REGISTER_GOAL(GOAL_ShinenBito_Sorcerer416000_Battle, "ShinenBito_Sorcerer416000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 1 local Att3002_Dist_min = 0 local Att3002_Dist_max = 2 local Att3003_Dist_min = 0 local Att3003_Dist_max = 30 local Att3004_Dist_min = 0 local Att3004_Dist_max = 10 local Att3005_Dist_min = 0 local Att3005_Dist_max = 10 local Att3007_Dist_min = 0 local Att3007_Dist_max = 1 REGISTER_GOAL_NO_UPDATE(GOAL_ShinenBito_Sorcerer416000_Battle, 1) function OnIf_416000(ai, goal, codeNo) if codeNo == 0 then ShinenBito_Sorcerer416000_ActAfter_RealTime(ai, goal) end return end Att3000_Dist_min = Att3003_Dist_min Att3000_Dist_min = Att3003_Dist_max function ShinenBito_Sorcerer416000Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = 1 local fate3 = 1 local fate4 = 1 if ai:GetNpcThinkParamID() == 416022 then local local0 = 0 SETUPVAL 10 0 0 local0 = 20 SETUPVAL 10 1 0 end if ai:IsFinishTimer(0) == true then fate2 = 1 else fate2 = 0.5 end if ai:IsFinishTimer(1) == true then fate3 = 1 else fate3 = 0 end if ai:IsFinishTimer(2) == true then fate4 = 1 else fate4 = 0.5 end if ai:GetNumber(0) == 1 then fate2 = 4 fate3 = 4 fate4 = 4 ai:SetNumber(0, 0) end if fate <= 50 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 90) then actPerArr[20] = 100 elseif ai:IsInsideTargetRegion(TARGET_ENE_0, 1212032) and ai:IsInsideTargetRegion(TARGET_SELF, 1212033) then actPerArr[1] = 33 actPerArr[2] = 33 actPerArr[3] = 34 elseif 10 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[3] = 0 actPerArr[5] = 30 actPerArr[10] = 70 actPerArr[11] = 0 actPerArr[12] = 0 elseif 7 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[3] = 0 actPerArr[5] = 20 actPerArr[10] = 30 * fate2 actPerArr[11] = 30 * fate3 actPerArr[12] = 20 * fate4 if ai:GetNpcThinkParamID() <= 416019 then actPerArr[10] = 80 * fate2 actPerArr[11] = 0 actPerArr[12] = 0 end elseif 4 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[3] = 0 actPerArr[5] = 10 actPerArr[10] = 30 * fate2 actPerArr[11] = 20 * fate3 actPerArr[12] = 40 * fate4 if ai:GetNpcThinkParamID() <= 416019 then actPerArr[10] = 90 * fate2 actPerArr[11] = 0 actPerArr[12] = 0 end elseif 2 <= targetDist then actPerArr[1] = 20 actPerArr[2] = 30 actPerArr[3] = 30 actPerArr[5] = 0 actPerArr[10] = 20 * fate2 actPerArr[11] = 0 * fate3 actPerArr[12] = 0 * fate4 else actPerArr[1] = 30 actPerArr[2] = 30 actPerArr[3] = 30 actPerArr[5] = 0 actPerArr[10] = 0 * fate2 actPerArr[11] = 0 * fate3 actPerArr[12] = 10 * fate4 if ai:GetNpcThinkParamID() <= 416019 then actPerArr[12] = 0 end end actFuncArr[1] = REGIST_FUNC(ai, goal, ShinenBito_Sorcerer416000_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, ShinenBito_Sorcerer416000_Act02) actFuncArr[3] = REGIST_FUNC(ai, goal, ShinenBito_Sorcerer416000_Act03) actFuncArr[5] = REGIST_FUNC(ai, goal, ShinenBito_Sorcerer416000_Act05) actFuncArr[10] = REGIST_FUNC(ai, goal, ShinenBito_Sorcerer416000_Act10) actFuncArr[11] = REGIST_FUNC(ai, goal, ShinenBito_Sorcerer416000_Act11) actFuncArr[12] = REGIST_FUNC(ai, goal, ShinenBito_Sorcerer416000_Act12) actFuncArr[20] = REGIST_FUNC(ai, goal, ShinenBito_Sorcerer416000_Act20) local atkAfterFunc = REGIST_FUNC(ai, goal, ShinenBito_Sorcerer416000_ActAfter_AdjustSpace) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3000_Dist_max function ShinenBito_Sorcerer416000_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3000_Dist_max + 0 local DashDist = Att3000_Dist_max + 2 local Odds_Guard = 0 local AttDist = Att3000_Dist_max + 1 if ai:IsInsideTargetRegion(TARGET_ENE_0, 1212032) and ai:IsInsideTargetRegion(TARGET_SELF, 1212033) then DashDist = Att3000_Dist_max + 0 end if AppDist <= targetDist and (ai:GetNpcThinkParamID() ~= 416001 or ai:GetNpcThinkParamID() == 416001 and ai:IsInsideTargetRegion(TARGET_ENE_0, 1212030)) then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end if fate <= 33 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, AttDist, 0) end GetWellSpace_Odds = 80 return GetWellSpace_Odds end Att3000_Dist_min = Att3007_Dist_max Att3000_Dist_min = Att3000_Dist_max function ShinenBito_Sorcerer416000_Act02(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3007_Dist_max + 0 local DashDist = Att3007_Dist_max + 2 local Odds_Guard = 0 local AttDist = Att3007_Dist_max + 1 if ai:IsInsideTargetRegion(TARGET_ENE_0, 1212032) and ai:IsInsideTargetRegion(TARGET_SELF, 1212033) then DashDist = Att3000_Dist_max + 0 end if AppDist <= targetDist and (ai:GetNpcThinkParamID() ~= 416001 or ai:GetNpcThinkParamID() == 416001 and ai:IsInsideTargetRegion(TARGET_ENE_0, 1212030)) then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, AttDist, 0, 90) GetWellSpace_Odds = 80 return GetWellSpace_Odds end Att3000_Dist_min = Att3002_Dist_max Att3000_Dist_min = Att3000_Dist_max function ShinenBito_Sorcerer416000_Act03(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3002_Dist_max + 0 local DashDist = Att3002_Dist_max + 2 local Odds_Guard = 0 local AttDist = Att3002_Dist_max if ai:IsInsideTargetRegion(TARGET_ENE_0, 1212032) and ai:IsInsideTargetRegion(TARGET_SELF, 1212033) then DashDist = Att3000_Dist_max + 0 end if AppDist <= targetDist and (ai:GetNpcThinkParamID() ~= 416001 or ai:GetNpcThinkParamID() == 416001 and ai:IsInsideTargetRegion(TARGET_ENE_0, 1212030)) then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AttDist, 0, 90) GetWellSpace_Odds = 80 return GetWellSpace_Odds end function ShinenBito_Sorcerer416000_Act05(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(1.8, 3), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(120, 120), true, true, -1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end Att3000_Dist_min = Att3003_Dist_max function ShinenBito_Sorcerer416000_Act10(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3003_Dist_max local DashDist = Att3003_Dist_max + 5 local Odds_Guard = 0 local AttDist = Att3003_Dist_max if ai:GetNpcThinkParamID() ~= 416001 or ai:GetNpcThinkParamID() == 416001 and ai:IsInsideTargetRegion(TARGET_ENE_0, 1212030) then if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) elseif targetDist < 6 then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 140) and ai:IsOnNearMeshByPos(TARGET_SELF, AI_DIR_TYPE_B, 5) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) and ai:IsOnNearMeshByPos(TARGET_SELF, AI_DIR_TYPE_L, 5) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 180) and ai:IsOnNearMeshByPos(TARGET_SELF, AI_DIR_TYPE_R, 5) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end end end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_None, 0, 180) ai:SetTimer(0, 5) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3004_Dist_max function ShinenBito_Sorcerer416000_Act11(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3004_Dist_max local DashDist = Att3004_Dist_max + 4 local Odds_Guard = 0 local AttDist = Att3004_Dist_max if ai:GetNpcThinkParamID() ~= 416001 or ai:GetNpcThinkParamID() == 416001 and ai:IsInsideTargetRegion(TARGET_ENE_0, 1212030) then if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) elseif targetDist < 6 then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 140) and ai:IsOnNearMeshByPos(TARGET_SELF, AI_DIR_TYPE_B, 5) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) and ai:IsOnNearMeshByPos(TARGET_SELF, AI_DIR_TYPE_L, 5) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 180) and ai:IsOnNearMeshByPos(TARGET_SELF, AI_DIR_TYPE_R, 5) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end end end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, DIST_None, 0, 70) ai:SetTimer(1, 30) GetWellSpace_Odds = 50 return GetWellSpace_Odds end Att3000_Dist_min = Att3005_Dist_max function ShinenBito_Sorcerer416000_Act12(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 = 0 local AttDist = Att3005_Dist_max if AppDist <= targetDist and (ai:GetNpcThinkParamID() ~= 416001 or ai:GetNpcThinkParamID() == 416001 and ai:IsInsideTargetRegion(TARGET_ENE_0, 1212030)) then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end if ai:GetNpcThinkParamID() == 416001 and not ai:IsInsideTargetRegion(TARGET_ENE_0, 1212031) then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 2, TARGET_ENE_0, true, -1) end if ai:GetNpcThinkParamID() ~= 416001 or ai:GetNpcThinkParamID() == 416001 and ai:IsInsideTargetRegion(TARGET_ENE_0, 1212031) then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, DIST_None, 0, 90, 10, 10) end ai:SetTimer(2, 5) GetWellSpace_Odds = 50 return GetWellSpace_Odds end function ShinenBito_Sorcerer416000_Act20(ai, goal, paramTbl) if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_None, 0, 90) else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, DIST_None, 0, 90) end return end function ShinenBito_Sorcerer416000_ActAfter_RealTime(ai, goal) local GW_fate = ai:GetRandam_Int(1, 100) local fate = ai:GetRandam_Int(1, 100) local bRight = ai:GetRandam_Int(0, 1) local targetDist = ai:GetDist(TARGET_ENE_0) if targetDist <= 3 then if GW_fate <= 100 then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 140) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) ai:SetNumber(0, 1) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end elseif fate <= 0 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, bRight, ai:GetRandam_Int(120, 120), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1) end elseif targetDist <= 5 then if GW_fate <= 80 then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 140) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) ai:SetNumber(0, 1) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then local local0 = oal local0:AddSubGoal(GOAL_COMMON_SpinStep, 3, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end elseif fate <= 0 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, bRight, ai:GetRandam_Int(120, 120), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 7, TARGET_ENE_0, true, -1) end elseif targetDist <= 10 then if GW_fate <= 40 then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 140) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) ai:SetNumber(0, 1) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end elseif fate <= 70 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, bRight, ai:GetRandam_Int(120, 120), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 10, TARGET_ENE_0, true, -1) end elseif targetDist <= 15 then if GW_fate <= 50 then if fate <= 100 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, bRight, ai:GetRandam_Int(120, 120), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 12, TARGET_ENE_0, true, -1) end elseif ai:IsFinishTimer(3) == true then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, DIST_None, 0, 90) ai:SetTimer(3, ai:GetRandam_Int(7, 11)) end elseif GW_fate <= 25 then if fate <= 100 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, bRight, ai:GetRandam_Int(120, 120), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 12, TARGET_ENE_0, true, -1) end elseif ai:IsFinishTimer(3) == true then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, DIST_None, 0, 90) ai:SetTimer(3, ai:GetRandam_Int(7, 11)) end return end function ShinenBito_Sorcerer416000_ActAfter_AdjustSpace(ai, goal, paramTbl) goal:AddSubGoal(GOAL_COMMON_If, 10, 0) return end function ShinenBito_Sorcerer416000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function ShinenBito_Sorcerer416000Battle_Terminate(ai, goal) return end function ShinenBito_Sorcerer416000Battle_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 distNearRes = 5 local oddsNearRes = 40 if Damaged_Act(ai, goal, distNearRes, oddsNearRes) then goal:ClearSubGoal() if targetDist <= 3 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) ai:SetNumber(0, 1) elseif targetDist <= 6 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) ai:SetNumber(0, 1) elseif fate <= 75 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end else goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) end return true else local distResNear = 10 local distResFar = 20 local oddsResNear = 30 local oddsResFar = 50 local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) if ResBehavID == 1 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end return true elseif ResBehavID == 2 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end return true else return false end end end return