REGISTER_GOAL(GOAL_TheAbyss450000_Battle, "TheAbyss450000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 5 local Att3002_Dist_min = 0 local Att3002_Dist_max = 4 local Att3003_Dist_min = 0 local Att3003_Dist_max = 7 local Att3006_Dist_min = 6 local Att3006_Dist_max = 12 local Att3020_Dist_min = 8 local Att3020_Dist_max = 10 local Att3009_Dist_min = 0 local Att3009_Dist_max = 3 local Att3010_Dist_min = 0 local Att3010_Dist_max = 100 local Att3012_Dist_min = 0 local Att3012_Dist_max = 15 local Att3013_Dist_min = 7 local Att3013_Dist_max = 13 local Att3014_Dist_min = 10 local Att3014_Dist_max = 20 local Att3015_Dist_min = 0 local Att3015_Dist_max = 5 local Att3018_Dist_min = 0 local Att3018_Dist_max = 5 local Att3019_Dist_min = 0 local Att3019_Dist_max = 6.5 local Att3022_Dist_min = 0 local Att3022_Dist_max = 2.5 local Att3023_Dist_min = 8 local Att3023_Dist_max = 12 REGISTER_GOAL_NO_UPDATE(GOAL_TheAbyss450000_Battle, 1) function OnIf_450000(ai, goal, codeNo) if codeNo == 2 then TheAbyss450000_ActAfter(ai, goal) end return end function TheAbyss450000Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) ai:SetNumber(0, 0) ai:SetNumber(4, 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 local fate4 = 1 local fate5 = 1 local fate6 = 1 if ai:GetNumber(1) <= 10 then fate3 = 1 elseif ai:GetNumber(1) <= 20 then fate3 = 2 elseif ai:GetNumber(1) <= 40 then fate3 = 4 elseif ai:GetNumber(1) <= 50 then fate3 = 6 else fate3 = 10 end if ai:GetNumber(2) <= 10 then fate4 = 1 elseif ai:GetNumber(2) <= 20 then fate4 = 1.5 elseif ai:GetNumber(2) <= 40 then fate4 = 2 elseif ai:GetNumber(2) <= 50 then fate4 = 2.5 else fate4 = 3 end if ai:IsFinishTimer(0) == true then fate5 = 1 else fate5 = 0 end if hprate <= 0.6 then fate6 = 1 else fate6 = 0 end if hprate == 1 and ai:GetNumber(3) == 0 then actPerArr[14] = 100 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) and fate <= 70 then if targetDist <= 3 then actPerArr[6] = 80 actPerArr[20] = 20 else actPerArr[6] = 0 actPerArr[20] = 100 end elseif hprate <= 0.6 and ai:GetNumber(5) == 0 then if targetDist <= 5 then actPerArr[15] = 100 elseif targetDist <= 9 then actPerArr[16] = 100 else actPerArr[17] = 100 end elseif 16 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 0 * fate5 actPerArr[3] = 0 actPerArr[4] = 15 actPerArr[5] = 15 actPerArr[7] = 0 actPerArr[8] = 0 actPerArr[9] = 20 actPerArr[10] = 0 actPerArr[11] = 15 actPerArr[14] = 0 actPerArr[15] = 15 * fate6 actPerArr[16] = 0 * fate6 actPerArr[17] = 20 * fate6 elseif 12 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 0 * fate5 actPerArr[3] = 0 actPerArr[4] = 15 actPerArr[5] = 15 actPerArr[7] = 0 actPerArr[8] = 0 actPerArr[9] = 20 actPerArr[10] = 0 actPerArr[11] = 15 actPerArr[14] = 0 actPerArr[15] = 10 * fate6 actPerArr[16] = 10 * fate6 actPerArr[17] = 15 * fate6 elseif 8 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 0 * fate5 actPerArr[3] = 10 actPerArr[4] = 15 actPerArr[5] = 15 actPerArr[7] = 0 actPerArr[8] = 10 actPerArr[9] = 10 actPerArr[10] = 0 actPerArr[11] = 10 actPerArr[14] = 0 actPerArr[15] = 5 * fate6 actPerArr[16] = 15 * fate6 actPerArr[17] = 10 * fate6 elseif 5 <= targetDist then actPerArr[1] = 10 actPerArr[2] = 0 * fate5 actPerArr[3] = 15 actPerArr[4] = 10 actPerArr[5] = 10 actPerArr[7] = 5 actPerArr[8] = 10 actPerArr[9] = 10 actPerArr[10] = 5 * fate3 actPerArr[11] = 0 actPerArr[14] = 0 actPerArr[15] = 10 * fate6 actPerArr[16] = 15 * fate6 actPerArr[17] = 0 * fate6 elseif 3 <= targetDist then actPerArr[1] = 20 actPerArr[2] = 10 * fate5 actPerArr[3] = 10 actPerArr[4] = 0 actPerArr[5] = 0 actPerArr[7] = 15 actPerArr[8] = 15 actPerArr[9] = 10 actPerArr[10] = 10 * fate3 actPerArr[11] = 0 actPerArr[14] = 0 actPerArr[15] = 10 * fate4 * fate6 actPerArr[16] = 0 * fate6 actPerArr[17] = 0 * fate6 else actPerArr[1] = 20 actPerArr[2] = 10 * fate5 actPerArr[3] = 10 actPerArr[4] = 0 actPerArr[5] = 0 actPerArr[7] = 25 actPerArr[8] = 15 actPerArr[9] = 0 actPerArr[10] = 10 * fate3 actPerArr[11] = 0 actPerArr[14] = 0 actPerArr[15] = 10 * fate4 * fate6 actPerArr[16] = 0 * fate6 actPerArr[17] = 0 * fate6 end actFuncArr[1] = REGIST_FUNC(ai, goal, TheAbyss450000_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, TheAbyss450000_Act02) actFuncArr[3] = REGIST_FUNC(ai, goal, TheAbyss450000_Act03) actFuncArr[4] = REGIST_FUNC(ai, goal, TheAbyss450000_Act04) actFuncArr[5] = REGIST_FUNC(ai, goal, TheAbyss450000_Act05) actFuncArr[6] = REGIST_FUNC(ai, goal, TheAbyss450000_Act06) actFuncArr[7] = REGIST_FUNC(ai, goal, TheAbyss450000_Act07) actFuncArr[8] = REGIST_FUNC(ai, goal, TheAbyss450000_Act08) actFuncArr[9] = REGIST_FUNC(ai, goal, TheAbyss450000_Act09) actFuncArr[10] = REGIST_FUNC(ai, goal, TheAbyss450000_Act10) actFuncArr[11] = REGIST_FUNC(ai, goal, TheAbyss450000_Act11) actFuncArr[14] = REGIST_FUNC(ai, goal, TheAbyss450000_Act14) actFuncArr[15] = REGIST_FUNC(ai, goal, TheAbyss450000_Act15) actFuncArr[16] = REGIST_FUNC(ai, goal, TheAbyss450000_Act16) actFuncArr[17] = REGIST_FUNC(ai, goal, TheAbyss450000_Act17) actFuncArr[20] = REGIST_FUNC(ai, goal, TheAbyss450000_Act20) local atkAfterFunc = REGIST_FUNC(ai, goal, TheAbyss450000_ActAfter_AdjustSpace) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3000_Dist_max function TheAbyss450000_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3000_Dist_max - 1 local DashDist = Att3000_Dist_max + 2 local Odds_Guard = 0 local AttDist = Att3000_Dist_max local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local fate3 = ai:GetRandam_Int(1, 100) if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end if fate <= 20 then if fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90) else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90) end elseif fate <= 60 then if fate2 <= 50 then if fate3 <= 30 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, AttDist, 0) elseif fate3 <= 55 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3016, TARGET_ENE_0, AttDist, 0) elseif fate3 <= 80 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3019, TARGET_ENE_0, AttDist, 0) end elseif fate3 <= 30 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3000, TARGET_ENE_0, AttDist, 0) elseif fate3 <= 55 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3015, TARGET_ENE_0, AttDist, 0) elseif fate3 <= 80 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3018, TARGET_ENE_0, AttDist, 0) end elseif fate2 <= 50 then if fate3 <= 25 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3000, TARGET_ENE_0, AttDist, 0) elseif fate3 <= 40 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3015, TARGET_ENE_0, AttDist, 0) elseif fate3 <= 55 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3016, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0) elseif fate3 <= 70 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3017, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0) elseif fate3 <= 85 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3019, TARGET_ENE_0, AttDist, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3017, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3019, TARGET_ENE_0, AttDist, 0) end elseif fate3 <= 25 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3000, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, AttDist, 0) elseif fate3 <= 40 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3000, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3016, TARGET_ENE_0, AttDist, 0) elseif fate3 <= 55 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3000, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0) elseif fate3 <= 70 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3017, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0) elseif fate3 <= 85 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3000, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3018, TARGET_ENE_0, AttDist, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3017, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3018, TARGET_ENE_0, AttDist, 0) end ai:SetNumber(1, ai:GetNumber(1) + 10) ai:SetNumber(2, ai:GetNumber(2) + 10) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3002_Dist_max function TheAbyss450000_Act02(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AttDist = Att3002_Dist_max ai:SetTimer(0, 10) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, AttDist, 0, 90) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3003_Dist_max function TheAbyss450000_Act03(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3003_Dist_max - 2 local DashDist = Att3003_Dist_max - 2 local Odds_Guard = 0 local AttDist = Att3003_Dist_max local fate = ai:GetRandam_Int(1, 100) if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3005, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3023, TARGET_ENE_0, AttDist, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3004, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3005, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3005, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3019, TARGET_ENE_0, AttDist, 0) end ai:SetNumber(1, ai:GetNumber(1) + 10) ai:SetNumber(2, ai:GetNumber(2) + 10) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3006_Dist_max function TheAbyss450000_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3006_Dist_max local DashDist = Att3006_Dist_max local Odds_Guard = 0 local AttDist = Att3006_Dist_max local fate = ai:GetRandam_Int(1, 100) if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, AttDist, 1.3, 20) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3020_Dist_max function TheAbyss450000_Act05(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3020_Dist_max local DashDist = Att3020_Dist_max local Odds_Guard = 0 local AttDist = Att3020_Dist_max local fate = ai:GetRandam_Int(1, 100) if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end ai:SetNumber(4, 1) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3020, TARGET_ENE_0, DIST_None, 1.3, 20) if targetDist <= 10 then goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3021, TARGET_ENE_0, DIST_None, 0) else goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3007, TARGET_ENE_0, DIST_None, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3009_Dist_max function TheAbyss450000_Act06(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AttDist = Att3009_Dist_max goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 3, 3009, TARGET_ENE_0, AttDist, 0, 0) ai:SetNumber(0, 1) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3015_Dist_max function TheAbyss450000_Act07(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3015_Dist_max - 1.5 local DashDist = Att3015_Dist_max + 2 local Odds_Guard = 0 local AttDist = Att3015_Dist_max local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local fate3 = ai:GetRandam_Int(1, 100) if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end if fate <= 20 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90) elseif fate <= 60 then if fate2 <= 35 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3016, TARGET_ENE_0, AttDist, 0) elseif fate2 <= 70 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3000, TARGET_ENE_0, AttDist, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, AttDist, 0) end elseif fate2 <= 15 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3016, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3015, TARGET_ENE_0, AttDist, 0) elseif fate2 <= 25 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3015, TARGET_ENE_0, AttDist, 0) elseif fate2 <= 35 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3016, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3000, TARGET_ENE_0, AttDist, 0) elseif fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3016, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0) elseif fate2 <= 60 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3000, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0) elseif fate2 <= 70 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0) elseif fate2 <= 85 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3016, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3018, TARGET_ENE_0, AttDist, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3016, TARGET_ENE_0, AttDist, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3019, TARGET_ENE_0, AttDist, 0) end ai:SetNumber(1, ai:GetNumber(1) + 10) ai:SetNumber(2, ai:GetNumber(2) + 10) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3018_Dist_max function TheAbyss450000_Act08(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3018_Dist_max - 2 local DashDist = Att3018_Dist_max + 1 local Odds_Guard = 0 local AttDist = Att3018_Dist_max if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3018, TARGET_ENE_0, AttDist, 0, 90) ai:SetNumber(1, ai:GetNumber(1) + 10) ai:SetNumber(2, ai:GetNumber(2) + 10) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3019_Dist_max function TheAbyss450000_Act09(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3019_Dist_max local DashDist = Att3019_Dist_max + 1 local Odds_Guard = 0 local AttDist = Att3019_Dist_max if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3019, TARGET_ENE_0, AttDist, 0, 90) ai:SetNumber(1, ai:GetNumber(1) + 10) ai:SetNumber(2, ai:GetNumber(2) + 10) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3022_Dist_max function TheAbyss450000_Act10(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3022_Dist_max local DashDist = Att3022_Dist_max + 0 local Odds_Guard = 0 local AttDist = Att3022_Dist_max if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end ai:SetNumber(1, 0) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3022, TARGET_ENE_0, AttDist, 0, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3010, TARGET_ENE_0, AttDist, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3023_Dist_max function TheAbyss450000_Act11(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3023_Dist_max + 0 local DashDist = Att3023_Dist_max + 0 local Odds_Guard = 0 local AttDist = Att3023_Dist_max local fate = ai:GetRandam_Int(1, 100) if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3023, TARGET_ENE_0, AttDist, 1.3, 20) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3010_Dist_max function TheAbyss450000_Act14(ai, goal, paramTbl) local AppDist = Att3010_Dist_max ai:SetNumber(3, 1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3010, TARGET_ENE_0, AppDist, 0, 0) GetWellSpace_Odds = 0 return GetWellSpace_Odds end Att3000_Dist_min = Att3012_Dist_max function TheAbyss450000_Act15(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3012_Dist_max + 0 local DashDist = Att3012_Dist_max + 0 local Odds_Guard = 0 local AttDist = Att3012_Dist_max + 5 local fate = ai:GetRandam_Int(1, 100) if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end ai:SetNumber(2, 0) ai:SetNumber(5, 1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3012, TARGET_ENE_0, AttDist, 0, 90) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3013_Dist_max function TheAbyss450000_Act16(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3013_Dist_max + 0 local DashDist = Att3013_Dist_max + 0 local Odds_Guard = 0 local AttDist = Att3013_Dist_max + 5 local fate = ai:GetRandam_Int(1, 100) if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end ai:SetNumber(5, 1) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3013, TARGET_ENE_0, AttDist, 1.3, 20) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3010, TARGET_ENE_0, DIST_None, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3014_Dist_max function TheAbyss450000_Act17(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3014_Dist_max + 0 local DashDist = Att3014_Dist_max + 0 local Odds_Guard = 0 local AttDist = Att3014_Dist_max + 5 local fate = ai:GetRandam_Int(1, 100) if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end ai:SetNumber(5, 1) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3014, TARGET_ENE_0, AttDist, 0, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3010, TARGET_ENE_0, DIST_None, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function TheAbyss450000_Act20(ai, goal, paramTbl) if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3026, TARGET_ENE_0, DIST_None, 0, 90) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 180) then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3025, TARGET_ENE_0, DIST_None, 0, 90) else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3026, TARGET_ENE_0, DIST_None, 0, 90) end GetWellSpace_Odds = 0 return GetWellSpace_Odds end function TheAbyss450000_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 <= 3 then if GW_fate <= 60 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, 7) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) 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 elseif GW_fate <= 90 then if fate <= 0 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1) end else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_None, 0, 0) end elseif targetDist <= 5 then if GW_fate <= 50 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, 7) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) 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 elseif GW_fate <= 90 then if fate <= 50 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_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_None, 0, 0) end elseif targetDist <= 12 then if GW_fate <= 20 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, 7) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) 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 elseif GW_fate <= 80 then if fate <= 60 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1) end 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, 7) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) 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 elseif GW_fate <= 75 then if fate <= 100 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 4, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 4, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1) end end return end function TheAbyss450000_ActAfter_AdjustSpace(ai, goal, paramTbl) goal:AddSubGoal(GOAL_COMMON_If, 10, 2) return end function TheAbyss450000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function TheAbyss450000Battle_Terminate(ai, goal) return end Att3000_Dist_min = Att3023_Dist_max function TheAbyss450000Battle_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) if fate <= 60 then local AttDist = Att3023_Dist_max goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_ComboFinal, 3, 3023, TARGET_ENE_0, AttDist, 0) end return true elseif ai:GetNumber(4) == 0 then local distUseItem_Act = 20 local oddsUseItem_Act = 30 if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then local AppDist = 20 local DashDist = 20 local Odds_Guard = 0 goal:ClearSubGoal() if targetDist <= 5 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3002, TARGET_ENE_0, DIST_None, 0, 90) elseif targetDist <= 8 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3019, TARGET_ENE_0, DIST_None, 0, 90) elseif targetDist <= 12 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3006, TARGET_ENE_0, DIST_None, 1.3, 0) elseif targetDist <= 15 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3023, TARGET_ENE_0, DIST_None, 0, 90) else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3010, TARGET_ENE_0, DIST_None, 0, 0) end return true end end if ai:GetNumber(4) == 0 then local distResNear = 8 local distResFar = 30 local oddsResNear = 40 local oddsResFar = 70 local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) if ResBehavID == 1 then if targetDist <= 6 then if fate <= 80 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3018, TARGET_ENE_0, DIST_None, 0, 90) elseif fate2 <= 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 elseif fate <= 80 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3019, TARGET_ENE_0, DIST_None, 0, 90) elseif fate2 <= 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 targetDist <= 12 then if fate <= 80 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3006, TARGET_ENE_0, DIST_None, 1.3, 20) elseif fate2 <= 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 elseif targetDist <= 15 then if fate <= 70 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3023, TARGET_ENE_0, DIST_None, 0, 90) elseif fate2 <= 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 elseif fate2 <= 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 end end return false end return