REGISTER_GOAL(GOAL_BigSk_Sword291000_Battle, "BigSk_Sword291000Battle") local Att3000_Dist_min = 2.7 local Att3000_Dist_max = 5.2 local Att3002_Dist_min = 4.1 local Att3002_Dist_max = 6 local Att3003_Dist_min = 3.2 local Att3003_Dist_max = 5.1 local Att3005_Dist_min = 0 local Att3005_Dist_max = 1.5 local Att3006_Dist_min = 0 local Att3006_Dist_max = 2.2 REGISTER_GOAL_NO_UPDATE(GOAL_BigSk_Sword291000_Battle, 1) Att3000_Dist_min = Att3002_Dist_max function BigSk_Sword291000Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) if 6 <= targetDist then actPerArr[2] = 25 actPerArr[3] = 35 actPerArr[4] = 25 actPerArr[5] = 10 actPerArr[6] = 5 elseif 4.1 <= targetDist then actPerArr[2] = 25 actPerArr[3] = 25 actPerArr[4] = 25 actPerArr[5] = 15 actPerArr[6] = 10 elseif 3.1 <= targetDist then actPerArr[2] = 20 actPerArr[3] = 30 actPerArr[4] = 20 actPerArr[5] = 10 actPerArr[6] = 20 elseif 2.7 <= targetDist then actPerArr[2] = 15 actPerArr[3] = 25 actPerArr[4] = 15 actPerArr[5] = 20 actPerArr[6] = 25 else actPerArr[2] = 0 actPerArr[3] = 0 actPerArr[4] = 0 actPerArr[5] = 50 actPerArr[6] = 50 end actFuncArr[2] = REGIST_FUNC(ai, goal, BigSk_Sword291000_Act02) local local0 = {Att3002_Dist_max, 75, 3002, DIST_Middle} defFuncParamTbl[3] = local0 actFuncArr[4] = REGIST_FUNC(ai, goal, BigSk_Sword291000_Act04) actFuncArr[5] = REGIST_FUNC(ai, goal, BigSk_Sword291000_Act05) actFuncArr[6] = REGIST_FUNC(ai, goal, BigSk_Sword291000_Act06) local atkAfterFunc = REGIST_FUNC(ai, goal, BigSkSword291000_ActAfter_AdjustSpace, atkAfterOddsTbl) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3000_Dist_max function BigSk_Sword291000_Act02(ai, goal, paramTbl) local AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 2 local Odds_Guard = 70 local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if 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) elseif fate <= 75 then goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, 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, 3005, TARGET_ENE_0, DIST_Middle, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3003_Dist_max function BigSk_Sword291000_Act04(ai, goal, paramTbl) local AppDist = Att3003_Dist_max local DashDist = Att3003_Dist_max + 2 local Odds_Guard = 70 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, 3003, TARGET_ENE_0, DIST_Middle, 0) elseif fate <= 40 then goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) elseif fate <= 70 then goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) elseif fate <= 85 then goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 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 = Att3005_Dist_max function BigSk_Sword291000_Act05(ai, goal, paramTbl) local AppDist = Att3005_Dist_max local DashDist = Att3005_Dist_max + 2 local Odds_Guard = 70 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, 3005, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3006_Dist_max function BigSk_Sword291000_Act06(ai, goal, paramTbl) local AppDist = Att3006_Dist_max local DashDist = Att3006_Dist_max + 2 local Odds_Guard = 70 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, 3006, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function BigSkSword291000_ActAfter_AdjustSpace(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local KN_fate = ai:GetRandam_Int(1, 100) if KN_fate > 40 then if KN_fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 0) return true elseif KN_fate <= 60 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 0) return true elseif KN_fate <= 70 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 KN_fate <= 80 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 10, TARGET_ENE_0, 4, TARGET_ENE_0, 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 BigSk_Sword291000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function BigSk_Sword291000Battle_Terminate(ai, goal) return end Att3000_Dist_min = Att3005_Dist_max Att3000_Dist_min = Att3002_Dist_max function BigSk_Sword291000Battle_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) local distResponse = 3 local oddsResponse = 25 local oddsStep = 20 local bkStepPer = 40 local leftStepPer = 30 local rightStepPer = 30 local safetyDist = 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 distGuardBreak_Act = 8 local oddsGuardBreak_Act = 50 if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then if targetDist <= 3.5 then 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, 0) elseif targetDist <= 5.4 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3002_Dist_max, TARGET_SELF, false, 9910) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) end return true else local distUseItem_Act = 8 local oddsUseItem_Act = 15 if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then if targetDist <= 1.8 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) elseif targetDist <= 5.4 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3002_Dist_max, TARGET_SELF, false, 9910) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) end return true else local distResNear = 8 local distResFar = 20 local oddsResNear = 0 local oddsResFar = 15 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) 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) 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 return false end end end end end return