REGISTER_GOAL(GOAL_Sk_Fal_non_screw290003_Battle, "Sk_Fal_non_screw290003Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 2.2 local Att3003_Dist_min = 0 local Att3003_Dist_max = 2.2 local Att3004_Dist_min = 0 local Att3004_Dist_max = 3.1 local Att3005_Dist_min = 0 local Att3005_Dist_max = 2.5 local Att3008_Dist_min = 3.5 local Att3008_Dist_max = 6.5 REGISTER_GOAL_NO_UPDATE(GOAL_Sk_Fal_non_screw290003_Battle, 1) Att3000_Dist_min = Att3008_Dist_max function Sk_Fal_non_screw290003Battle_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 8 <= targetDist then actPerArr[1] = 10 actPerArr[2] = 15 actPerArr[3] = 5 actPerArr[4] = 0 actPerArr[7] = 70 actPerArr[8] = 0 elseif 3.5 <= targetDist then actPerArr[1] = 15 actPerArr[2] = 20 actPerArr[3] = 15 actPerArr[4] = 0 actPerArr[7] = 30 actPerArr[8] = 20 elseif 2.5 <= targetDist then actPerArr[1] = 20 actPerArr[2] = 35 actPerArr[3] = 20 actPerArr[4] = 0 actPerArr[7] = 0 actPerArr[8] = 25 else actPerArr[1] = 10 actPerArr[2] = 30 actPerArr[3] = 20 actPerArr[4] = 40 actPerArr[7] = 0 actPerArr[8] = 0 end actFuncArr[1] = REGIST_FUNC(ai, goal, Sk_Fal_non_screw290003_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, Sk_Fal_non_screw290003_Act02) actFuncArr[3] = REGIST_FUNC(ai, goal, Sk_Fal_non_screw290003_Act03) actFuncArr[4] = REGIST_FUNC(ai, goal, Sk_Fal_non_screw290003_Act04) local local0 = {Att3008_Dist_max, 75, 3008, DIST_Middle} defFuncParamTbl[7] = local0 local atkAfterFunc = REGIST_FUNC(ai, goal, Sk_Fal_non_screw290003_ActAfter_AdjustSpace, atkAfterOddsTbl) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3004_Dist_max function Sk_Fal_non_screw290003_Act01(ai, goal, paramTbl) local AppDist = Att3004_Dist_max local DashDist = Att3004_Dist_max + 2 local Odds_Guard = 80 local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3000_Dist_max function Sk_Fal_non_screw290003_Act02(ai, goal, paramTbl) local AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 2 local Odds_Guard = 80 local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) 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 <= 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_Fal_non_screw290003_Act03(ai, goal, paramTbl) local AppDist = Att3003_Dist_max local DashDist = Att3003_Dist_max + 2 local Odds_Guard = 80 local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3005_Dist_max function Sk_Fal_non_screw290003_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3005_Dist_max local DashDist = Att3005_Dist_max + 2 local Odds_Guard = 80 local AttID = 3005 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function Sk_Fal_non_screw290003_ActAfter_AdjustSpace(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local KN_fate = ai:GetRandam_Int(1, 100) local bRight = ai:GetRandam_Int(0, 1) local friendNum = ai:GetTeamRecordCount(COORDINATE_TYPE_SideWalk_L + bRight, TARGET_ENE_0, 2) if KN_fate > 10 then if KN_fate <= 30 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0) return true elseif KN_fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0) return true elseif KN_fate <= 80 and friendNum < 2 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 2, TARGET_ENE_0, true, 9910) goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, 9910) 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_Fal_non_screw290003Battle_Update(ai, goal) return GOAL_RESULT_Continue end function Sk_Fal_non_screw290003Battle_Terminate(ai, goal) return end function Sk_Fal_non_screw290003Battle_Interupt(ai, goal) 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) if ai:IsLadderAct(TARGET_SELF) then return false else local ParryDist = 3 local ParryAng = 60 local ParryThrowDist = 4 local ParryThrowAng = 60 if Parry_Act(ai, goal, ParryDist, ParryAng, ParryThrowDist, ParryThrowAng) then return true else local distResponse = 3 local oddsResponse = 25 local oddsStep = 50 local bkStepPer = 40 local leftStepPer = 30 local rightStepPer = 30 local safetyDist = 3.5 local oddsLeaveAndSide = 50 local timeSide = 4.5 local distLeave = 2.5 if FindAttack_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then return true else local distResponse = 3 local oddsResponse = 25 local oddsStep = 50 local bkStepPer = 40 local leftStepPer = 30 local rightStepPer = 30 local safetyDist = 3.5 local oddsLeaveAndSide = 50 local timeSide = 4.5 local distLeave = 2.5 if Damaged_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then return true 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 = 6.5 local oddsUseItem_Act = 5 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, 3008, TARGET_ENE_0, DIST_Middle, 0) end return true else local distResNear = 6 local distResFar = 18 local oddsResNear = 20 local oddsResFar = 30 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 = 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 end return