REGISTER_GOAL(GOAL_Griffith527000_Battle, "Griffith527000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 4.5 local Att3004_Dist_min = 5.3 local Att3004_Dist_max = 6.2 local Att3005_Dist_min = 9.1 local Att3005_Dist_max = 10.8 local Att3006_Dist_min = 0 local Att3006_Dist_max = 2.4 local Att3007_Dist_min = 10.4 local Att3007_Dist_max = 12.3 local Att3008_Dist_min = 0 local Att3008_Dist_max = 4.5 local Att3011_Dist_min = 3 local Att3011_Dist_max = 6 local Att3012_Dist_min = 10.3 local Att3012_Dist_max = 11.4 local Att3013_Dist_min = 0 local Att3013_Dist_max = 2.5 local Att3016_Dist_min = 0 local Att3016_Dist_max = 8 local Att3017_Dist_min = 0 local Att3017_Dist_max = 4.9 REGISTER_GOAL_NO_UPDATE(GOAL_Griffith527000_Battle, 1) function OnIf_527000(ai, goal, codeNo) local targetDist = ai:GetDist(TARGET_ENE_0) local OddsLR = ai:GetRandam_Int(1, 100) if codeNo == 0 then if ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_R, 120) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_FRI_0, 0, AI_DIR_TYPE_L, 4) elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_L, 120) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_FRI_0, 0, AI_DIR_TYPE_R, 4) elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_F, 120) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_FRI_0, 0, AI_DIR_TYPE_B, 4) elseif OddsLR <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_FRI_0, 0, AI_DIR_TYPE_L, 4) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_FRI_0, 0, AI_DIR_TYPE_R, 4) end end return end function Griffith527000Battle_Activate(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) ai:AddObserveArea(0, TARGET_FRI_0, TARGET_SELF, AI_DIR_TYPE_F, 360, 13) 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 Act09Per = 0 local Act10Per = 0 local Act11Per = 0 local GetWellSpace_Odds = 0 if 12.3 <= targetDist then Act01Per = 0 Act02Per = 0 Act03Per = 0 Act04Per = 10 Act05Per = 10 Act06Per = 10 Act07Per = 10 Act08Per = 60 Act09Per = 0 Act10Per = 0 Act11Per = 0 elseif 10.8 <= targetDist then Act01Per = 0 Act02Per = 0 Act03Per = 0 Act04Per = 20 Act05Per = 20 Act06Per = 20 Act07Per = 20 Act08Per = 20 Act09Per = 0 Act10Per = 0 Act11Per = 0 elseif 6.2 <= targetDist then Act01Per = 10 Act02Per = 10 Act03Per = 35 Act04Per = 0 Act05Per = 15 Act06Per = 0 Act07Per = 10 Act08Per = 0 Act09Per = 0 Act10Per = 10 Act11Per = 10 elseif 2.5 <= targetDist then Act01Per = 25 Act02Per = 25 Act03Per = 0 Act04Per = 0 Act05Per = 20 Act06Per = 0 Act07Per = 0 Act08Per = 0 Act09Per = 0 Act10Per = 10 Act11Per = 20 else Act01Per = 13 Act02Per = 12 Act03Per = 0 Act04Per = 0 Act05Per = 0 Act06Per = 0 Act07Per = 0 Act08Per = 0 Act09Per = 60 Act10Per = 5 Act11Per = 10 end local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per) if fateAct <= Act01Per then Griffith527000_Act01(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per then Griffith527000_Act02(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per then Griffith527000_Act03(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then Griffith527000_Act04(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then Griffith527000_Act05(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then Griffith527000_Act06(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then Griffith527000_Act07(ai, goal) GetWellSpace_Odds = 0 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then Griffith527000_Act08(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then Griffith527000_Act09(ai, goal) GetWellSpace_Odds = 0 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per then Griffith527000_Act10(ai, goal) GetWellSpace_Odds = 0 else Griffith527000_Act11(ai, goal) GetWellSpace_Odds = 100 end local fateGWS = ai:GetRandam_Int(1, 100) if fateGWS <= GetWellSpace_Odds then Griffith527000_ActAfter_AdjustSpace(ai, goal, paramTbl) end return end Att3000_Dist_min = Att3000_Dist_max function Griffith527000_Act01(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 2 local Odds_Guard = 0 local fate = ai:GetRandam_Int(1, 100) Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 5 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) elseif fate <= 15 then goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) elseif fate <= 60 then goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) end return end Att3000_Dist_min = Att3008_Dist_max function Griffith527000_Act02(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3008_Dist_max local DashDist = Att3008_Dist_max + 2 local Odds_Guard = 0 local fate = ai:GetRandam_Int(1, 100) Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 10 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0) elseif fate <= 30 then goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3009, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3009, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3010, TARGET_ENE_0, DIST_Middle, 0) end return end Att3000_Dist_min = Att3004_Dist_max function Griffith527000_Act03(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3004_Dist_max local DashDist = Att3004_Dist_max + 2 local Odds_Guard = 0 local fate = ai:GetRandam_Int(1, 100) Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) return end Att3000_Dist_min = Att3005_Dist_max function Griffith527000_Act04(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3005_Dist_max local DashDist = Att3005_Dist_max + 2 local Odds_Guard = 0 local fate = ai:GetRandam_Int(1, 100) Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) return end Att3000_Dist_min = Att3007_Dist_max function Griffith527000_Act05(ai, goal) 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) Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) return end Att3000_Dist_min = Att3012_Dist_max function Griffith527000_Act06(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3012_Dist_max local DashDist = Att3012_Dist_max + 2 local Odds_Guard = 0 local fate = ai:GetRandam_Int(1, 100) Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_ENE_0, DIST_Middle, 0) return end function Griffith527000_Act07(ai, goal) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3011, TARGET_ENE_0, DIST_None, 0) return end function Griffith527000_Act08(ai, goal) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3013, TARGET_ENE_0, DIST_None, 0) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 20, TARGET_ENE_0, 5.5, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3014, TARGET_ENE_0, DIST_None, 0, -1) return end Att3000_Dist_min = Att3006_Dist_max function Griffith527000_Act09(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3006_Dist_max local DashDist = Att3006_Dist_max + 2 local Odds_Guard = 0 goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) return end function Griffith527000_Act10(ai, goal) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3016, TARGET_ENE_0, DIST_None, 0) return end Att3000_Dist_min = Att3017_Dist_max function Griffith527000_Act11(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3017_Dist_max local DashDist = Att3017_Dist_max + 2 local Odds_Guard = 0 local fate = ai:GetRandam_Int(1, 100) Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3017, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3017, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3018, TARGET_ENE_0, DIST_Middle, 0) end return end function Griffith527000_ActAfter_AdjustSpace(ai, goal, paramTbl) local GW_fate = ai:GetRandam_Int(0, 100) local bRight = ai:GetRandam_Int(0, 1) local friendNum = ai:GetTeamRecordCount(COORDINATE_TYPE_SideWalk_L + bRight, TARGET_ENE_0, 2) if GW_fate <= 30 and friendNum < 2 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 2, TARGET_ENE_0, true, -1) goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1) elseif GW_fate <= 60 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1) elseif GW_fate <= 80 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4) else local fate = ai:GetRandam_Int(1, 100) if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) end end return end function Griffith527000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function Griffith527000Battle_Terminate(ai, goal) return end function Griffith527000Battle_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_Inside_ObserveArea) and ai:IsFinishTimer(0) == true then ai:SetTimer(0, 5) goal:AddSubGoal(GOAL_COMMON_If, 30, 0) return true else local distDamagedStep = 3 local oddsDamagedStep = 25 local bkStepPer = 40 local leftStepPer = 30 local rightStepPer = 30 local safetyDist = 4 if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else local distGuardBreak_Act = 6.2 local oddsGuardBreak_Act = 70 local fate = ai:GetRandam_Int(1, 100) local targetDist = ai:GetDist(TARGET_ENE_0) if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then if 4.5 <= targetDist then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0) end return true else local distMissSwing_Int = 6.2 local oddsMissSwing_Int = 50 local targetDist = ai:GetDist(TARGET_ENE_0) if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then if 4.5 <= targetDist then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0) end return true else local distUseItem_Act = 12.3 local oddsUseItem_Act = 30 local targetDist = ai:GetDist(TARGET_ENE_0) if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3011, TARGET_ENE_0, DIST_Middle, 0) return true else local oddsResponse = 35 local bkStepPer = 40 local leftStepPer = 30 local rightStepPer = 30 local safetyDist = 4 if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else local distResNear = 3 local distResFar = 18 local oddsResNear = 0 local oddsResFar = 60 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_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910) return true elseif ResBehavID == 2 then if fate <= 75 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) end return true else return false end end end end end end end end return