REGISTER_GOAL(GOAL_ShinenBito415000_Battle, "ShinenBito415000Battle") local Att3002_Dist_min = 0 local Att3002_Dist_max = 1.5 local Att3005_Dist_min = 0 local Att3005_Dist_max = 1.5 local Att3007_Dist_min = 3 local Att3007_Dist_max = 5 local Att3008_Dist_min = 3 local Att3008_Dist_max = 5 local Att3009_Dist_min = 0 local Att3009_Dist_max = 1 REGISTER_GOAL_NO_UPDATE(GOAL_ShinenBito415000_Battle, 1) function OnIf_415000(ai, goal, codeNo) if codeNo == 0 then ShinenBito415000_ActAfter_RealTime(ai, goal) end return end function ShinenBito415000Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local Act01Per = 0 local Act02Per = 0 local Act03Per = 0 local Act04Per = 0 local Act05Per = 0 local Act06Per = 0 local Act07Per = 0 local Act08Per = 0 local Act10Per = 0 local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local insane = 1 if ai:GetNpcThinkParamID() <= 415019 then insane = 0.5 end if ai:GetNumber(2) == 0 then ai:SetTimer(2, ai:GetRandam_Int(10, 20)) ai:SetNumber(2, 1) end if ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Attack then if fate <= 50 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 90) then Act08Per = 100 elseif 6 <= targetDist then Act01Per = 10 Act02Per = 10 Act03Per = 50 Act04Per = 30 Act05Per = 0 if ai:GetNumber(3) == 1 then Act03Per = 80 * insane Act04Per = 0 else Act03Per = 0 Act04Per = 80 * insane end elseif 4 <= targetDist then Act01Per = 25 Act02Per = 25 Act03Per = 30 Act04Per = 20 Act05Per = 0 if ai:GetNumber(3) == 1 then Act03Per = 50 * insane Act04Per = 0 else Act03Per = 0 Act04Per = 50 * insane end elseif 3 <= targetDist then Act01Per = 25 Act02Per = 25 Act03Per = 20 Act04Per = 20 Act05Per = 10 * insane if ai:GetNumber(3) == 1 then Act03Per = 40 * insane Act04Per = 0 else Act03Per = 0 Act04Per = 40 * insane end elseif 2 <= targetDist then Act01Per = 30 Act02Per = 30 Act03Per = 10 Act04Per = 10 Act05Per = 20 * insane if ai:GetNumber(3) == 1 then Act03Per = 20 * insane Act04Per = 0 else Act03Per = 0 Act04Per = 20 * insane end else Act01Per = 40 Act02Per = 40 Act03Per = 0 Act04Per = 0 Act05Per = 20 * insane end elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Torimaki then Act01Per = 5 Act02Per = 5 Act03Per = 5 Act04Per = 7 Act05Per = 8 Act06Per = 35 Act07Per = 35 elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Kankyaku then Act06Per = 50 Act07Per = 50 end local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act10Per) if fateAct <= Act01Per then ShinenBito415000_Act01(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per then ShinenBito415000_Act02(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per then ShinenBito415000_Act03(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then ShinenBito415000_Act04(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then ShinenBito415000_Act05(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then ShinenBito415000_Act06(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then ShinenBito415000_Act07(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then ShinenBito415000_Act08(ai, goal) GetWellSpace_Odds = 0 else ShinenBito415000_Act10(ai, goal) GetWellSpace_Odds = 0 end local fateGWS = ai:GetRandam_Int(1, 100) if fateGWS <= GetWellSpace_Odds then ShinenBito415000_ActAfter_AdjustSpace(ai, goal) end return end Att3002_Dist_min = Att3002_Dist_max function ShinenBito415000_Act01(ai, goal, paramTbl) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local AppDist = Att3002_Dist_max local DashDist = 0 local Odds_Guard = 0 local AttDist = Att3002_Dist_max local targetDist = ai:GetDist(TARGET_ENE_0) if ai:GetNpcThinkParamID() <= 415019 and fate <= 60 then DashDist = Att3002_Dist_max + 2.5 end if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end if fate2 <= 33 then goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, AttDist, 0) elseif fate2 <= 66 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, AttDist, 1, 30, 0, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, AttDist, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, AttDist, 1, 30, 0, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3003, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, AttDist, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3002_Dist_min = Att3005_Dist_max function ShinenBito415000_Act02(ai, goal, paramTbl) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local AppDist = Att3005_Dist_max local DashDist = 0 local Odds_Guard = 0 local AttDist = Att3005_Dist_max local targetDist = ai:GetDist(TARGET_ENE_0) if ai:GetNpcThinkParamID() <= 415019 and fate <= 60 then DashDist = Att3005_Dist_max + 2.5 end if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end if fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, AttDist, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3005, TARGET_ENE_0, AttDist, 1, 30, 0, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, TARGET_ENE_0, AttDist, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3002_Dist_min = Att3007_Dist_max function ShinenBito415000_Act03(ai, goal, paramTbl) local AppDist = Att3007_Dist_max local DashDist = 0 local Odds_Guard = 0 local AttDist = Att3007_Dist_max local targetDist = ai:GetDist(TARGET_ENE_0) if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, AttDist, 1, 90) ai:SetNumber(3, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3002_Dist_min = Att3008_Dist_max function ShinenBito415000_Act04(ai, goal, paramTbl) local AppDist = Att3008_Dist_max local DashDist = 0 local Odds_Guard = 0 local AttDist = Att3008_Dist_max local targetDist = ai:GetDist(TARGET_ENE_0) if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, AttDist, 1, 90) ai:SetNumber(3, 1) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3002_Dist_min = Att3009_Dist_max function ShinenBito415000_Act05(ai, goal, paramTbl) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3009_Dist_max local DashDist = 0 local Odds_Guard = 0 local AttDist = Att3009_Dist_max local targetDist = ai:GetDist(TARGET_ENE_0) if ai:GetNpcThinkParamID() <= 415019 and fate <= 60 then DashDist = Att3009_Dist_max + 2 end if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, AttDist, 1, 30) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function ShinenBito415000_Act06(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = 10 local DashDist = 12 local Odds_Guard = 0 local targetDist = ai:GetDist(TARGET_ENE_0) if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end goal:AddSubGoal(GOAL_COMMON_KeepDist, 3, TARGET_ENE_0, 8, 12, TARGET_ENE_0, true, -1) return end function ShinenBito415000_Act07(ai, goal, paramTbl) goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1) return end function ShinenBito415000_Act08(ai, goal, paramTbl) if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3013, TARGET_ENE_0, DIST_None, 0, 90) else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3012, TARGET_ENE_0, DIST_None, 0, 90) end return end function ShinenBito415000_Act10(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_NONE, 0, 0, 0) return end function ShinenBito415000_ActAfter_AdjustSpace(ai, goal, paramTbl) goal:AddSubGoal(GOAL_COMMON_If, 10, 0) return end function ShinenBito415000_ActAfter_RealTime(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) if ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Attack then if ai:IsFinishTimer(2) == true then if targetDist <= 4 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4) end if fate > 33 then if fate <= 66 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) end end if fate2 <= 33 then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3010, TARGET_ENE_0, DIST_None) end ai:SetNumber(2, 0) elseif ai:GetNpcThinkParamID() <= 415019 then if fate > 25 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4) elseif fate <= 75 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) end end goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1) elseif fate > 33 then if fate <= 58 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4) elseif fate <= 66 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4) elseif fate <= 75 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) elseif fate <= 87 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1) elseif 4 <= targetDist then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1) end end elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Torimaki then if ai:IsFinishTimer(2) == true then if targetDist <= 4 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4) end if fate > 33 then if fate <= 66 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) end end if fate2 <= 66 then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3010, TARGET_ENE_0, DIST_None) end ai:SetNumber(2, 0) end elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Kankyaku and ai:IsFinishTimer(2) == true then if targetDist <= 4 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4) end if fate > 33 then if fate <= 66 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) end end goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3010, TARGET_ENE_0, DIST_None) ai:SetNumber(2, 0) end return end function ShinenBito415000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function ShinenBito415000Battle_Terminate(ai, goal) return end Att3002_Dist_min = Att3007_Dist_max Att3002_Dist_min = Att3005_Dist_max function ShinenBito415000Battle_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 = 15 local oddsStep = 100 local bkStepPer = 50 local leftStepPer = 25 local rightStepPer = 25 local safetyDist = 4 local oddsLeaveAndSide = 0 local timeSide = 0 local distLeave = 0 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 = 100 local bkStepPer = 50 local leftStepPer = 25 local rightStepPer = 25 local safetyDist = 4 local oddsLeaveAndSide = 0 local timeSide = 0 local distLeave = 0 if Damaged_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then return true end local distGuardBreak_Act = 4 local oddsGuardBreak_Act = 33 if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then local AppDist = Att3007_Dist_max local DashDist = Att3007_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) return true end local distMissSwing_Int = 2 local oddsMissSwing_Int = 50 if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then if 4 <= targetDist then local AppDist = Att3007_Dist_max local DashDist = Att3007_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) else local AppDist = Att3005_Dist_max local DashDist = Att3005_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) end return true end local distUseItem_Act = 4 local oddsUseItem_Act = 30 if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then if 4 <= targetDist then local AppDist = Att3007_Dist_max local DashDist = Att3007_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) else local AppDist = Att3005_Dist_max local DashDist = Att3005_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) end return true end local distResNear = 5 local distResFar = 10 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_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) elseif ResBehavID == 2 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) end end local oddsResponse = 10 local bkStepPer = 50 local leftStepPer = 25 local rightStepPer = 25 local safetyDist = 3 if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else return false end end return