REGISTER_GOAL(GOAL_BigHat_Logarn6030_Battle, "BigHat_Logarn6030Battle") local NormalR2_min = 0 local NormalR2_max = 1.3 local Backstep_Atk2_min = 0 local Backstep_Atk2_max = 1 local Rolling_Atk2_min = 3.5 local Rolling_Atk2_max = 4 local Magic_min = 7 local Magic_max = 10 local Magic2_min = 7 local Magic2_max = 10 local Magic3_min = 9 local Magic3_max = 12 local Magic4_min = 9 local Magic4_max = 12 local Magic5_min = 9 local Magic5_max = 12 REGISTER_GOAL_NO_UPDATE(GOAL_BigHat_Logarn6030_Battle, 1) function BigHat_Logarn6030Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local targetDist = ai:GetDist(TARGET_ENE_0) local myThinkId = ai:GetNpcThinkParamID() if myThinkId == 6032 then if ai:IsLadderAct(TARGET_SELF) then actPerArr[1] = 100 elseif 7 <= targetDist then actPerArr[3] = 2 actPerArr[8] = 3 actPerArr[10] = 13 actPerArr[11] = 14 actPerArr[12] = 14 actPerArr[13] = 14 actPerArr[14] = 40 elseif 3.5 <= targetDist then actPerArr[3] = 5 actPerArr[8] = 5 actPerArr[10] = 10 actPerArr[11] = 10 actPerArr[12] = 10 actPerArr[13] = 10 actPerArr[14] = 35 actPerArr[20] = 15 elseif 1 <= targetDist then actPerArr[3] = 10 actPerArr[10] = 8 actPerArr[11] = 8 actPerArr[12] = 8 actPerArr[13] = 8 actPerArr[14] = 33 actPerArr[20] = 25 else actPerArr[3] = 5 actPerArr[6] = 5 actPerArr[10] = 10 actPerArr[11] = 10 actPerArr[12] = 10 actPerArr[13] = 10 actPerArr[14] = 35 actPerArr[20] = 15 end elseif ai:IsLadderAct(TARGET_SELF) then actPerArr[1] = 100 elseif 7 <= targetDist then actPerArr[3] = 2 actPerArr[8] = 3 actPerArr[10] = 18 actPerArr[11] = 19 actPerArr[12] = 29 actPerArr[13] = 29 elseif 3.5 <= targetDist then actPerArr[3] = 5 actPerArr[8] = 5 actPerArr[10] = 15 actPerArr[11] = 15 actPerArr[12] = 22 actPerArr[13] = 23 actPerArr[20] = 15 elseif 1 <= targetDist then actPerArr[3] = 10 actPerArr[10] = 10 actPerArr[11] = 10 actPerArr[12] = 22 actPerArr[13] = 23 actPerArr[20] = 25 else actPerArr[3] = 5 actPerArr[6] = 5 actPerArr[10] = 15 actPerArr[11] = 15 actPerArr[12] = 22 actPerArr[13] = 23 actPerArr[20] = 15 end actFuncArr[1] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act01) actFuncArr[3] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act03) actFuncArr[6] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act06) actFuncArr[8] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act06) actFuncArr[10] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act10) actFuncArr[11] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act11) actFuncArr[12] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act12) actFuncArr[13] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act13) actFuncArr[14] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act14) actFuncArr[20] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act20) local atkAfterFunc = REGIST_FUNC(ai, goal, BigHat_Logarn6030_ActAfter_AdjustSpace, atkAfterOddsTbl) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end function BigHat_Logarn6030_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 1, TARGET_ENE_0, 0.8, TARGET_SELF, false, 4) GetWellSpace_Odds = 0 return GetWellSpace_Odds end NormalR2_min = NormalR2_max function BigHat_Logarn6030_Act03(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepR2(ai, goal) local AppDist = NormalR2_max local DashDist = NormalR2_max + 5 local Odds_Guard = 0 NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 40 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end NormalR2_min = Backstep_Atk2_max function BigHat_Logarn6030_Act06(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepR2(ai, goal) local AppDist = Backstep_Atk2_max local DashDist = Backstep_Atk2_max + 5 local Odds_Guard = 0 NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_BackstepB, TARGET_ENE_0, 6, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function BigHat_Logarn6030_Act08(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) CommonNPC_ChangeWepR2(ai, goal) local AppDist = Rolling_Atk_max local DashDist = Rolling_Atk_max + 5 local Odds_Guard = 100 NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_StepF, TARGET_ENE_0, 3, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1) GetWellSpace_Odds = 100 return GetWellSpace_Odds end NormalR2_min = Magic_max NormalR2_min = Magic_min function BigHat_Logarn6030_Act10(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local R_Wep = ai:GetWepCateRight(TARGET_SELF) CommonNPC_ChangeWepR1(ai, goal) ai:ChangeEquipMagic(0) if Magic_max <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic_max, TARGET_SELF, false, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90) elseif targetDist <= Magic_min then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic_min, TARGET_ENE_0, false, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90) else goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90) end GetWellSpace_Odds = 0 return GetWellSpace_Odds end NormalR2_min = Magic2_max NormalR2_min = Magic2_min function BigHat_Logarn6030_Act11(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local R_Wep = ai:GetWepCateRight(TARGET_SELF) CommonNPC_ChangeWepR1(ai, goal) ai:ChangeEquipMagic(1) if Magic2_max <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic2_max, TARGET_SELF, false, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90) elseif targetDist <= Magic2_min then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic2_min, TARGET_ENE_0, false, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90) else goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90) end GetWellSpace_Odds = 0 return GetWellSpace_Odds end NormalR2_min = Magic3_max NormalR2_min = Magic3_min function BigHat_Logarn6030_Act12(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local R_Wep = ai:GetWepCateRight(TARGET_SELF) CommonNPC_ChangeWepR1(ai, goal) ai:ChangeEquipMagic(2) if Magic3_max <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3.5, TARGET_ENE_0, Magic3_max, TARGET_SELF, false, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90) elseif targetDist <= Magic3_min then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3.5, TARGET_ENE_0, Magic3_min, TARGET_ENE_0, false, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90) end GetWellSpace_Odds = 0 return GetWellSpace_Odds end NormalR2_min = Magic4_max NormalR2_min = Magic4_min function BigHat_Logarn6030_Act13(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local R_Wep = ai:GetWepCateRight(TARGET_SELF) CommonNPC_ChangeWepR1(ai, goal) ai:ChangeEquipMagic(3) if Magic4_max <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3.5, TARGET_ENE_0, Magic4_max, TARGET_SELF, false, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90) elseif targetDist <= Magic4_min then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3.5, TARGET_ENE_0, Magic4_min, TARGET_ENE_0, false, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90) else goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90) end GetWellSpace_Odds = 0 return GetWellSpace_Odds end NormalR2_min = Magic5_max NormalR2_min = Magic5_min function BigHat_Logarn6030_Act14(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local R_Wep = ai:GetWepCateRight(TARGET_SELF) CommonNPC_ChangeWepR1(ai, goal) ai:ChangeEquipMagic(4) if Magic5_max <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3.5, TARGET_ENE_0, Magic5_max, TARGET_SELF, false, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90) elseif targetDist <= Magic5_min then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3.5, TARGET_ENE_0, Magic5_min, TARGET_ENE_0, false, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90) else goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90) end GetWellSpace_Odds = 0 return GetWellSpace_Odds end function BigHat_Logarn6030_Act20(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) if 7 <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(2, 2.5), TARGET_SELF, true, 4) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(1.5, 2), TARGET_ENE_0, true, 4) end goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function BigHat_Logarn6030_ActAfter_AdjustSpace(ai, goal, paramTbl) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local MoveDist = 3 if fate <= 40 then if fate2 <= 30 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, ai:GetRandam_Float(2.5, 3.5), TARGET_ENE_0, true, 4) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 6, TARGET_ENE_0, ai:GetRandam_Float(1.5, 3), TARGET_ENE_0, true, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 4) end end return end function BigHat_Logarn6030Battle_Update(ai, goal) return GOAL_RESULT_Continue end function BigHat_Logarn6030Battle_Terminate(ai, goal) return end function BigHat_Logarn6030Battle_Interupt(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local fate3 = ai:GetRandam_Int(1, 100) if ai:IsInterupt(INTERUPT_FindAttack) then local FindATKDist = 3 local FindATKPer = 40 local MoveDist = 3 if targetDist <= FindATKDist and fate <= FindATKPer then goal:ClearSubGoal() if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 5) end return true end end if ai:IsInterupt(INTERUPT_Damaged) then local combRunDist = 3 local combRunPer = 40 if targetDist < combRunDist and fate <= combRunPer then goal:ClearSubGoal() if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 5) end end end if ai:IsInterupt(INTERUPT_ReboundByOpponentGuard) then local ResDist = 3 local ResPer = 10 if targetDist < ResDist then if fate <= ResPer then goal:ClearSubGoal() if fate2 <= ResPer then if fate3 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 5) end else ai:Replaning() goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0) return true end else goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0) ai:Replaning() return true end else goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0) ai:Replaning() return true end end if ai:IsInterupt(INTERUPT_Shoot) then local shootIntPer = 80 if fate <= shootIntPer then goal:ClearSubGoal() if 7 < targetDist then if fate2 <= 30 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 5) else CommonNPC_ChangeWepR1(ai, goal) ai:ChangeEquipMagic(3) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90) end else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 5) end return true end end return false end return