REGISTER_GOAL(GOAL_MukadeSippo520200_Battle, "mukadesippo520200Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 0.6 local Att3001_Dist_min = 0 local Att3001_Dist_max = 0.6 local Att3002_Dist_min = 4 local Att3002_Dist_max = 5 REGISTER_GOAL_NO_UPDATE(GOAL_MukadeSippo520200_Battle, 1) Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3001_Dist_max function mukadesippo520200Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) if 4 <= targetDist then actPerArr[1] = 0 actPerArr[3] = 0 actPerArr[4] = 100 else actPerArr[1] = 50 actPerArr[3] = 50 actPerArr[4] = 0 end local local0 = {Att3000_Dist_max, 0, 3000, DIST_Middle} defFuncParamTbl[1] = local0 local0 = {Att3001_Dist_max, 0, 3001, DIST_Middle} defFuncParamTbl[3] = local0 actFuncArr[4] = REGIST_FUNC(ai, goal, MukadeSippo520200_Act04) local atkAfterFunc = REGIST_FUNC(ai, goal, MukadeSippo520200_ActAfter_AdjustSpace, atkAfterOddsTbl) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3002_Dist_max function MukadeSippo520200_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3002_Dist_max local DashDist = Att3002_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function MukadeSippo520200_ActAfter_AdjustSpace(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) if fate > 60 then if fate <= 75 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 4) else goal:AddSubGoal(GOAL_COMMON_Wait, 2, TARGET_NONE, 0, 0, 0) return true end end return false end function mukadesippo520200Battle_Update(ai, goal) return GOAL_RESULT_Continue end function mukadesippo520200Battle_Terminate(ai, goal) return end function mukadesippo520200Battle_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 oddsResponse = 25 local bkStepPer = 100 local leftStepPer = 0 local rightStepPer = 0 local safetyDist = 4 if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else return false end end return