST_FUNC(ai, goal, Husi250000_Act07) actFuncArr[8] = REGIST_FUNC(ai, goal, Husi250000_Act08) local0 = {0, 60, 10, 10, 20, 0} local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace, local0) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3000_Dist_max function Husi250000_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 = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 10 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) elseif fate <= 30 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 <= 80 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_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3006_Dist_min Att3000_Dist_min = Att3006_Dist_max Att3000_Dist_min = Att3005_Dist_min Att3000_Dist_min = Att3005_Dist_max Att3000_Dist_min = Att3004_Dist_max function Husi250000_Act07(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 fate3 = ai:GetRandam_Int(1, 100) if Att3006_Dist_min <= targetDist and fate <= 20 then local AppDist = Att3006_Dist_max local DashDist = Att3006_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) end elseif Att3005_Dist_min <= targetDist and fate2 <= 50 then local AppDist = Att3005_Dist_max local DashDist = Att3005_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) end else local AppDist = Att3004_Dist_max local DashDist = Att3004_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 50 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, 3007, TARGET_ENE_0, DIST_Middle, 0) end end GetWellSpace_Odds = 100 return GetWellSpace_Odds end function Husi250000_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 function Husi250000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function Husi250000Battle_Terminate(ai, goal) return end function Husi250000Battle_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 distDamagedStep = 3 local oddsDamagedStep = 15 local bkStepPer = 30 local leftStepPer = 35 local rightStepPer = 35 local safetyDist = 4 if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else local distMissSwing_Attack = 1.7 local oddsMissSwing_Attack = 10 local AttID = 3000 if MissSwing_Attack(ai, goal, distMissSwing_Attack, oddsMissSwing_Attack, AttID) then return true else local oddsResponse = 10 local bkStepPer = 30 local leftStepPer = 35 local rightStepPer = 35 local safetyDist = 4 if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else return false end end end end end return