REGISTER_GOAL(GOAL_HumanityS417000_Battle, "HumanityS417000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 5 local Att3003_Dist_min = 7 local Att3003_Dist_max = 9 local Att3004_Dist_min = 4 local Att3004_Dist_max = 6 local Att3005_Dist_min = 10 local Att3005_Dist_max = 14 local Att3006_Dist_min = 0 local Att3006_Dist_max = 20 local Att3007_Dist_min = 4 local Att3007_Dist_max = 5.5 local Att3008_Dist_min = 0 local Att3008_Dist_max = 2 local Att3010_Dist_min = 0 local Att3010_Dist_max = 2 local Att3011_Dist_min = 0 local Att3011_Dist_max = 2 local Att3012_Dist_min = 0 local Att3012_Dist_max = 2 REGISTER_GOAL_NO_UPDATE(GOAL_HumanityS417000_Battle, 1) function OnIf_417000(ai, goal, codeNo) if codeNo == 0 then ai:SetTimer(0, 25) end if codeNo == 1 then ai:SetTimer(1, 10) end if codeNo == 2 then HumanityS417000_ActAfter(ai, goal) end if codeNo == 3 then ai:SetTimer(2, 7) end return end function HumanityS417000Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) ai:SetNumber(0, 0) local hprate = ai:GetHpRate(TARGET_SELF) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local fate3 = 1 if ai:IsFinishTimer(1) == true then fate3 = 1 else fate3 = 2 end if targetDist <= 3 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) and fate <= 70 then actPerArr[10] = 100 elseif targetDist <= 2.8 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 180) and fate <= 70 and ai:IsFinishTimer(2) == true then actPerArr[11] = 100 elseif hprate <= 0.25 and 0.1 <= hprate and fate2 <= 10 and ai:IsFinishTimer(0) == true and 1 <= ai:GetNumber(1) then actPerArr[12] = 100 elseif hprate <= 0.8 and 0.1 <= hprate and fate2 <= 10 and ai:IsFinishTimer(0) == true and 1 <= ai:GetNumber(1) then actPerArr[12] = 100 elseif hprate <= 1 and 0.1 <= hprate and fate2 <= 0 and ai:IsFinishTimer(0) == true and 1 <= ai:GetNumber(1) then actPerArr[12] = 100 elseif hprate <= 0.25 and fate2 <= 100 and ai:GetNumber(1) == 2 then actPerArr[12] = 100 elseif hprate <= 0.5 and fate2 <= 80 and ai:GetNumber(1) == 1 then actPerArr[12] = 100 elseif hprate <= 0.8 and fate2 <= 70 and ai:GetNumber(1) == 0 then actPerArr[12] = 100 elseif hprate == 1 and ai:GetNumber(2) == 0 then actPerArr[7] = 100 elseif hprate < 1 and fate2 <= 10 and 7 <= targetDist and ai:GetNumber(1) == 1 then actPerArr[7] = 100 elseif hprate < 1 and fate2 <= 20 and 15 <= targetDist and ai:GetNumber(1) == 1 then actPerArr[7] = 100 elseif 15 <= targetDist then actPerArr[1] = 0 actPerArr[3] = 20 actPerArr[4] = 15 actPerArr[5] = 40 actPerArr[6] = 0 actPerArr[8] = 5 actPerArr[9] = 0 elseif 10 <= targetDist then actPerArr[1] = 5 actPerArr[3] = 20 actPerArr[4] = 20 actPerArr[5] = 20 * fate3 actPerArr[6] = 0 actPerArr[8] = 35 actPerArr[9] = 0 elseif 7 <= targetDist then actPerArr[1] = 5 actPerArr[3] = 30 actPerArr[4] = 30 actPerArr[5] = 15 * fate3 actPerArr[6] = 0 actPerArr[8] = 20 * fate3 actPerArr[9] = 0 elseif 5 <= targetDist then actPerArr[1] = 45 actPerArr[3] = 20 * fate3 actPerArr[4] = 20 * fate3 actPerArr[5] = 0 actPerArr[6] = 0 actPerArr[8] = 15 * fate3 actPerArr[9] = 0 elseif 3 <= targetDist then actPerArr[1] = 55 actPerArr[3] = 0 actPerArr[4] = 0 actPerArr[5] = 0 actPerArr[6] = 15 actPerArr[8] = 15 * fate3 actPerArr[9] = 15 else actPerArr[1] = 55 actPerArr[3] = 0 actPerArr[4] = 0 actPerArr[5] = 0 actPerArr[6] = 25 actPerArr[8] = 0 actPerArr[9] = 20 end actFuncArr[1] = REGIST_FUNC(ai, goal, HumanityS417000_Act01) actFuncArr[3] = REGIST_FUNC(ai, goal, HumanityS417000_Act03) actFuncArr[4] = REGIST_FUNC(ai, goal, HumanityS4170000_Act04) actFuncArr[5] = REGIST_FUNC(ai, goal, HumanityS417000_Act05) actFuncArr[6] = REGIST_FUNC(ai, goal, HumanityS417000_Act06) actFuncArr[7] = REGIST_FUNC(ai, goal, HumanityS417000_Act07) actFuncArr[8] = REGIST_FUNC(ai, goal, HumanityS417000_Act08) actFuncArr[9] = REGIST_FUNC(ai, goal, HumanityS417000_Act09) actFuncArr[10] = REGIST_FUNC(ai, goal, HumanityS417000_Act10) actFuncArr[11] = REGIST_FUNC(ai, goal, HumanityS417000_Act11) actFuncArr[12] = REGIST_FUNC(ai, goal, HumanityS417000_Act12) local atkAfterFunc = REGIST_FUNC(ai, goal, HumanityS417000_ActAfter_AdjustSpace) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3000_Dist_max function HumanityS417000_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 1 local Odds_Guard = 0 local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) if fate2 <= 10 then if fate <= 70 then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, AppDist, -1, 50) else Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AppDist, -1, 50) end elseif fate2 <= 50 then if fate <= 50 then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AppDist, -1, 50) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, AppDist, 0) elseif fate <= 70 then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, AppDist, -1, 50) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, AppDist, 0) elseif fate <= 90 then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AppDist, -1, 50) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, AppDist, 0) else Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AppDist, -1, 50) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3011, TARGET_ENE_0, AppDist, 0) end elseif fate <= 75 then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AppDist, -1, 50) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, AppDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3014, TARGET_ENE_0, AppDist, 0) else Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AppDist, -1, 50) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AppDist, 0, -1) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3011, TARGET_ENE_0, AppDist, 0) end if ai:HasSpecialEffectId(TARGET_SELF, 5510) then GetWellSpace_Odds = 50 else GetWellSpace_Odds = 70 end return GetWellSpace_Odds end Att3000_Dist_min = Att3004_Dist_max function HumanityS417000_Act03(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3004_Dist_max local DashDist = Att3004_Dist_max + 2 local Odds_Guard = 0 local AttID = 3004 local AttDist = Att3004_Dist_max ai:SetTimer(1, 0) Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, AttDist, 0) if ai:HasSpecialEffectId(TARGET_SELF, 5510) then GetWellSpace_Odds = 30 else GetWellSpace_Odds = 70 end return GetWellSpace_Odds end Att3000_Dist_min = Att3007_Dist_max function HumanityS417000_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3007_Dist_max local DashDist = Att3007_Dist_max + 2 local Odds_Guard = 0 local fate = ai:GetRandam_Int(1, 100) ai:SetTimer(1, 0) if fate <= 70 then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DashDist, 0) else Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3007, TARGET_ENE_0, AppDist, -1, 25) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3011, TARGET_ENE_0, AppDist, 0) end if ai:HasSpecialEffectId(TARGET_SELF, 5510) then GetWellSpace_Odds = 30 else GetWellSpace_Odds = 70 end return GetWellSpace_Odds end Att3000_Dist_min = Att3005_Dist_max Att3000_Dist_min = Att3005_Dist_min function HumanityS417000_Act05(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3005_Dist_max local DashDist = Att3005_Dist_max + 2 local Odds_Guard = 0 local AttID = 3005 local AttDist = Att3005_Dist_max + 2 local Distmin = Att3005_Dist_min - 2 local Distmax = Att3005_Dist_max ai:SetTimer(1, 0) if Distmin <= targetDist and targetDist <= Distmax then goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3005, TARGET_ENE_0, AttDist, 0) elseif targetDist <= Distmin then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 5, 3005, TARGET_ENE_0, AttDist, 0) else Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 5, 3005, TARGET_ENE_0, AttDist, 0) end if ai:HasSpecialEffectId(TARGET_SELF, 5510) then GetWellSpace_Odds = 20 else GetWellSpace_Odds = 100 end return GetWellSpace_Odds end Att3000_Dist_min = Att3011_Dist_max function HumanityS417000_Act06(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3011_Dist_max local DashDist = Att3011_Dist_max + 2 local Odds_Guard = 0 local AttID = 3011 local AttDist = DIST_Middle Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 6, 3011, TARGET_ENE_0, AppDist, 0, 50) if ai:HasSpecialEffectId(TARGET_SELF, 5510) then GetWellSpace_Odds = 30 else GetWellSpace_Odds = 70 end return GetWellSpace_Odds end Att3000_Dist_min = Att3006_Dist_max function HumanityS417000_Act07(ai, goal, paramTbl) local AppDist = Att3006_Dist_max ai:SetNumber(2, 1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3006, TARGET_ENE_0, AppDist, -1, 50) if ai:HasSpecialEffectId(TARGET_SELF, 5510) then GetWellSpace_Odds = 30 else GetWellSpace_Odds = 50 end return GetWellSpace_Odds end Att3000_Dist_min = Att3003_Dist_max function HumanityS417000_Act08(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3003_Dist_max local DashDist = Att3003_Dist_max + 2 local Odds_Guard = 0 local AttID = 3003 local AttDist = Att3003_Dist_max + 2 local fate = ai:GetRandam_Int(1, 100) ai:SetTimer(1, 0) Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5) if fate <= 40 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, AppDist, -1, 50) if ai:HasSpecialEffectId(TARGET_SELF, 5510) then GetWellSpace_Odds = 20 else GetWellSpace_Odds = 60 end elseif fate <= 70 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, AppDist, -1, 50) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3009, TARGET_ENE_0, AppDist, 0) if ai:HasSpecialEffectId(TARGET_SELF, 5510) then GetWellSpace_Odds = 10 else GetWellSpace_Odds = 80 end else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, AppDist, -1, 50) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3009, TARGET_ENE_0, AppDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3009, TARGET_ENE_0, AppDist, 0) if ai:HasSpecialEffectId(TARGET_SELF, 5510) then GetWellSpace_Odds = 50 else GetWellSpace_Odds = 100 end end return GetWellSpace_Odds end Att3000_Dist_min = Att3010_Dist_max function HumanityS417000_Act09(ai, goal, paramTbl) local AppDist = Att3010_Dist_max local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3010, TARGET_ENE_0, AppDist, -1, 50) goal:AddSubGoal(GOAL_COMMON_If, 10, 1) elseif fate2 <= 35 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 5, 3010, TARGET_ENE_0, AppDist, -1, 50) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, TARGET_ENE_0, AppDist, 0) elseif fate2 <= 65 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 5, 3010, TARGET_ENE_0, AppDist, -1, 50) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3007, TARGET_ENE_0, AppDist, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 5, 3010, TARGET_ENE_0, AppDist, -1, 50) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, AppDist, 0) end if ai:HasSpecialEffectId(TARGET_SELF, 5510) then GetWellSpace_Odds = 30 else GetWellSpace_Odds = 80 end return GetWellSpace_Odds end function HumanityS417000_Act10(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AttDist = 3 local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) if fate <= 40 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 3, 3008, TARGET_ENE_0, AttDist, 0, -1) goal:AddSubGoal(GOAL_COMMON_If, 10, 1) elseif fate2 <= 30 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 3, 3008, TARGET_ENE_0, AttDist, 0, -1) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, AttDist, 0) elseif fate2 <= 45 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 3, 3008, TARGET_ENE_0, AttDist, 0, -1) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3007, TARGET_ENE_0, AttDist, 0) elseif fate2 <= 70 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 3, 3008, TARGET_ENE_0, AttDist, 0, -1) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, AttDist, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 3, 3008, TARGET_ENE_0, AttDist, 0, -1) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, AttDist, 0) end if ai:HasSpecialEffectId(TARGET_SELF, 5510) then GetWellSpace_Odds = 30 else GetWellSpace_Odds = 80 end return GetWellSpace_Odds end function HumanityS417000_Act11(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AttDist = 8 local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_If, 10, 3) if fate <= 90 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 3, 3012, TARGET_ENE_0, AttDist, 0, -1) ai:SetNumber(0, 1) goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2.5, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end goal:AddSubGoal(GOAL_COMMON_If, 10, 1) if ai:HasSpecialEffectId(TARGET_SELF, 5510) then GetWellSpace_Odds = 10 else GetWellSpace_Odds = 70 end return GetWellSpace_Odds end function HumanityS417000_Act12(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local hprate = ai:GetHpRate(TARGET_SELF) local AttDist = 20 local fate = ai:GetRandam_Int(1, 100) if targetDist <= 4 then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 60) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end end if targetDist <= 8 then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 240) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5) end end goal:AddSubGoal(GOAL_COMMON_If, 10, 0) if hprate <= 0.25 then ai:SetNumber(1, 3) elseif hprate <= 0.5 then ai:SetNumber(1, 2) elseif hprate <= 0.8 then ai:SetNumber(1, 1) else ai:SetNumber(1, 0) end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3013, TARGET_ENE_0, AttDist, 0, -1) goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 1.5, TARGET_ENE_0, 9, TARGET_ENE_0, true, -1) if ai:HasSpecialEffectId(TARGET_SELF, 5510) then GetWellSpace_Odds = 0 else GetWellSpace_Odds = 0 end return GetWellSpace_Odds end function HumanityS417000_ActAfter(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 <= 2 then if GW_fate <= 80 then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 60) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end goal:AddSubGoal(GOAL_COMMON_If, 10, 1) elseif GW_fate <= 100 then if fate <= 0 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2.5, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1) end else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, AppDist, -1, 50) end elseif targetDist <= 5 then if GW_fate <= 65 then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 60) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end goal:AddSubGoal(GOAL_COMMON_If, 10, 1) elseif GW_fate <= 90 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3.5, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3.5, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1) end else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, AppDist, -1, 50) end elseif targetDist <= 10 then if GW_fate <= 25 then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 60) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end goal:AddSubGoal(GOAL_COMMON_If, 10, 1) elseif GW_fate <= 80 then if fate <= 70 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3.5, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3.5, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1) end else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, AppDist, -1, 50) end elseif GW_fate <= 0 then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 60) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end goal:AddSubGoal(GOAL_COMMON_If, 10, 1) elseif GW_fate <= 75 then if fate <= 100 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 5, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1) end else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, AppDist, -1, 50) end return end function HumanityS417000_ActAfter_AdjustSpace(ai, goal, paramTbl) goal:AddSubGoal(GOAL_COMMON_If, 10, 2) return end function HumanityS417000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function HumanityS417000Battle_Terminate(ai, goal) return end Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3004_Dist_max Att3000_Dist_min = Att3003_Dist_max Att3000_Dist_min = Att3005_Dist_max function HumanityS417000Battle_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:IsInterupt(INTERUPT_TargetIsGuard) and ai:GetNumber(0) == 1 then ai:SetNumber(0, 0) goal:ClearSubGoal() if fate <= 80 then goal:AddSubGoal(GOAL_COMMON_ComboFinal, 2, 3000, TARGET_ENE_0, DIST_Middle, -1) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) end return true else local distDamagedStep = 3 local oddsDamagedStep = 30 local bkStepPer = 50 local leftStepPer = 25 local rightStepPer = 25 local safetyDist = 5 if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else local distMissSwing_Int = 3 local oddsMissSwing_Int = 30 if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then goal:AddSubGoal(GOAL_COMMON_Attack, 2, 3000, TARGET_ENE_0, DIST_Middle, 0) return true else local distUseItem_Act = 20 local oddsUseItem_Act = 30 if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then local AtkDist1 = Att3000_Dist_max local AtkDist2 = Att3004_Dist_max local AtkDist3 = Att3003_Dist_max local AtkDist4 = Att3005_Dist_max local AppDist = Att3005_Dist_max local DashDist = Att3005_Dist_max + 2 local Odds_Guard = 0 goal:ClearSubGoal() if targetDist <= 5 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3000, TARGET_ENE_0, AtkDist1, -1, 50) elseif targetDist <= 7 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3004, TARGET_ENE_0, AtkDist2, -1, 50) elseif targetDist <= 10 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3003, TARGET_ENE_0, AtkDist3, -1, 50) else Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 2) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 3, 3005, TARGET_ENE_0, AtkDist4, -1, 50) end return true else local distResNear = 6 local distResFar = 20 local oddsResNear = 60 local oddsResFar = 80 local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) local AppDist = Att3005_Dist_max local DashDist = Att3005_Dist_max + 2 local Odds_Guard = 0 if ResBehavID == 1 then if fate <= 80 then if targetDist <= 5 then goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3000, TARGET_ENE_0, DIST_Middle, 0) elseif targetDist <= 7 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3004, TARGET_ENE_0, AtkDist2, -1, 50) else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3003, TARGET_ENE_0, AtkDist3, -1, 50) end elseif fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end return true elseif ResBehavID == 2 then if fate <= 60 then if targetDist <= 11 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3003, TARGET_ENE_0, AtkDist3, -1, 50) else Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 2) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 3, 3005, TARGET_ENE_0, AtkDist4, -1, 50) end elseif fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end return true else return false end end end end end end return