REGISTER_GOAL(GOAL_KajiyaAndre264000_Battle, "KajiyaAndre264000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 0.5 local Att3001_Dist_min = 0 local Att3001_Dist_max = 0.5 local Att3002_Dist_min = 0 local Att3002_Dist_max = 1.3 local Att3003_Dist_min = 0 local Att3003_Dist_max = 1.2 local Att3004_Dist_min = 0 local Att3004_Dist_max = 1.1 local Att3005_Dist_min = 0 local Att3005_Dist_max = 0.8 local Att3006_Dist_min = 0 local Att3006_Dist_max = 1.1 local Att3007_Dist_min = 1 local Att3007_Dist_max = 2.5 REGISTER_GOAL_NO_UPDATE(GOAL_KajiyaAndre264000_Battle, 1) Att3000_Dist_min = Att3006_Dist_max function KajiyaAndre264000Battle_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 4.2 <= targetDist then actPerArr[1] = 20 actPerArr[2] = 80 actPerArr[3] = 0 actPerArr[4] = 0 actPerArr[5] = 0 actPerArr[6] = 0 else actPerArr[1] = 0 actPerArr[2] = 20 actPerArr[3] = 20 actPerArr[4] = 20 actPerArr[5] = 20 actPerArr[6] = 20 end local local0 = {Att3006_Dist_max, 0, 3006, DIST_Near} defFuncParamTbl[1] = local0 actFuncArr[2] = REGIST_FUNC(ai, goal, KajiyaAndre264000_Act02) actFuncArr[3] = REGIST_FUNC(ai, goal, KajiyaAndre264000_Act03) actFuncArr[4] = REGIST_FUNC(ai, goal, KajiyaAndre264000_Act04) actFuncArr[5] = REGIST_FUNC(ai, goal, KajiyaAndre264000_Act05) actFuncArr[6] = REGIST_FUNC(ai, goal, KajiyaAndre264000_Act06) local atkAfterFunc = REGIST_FUNC(ai, goal, KajiyaAndre264000_ActAfter_AdjustSpace) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3007_Dist_max function KajiyaAndre264000_Act02(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3007_Dist_max local DashDist = Att3007_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 3, 3007, TARGET_ENE_0, DIST_Near, 0) GetWellSpace_Odds = 0 return GetWellSpace_Odds end Att3000_Dist_min = Att3000_Dist_max function KajiyaAndre264000_Act03(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 <= 50 then goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Near, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Near, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3001, TARGET_ENE_0, DIST_Near, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Near, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3000_Dist_max function KajiyaAndre264000_Act04(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 AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Near, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3001, TARGET_ENE_0, DIST_Near, 0) end if fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3000, TARGET_ENE_0, DIST_Near, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Near, 0) else goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Near, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Near, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3000_Dist_max function KajiyaAndre264000_Act05(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 AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 0 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3004, TARGET_ENE_0, DIST_Near, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3005, TARGET_ENE_0, DIST_Near, 0) end if fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Near, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Near, 0) else goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3005, TARGET_ENE_0, DIST_Near, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Near, 0) end Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, TARGET_ENE_0, DIST_Near, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3000_Dist_max function KajiyaAndre264000_Act06(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) local fate4 = ai:GetRandam_Int(1, 100) local fate5 = 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 <= 25 then goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Near, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3005, TARGET_ENE_0, DIST_Near, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Near, 0) elseif fate <= 50 then goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3001, TARGET_ENE_0, DIST_Near, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Near, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Near, 0) elseif fate <= 75 then goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Near, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3005, TARGET_ENE_0, DIST_Near, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, TARGET_ENE_0, DIST_Near, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3001, TARGET_ENE_0, DIST_Near, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Near, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, TARGET_ENE_0, DIST_Near, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end function KajiyaAndre264000_ActAfter_AdjustSpace(ai, goal, paramTbl) local GW_fate = ai:GetRandam_Int(0, 100) local bRight = ai:GetRandam_Int(0, 1) local friendNum = ai:GetTeamRecordCount(COORDINATE_TYPE_SideWalk_L + bRight, TARGET_ENE_0, 2) if GW_fate <= 30 and friendNum < 2 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 2, TARGET_ENE_0, true, -1) goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1) elseif GW_fate <= 60 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1) elseif GW_fate <= 80 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4) else local fate = ai:GetRandam_Int(1, 100) 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 end return end function KajiyaAndre264000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function KajiyaAndre264000Battle_Terminate(ai, goal) return end Att3000_Dist_min = Att3006_Dist_max Att3000_Dist_min = Att3007_Dist_max function KajiyaAndre264000Battle_Interupt(ai, goal) local superStepDist = 3 local superStepPer = 35 local bkStepPer = 30 local leftStepPer = 35 local rightStepPer = 35 if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer) then return true else local distDamagedStep = 3 local oddsDamagedStep = 25 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 distGuardBreak_Act = 2 local oddsGuardBreak_Act = 35 local fate = ai:GetRandam_Int(1, 100) if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3006_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3007_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) end return true else local distUseItem_Act = 5 local oddsUseItem_Act = 30 local fate = ai:GetRandam_Int(1, 100) if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3006_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3007_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) end return true else local distResNear = 8.5 local distResFar = 18 local oddsResNear = 0 local oddsResFar = 30 local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) if ResBehavID == 1 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) return true elseif ResBehavID == 2 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3007_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) 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 = 20 local bkStepPer = 60 local leftStepPer = 20 local rightStepPer = 20 local safetyDist = 4 if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else return false end end end end end end end return