REGISTER_GOAL(GOAL_Sk_Large_Falchion290002_Battle, "Sk_Large_Falchion290002Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 2.7 local Att3003_Dist_min = 0 local Att3003_Dist_max = 3 local Att3004_Dist_min = 0 local Att3004_Dist_max = 2.5 local Att3006_Dist_min = 3 local Att3006_Dist_max = 6 local Att3007_Dist_min = 5 local Att3007_Dist_max = 10 local Att3008_Dist_min = 3.9 local Att3008_Dist_max = 6.9 REGISTER_GOAL_NO_UPDATE(GOAL_Sk_Large_Falchion290002_Battle, 1) Att3000_Dist_min = Att3008_Dist_max function Sk_Large_Falchion290002Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) if ai:IsLadderAct(TARGET_SELF) then actPerArr[3] = 100 elseif 12 <= targetDist then actPerArr[1] = 10 actPerArr[2] = 10 actPerArr[3] = 0 actPerArr[6] = 50 actPerArr[7] = 30 elseif 8 <= targetDist then actPerArr[1] = 15 actPerArr[2] = 15 actPerArr[3] = 5 actPerArr[6] = 35 actPerArr[7] = 30 elseif 5 <= targetDist then actPerArr[1] = 25 actPerArr[2] = 25 actPerArr[3] = 10 actPerArr[6] = 25 actPerArr[7] = 15 elseif 1 <= targetDist then actPerArr[1] = 35 actPerArr[2] = 35 actPerArr[3] = 30 actPerArr[6] = 0 actPerArr[7] = 0 else actPerArr[1] = 25 actPerArr[2] = 25 actPerArr[3] = 50 end actFuncArr[1] = REGIST_FUNC(ai, goal, Sk_Large_Falchion290002_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, Sk_Large_Falchion290002_Act02) actFuncArr[3] = REGIST_FUNC(ai, goal, Sk_Large_Falchion290002_Act03) actFuncArr[6] = REGIST_FUNC(ai, goal, Sk_Large_Falchion290002_Act06) local local0 = {Att3008_Dist_max, 0, 3008, DIST_Middle} defFuncParamTbl[7] = local0 local atkAfterFunc = REGIST_FUNC(ai, goal, Sk_Large_Falchion290002_ActAfter_AdjustSpace, atkAfterOddsTbl) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3004_Dist_max function Sk_Large_Falchion290002_Act01(ai, goal, paramTbl) local AppDist = Att3004_Dist_max local DashDist = Att3004_Dist_max + 2 local Odds_Guard = 0 local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_ApproachStep, 5, 700, TARGET_ENE_0, Att3004_Dist_max, 0) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) 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 GetWellSpace_Odds end Att3000_Dist_min = Att3000_Dist_max function Sk_Large_Falchion290002_Act02(ai, goal, paramTbl) local AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 2 local Odds_Guard = 0 local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_ApproachStep, 5, 700, TARGET_ENE_0, Att3000_Dist_max, 0) if fate <= 10 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, 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_ComboFinal, 10, 3001, 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, 3002, TARGET_ENE_0, DIST_Middle, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3003_Dist_max function Sk_Large_Falchion290002_Act03(ai, goal, paramTbl) local AppDist = Att3003_Dist_max local DashDist = Att3003_Dist_max + 2 local Odds_Guard = 0 local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_ApproachStep, 5, 700, TARGET_ENE_0, Att3003_Dist_max, 0) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3007_Dist_min Att3000_Dist_min = Att3007_Dist_max Att3000_Dist_min = Att3006_Dist_max function Sk_Large_Falchion290002_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) if Att3007_Dist_min <= targetDist and fate <= 40 then local AppDist = Att3007_Dist_max local DashDist = Att3007_Dist_max + 2 local Odds_Guard = 0 local AttID = 3007 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) else local AppDist = Att3006_Dist_max local DashDist = Att3006_Dist_max + 2 local Odds_Guard = 0 local AttID = 3006 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) end GetWellSpace_Odds = 0 return GetWellSpace_Odds end function Sk_Large_Falchion290002_ActAfter_AdjustSpace(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local KN_fate = ai:GetRandam_Int(1, 100) if KN_fate > 25 then if KN_fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0) return true elseif KN_fate <= 75 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0) return true else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 0) return true end else return false end end function Sk_Large_Falchion290002Battle_Update(ai, goal) return GOAL_RESULT_Continue end function Sk_Large_Falchion290002Battle_Terminate(ai, goal) return end function Sk_Large_Falchion290002Battle_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 superStepDist = 3 local superStepPer = 25 local bkStepPer = 40 local leftStepPer = 30 local rightStepPer = 30 local safetyDist = 3.5 if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else local distDamagedStep = 3 local oddsDamagedStep = 25 local bkStepPer = 40 local leftStepPer = 30 local rightStepPer = 30 local safetyDist = 3.5 if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else local distMissSwing_Int = 3.1 local oddsMissSwing_Int = 50 if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then if targetDist <= 2.2 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) end else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) end return true else local distUseItem_Act = 6 local oddsUseItem_Act = 15 if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then if targetDist <= 3 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) end return true else local distResNear = 6 local distResFar = 18 local oddsResNear = 0 local oddsResFar = 30 local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) if ResBehavID == 1 then goal:AddSubGoal(GOAL_COMMON_Guard, 2, 9910, TARGET_ENE_0, false, 0) return true elseif ResBehavID == 2 then 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 return true else local oddsResponse = 20 local bkStepPer = 40 local leftStepPer = 30 local rightStepPer = 30 local safetyDist = 3.5 if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else return false end end end end end end end end return