REGISTER_GOAL(GOAL_LightKnight_Sword256000_Battle, "LightKnight_Sword256000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 2.2 local Att3003_Dist_min = 0 local Att3003_Dist_max = 2.4 local Att3004_Dist_min = 2.5 local Att3004_Dist_max = 4.5 local Att3005_Dist_min = 0 local Att3005_Dist_max = 2.3 local Att3006_Dist_min = 0 local Att3006_Dist_max = 1.1 REGISTER_GOAL_NO_UPDATE(GOAL_LightKnight_Sword256000_Battle, 1) function OnIf_256000(ai, goal, codeNo) if ai:HasSpecialEffectId(TARGET_SELF, 3151) then ai:SetTimer(0, 120) else ai:SetTimer(0, 30) end return end Att3000_Dist_min = Att3005_Dist_max Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3003_Dist_max Att3000_Dist_min = Att3006_Dist_max Att3000_Dist_min = Att3004_Dist_max function LightKnight_Sword256000Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local hprate = ai:GetHpRate(TARGET_SELF) if ai:IsLadderAct(TARGET_SELF) then actPerArr[3] = 100 elseif hprate <= 0.4 and ai:IsFinishTimer(0) == true then if 4.5 <= targetDist then actPerArr[1] = 7 actPerArr[2] = 5 actPerArr[3] = 8 actPerArr[7] = 5 actPerArr[8] = 75 elseif 3 <= targetDist then actPerArr[1] = 15 actPerArr[2] = 15 actPerArr[3] = 11 actPerArr[7] = 9 actPerArr[8] = 50 else actPerArr[1] = 25 actPerArr[2] = 25 actPerArr[3] = 15 actPerArr[7] = 0 actPerArr[8] = 35 end elseif 4 <= targetDist then if ai:IsTargetGuard(TARGET_ENE_0) == true then actPerArr[1] = 20 actPerArr[2] = 15 actPerArr[3] = 25 actPerArr[4] = 25 actPerArr[7] = 15 else actPerArr[1] = 25 actPerArr[2] = 25 actPerArr[3] = 15 actPerArr[4] = 0 actPerArr[7] = 35 end elseif 2.5 <= targetDist then if ai:IsTargetGuard(TARGET_ENE_0) == true then actPerArr[1] = 15 actPerArr[2] = 10 actPerArr[3] = 25 actPerArr[4] = 40 actPerArr[7] = 10 else actPerArr[1] = 30 actPerArr[2] = 30 actPerArr[3] = 25 actPerArr[4] = 0 actPerArr[7] = 15 end elseif ai:IsTargetGuard(TARGET_ENE_0) == true then actPerArr[1] = 10 actPerArr[2] = 10 actPerArr[3] = 20 actPerArr[4] = 60 actPerArr[7] = 0 else actPerArr[1] = 35 actPerArr[2] = 35 actPerArr[3] = 30 actPerArr[4] = 0 actPerArr[7] = 0 end local local0 = {Att3005_Dist_max, 75, 3005, DIST_Middle, nil} defFuncParamTbl[1] = local0 local0 = {} local local1, local2, local3, local4 = nil local0[1] = Att3000_Dist_max local0[2] = 75 local0[3] = 10 local0[4] = 30 local0[5] = local1 local0[6] = local2 local0[7] = local3 local0[8] = local4 defFuncParamTbl[2] = local0 local0 = {Att3003_Dist_max, 75, 3003, DIST_Middle, nil} defFuncParamTbl[3] = local0 local0 = {Att3006_Dist_max, 75, 3006, DIST_Middle, 3003, DIST_Middle, nil} defFuncParamTbl[4] = local0 local0 = {Att3004_Dist_max, 75, 3004, DIST_Middle, nil} defFuncParamTbl[7] = local0 actFuncArr[8] = REGIST_FUNC(ai, goal, LightKnight_Sword256000_Act08) local0 = {100, 60, 10, 10, 0, 10, 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 = Att3005_Dist_max function LightKnight_Sword256000_Act05(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_SELF, DIST_None) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3005_Dist_max, TARGET_SELF, false, 9910) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle) if fate <= 75 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4) end GetWellSpace_Odds = 0 return GetWellSpace_Odds end function LightKnight_Sword256000_Act06(ai, goal, paramTbl) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_SELF, DIST_None) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function LightKnight_Sword256000_Act08(ai, goal, paramTbl) local fate = ai:GetRandam_Int(1, 100) if fate <= 40 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 4.5, TARGET_ENE_0, true, 9910) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 2.5) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None) end goal:AddSubGoal(GOAL_COMMON_If, 15, 0) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function LightKnight_Sword256000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function LightKnight_Sword256000Battle_Terminate(ai, goal) return end Att3000_Dist_min = Att3004_Dist_max function LightKnight_Sword256000Battle_Interupt(ai, goal) if ai:IsLadderAct(TARGET_SELF) then return false end 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 = 25 local oddsStep = 20 local bkStepPer = 60 local leftStepPer = 20 local rightStepPer = 20 local safetyDist = 2.8 local oddsLeaveAndSide = 50 local timeSide = 3.5 local distLeave = 2.5 if FindAttack_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then return true end local distResponse = 3 local oddsResponse = 25 local oddsStep = 30 local bkStepPer = 60 local leftStepPer = 20 local rightStepPer = 20 local safetyDist = 2.8 local oddsLeaveAndSide = 50 local timeSide = 3.5 local distLeave = 2.5 if Damaged_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then return true end local distGuardBreak_Act = 2.4 local oddsGuardBreak_Act = 30 if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) return true end local distMissSwing_Int = 6.5 local oddsMissSwing_Int = 60 if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then if 2.5 <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3004_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) end return true end local distUseItem_Act = 6.5 local oddsUseItem_Act = 30 if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then if 2.5 <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3004_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) end return true end local distResNear = 4.5 local distResFar = 13 local oddsResNear = 0 local oddsResFar = 50 local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local targetDist = ai:GetDist(TARGET_ENE_0) 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) elseif ResBehavID == 2 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910) end local oddsResponse = 50 local bkStepPer = 60 local leftStepPer = 20 local rightStepPer = 20 local safetyDist = 2.8 if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else local distSuccessGuard_Act = 2.4 local oddsSuccessGuard_Act = 50 if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) return true else return false end end end return