REGISTER_GOAL(GOAL_SanzB6052_Battle, "SanzB6052Battle") REGISTER_GOAL_NO_UPDATE(GOAL_SanzB6052_Battle, 1) function SanzB6052Battle_Activate(ai, goal) local hprate = ai:GetHpRate(TARGET_SELF) local selfmp = ai:GetMp(TARGET_SELF) if 0.5 <= hprate then SanzB6052_Battle_Sword(ai, goal) elseif 15 <= selfmp then SanzB6052_Battle_Magic(ai, goal) else SanzB6052_Battle_Sword(ai, goal) end return end function SanzB6052_Battle_Sword(ai, goal) local fate = ai:GetRandam_Int(1, 100) local NormalR_Dist = 2.5 CommonNPC_ChangeWepR1(ai, goal) if fate <= 40 then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 4, TARGET_ENE_0, NormalR_Dist, TARGET_SELF, true, 4) SanzB6052_Battle_NormalR_Comb(ai, goal) elseif fate <= 70 then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 4, TARGET_ENE_0, NormalR_Dist, TARGET_SELF, false, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(90, 120), false, true, 4) SanzB6052_Battle_NormalR_Comb(ai, goal) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 4, TARGET_ENE_0, 5, TARGET_ENE_0, false, 4) end SanzB6052_Battle_Kougeki_Noato(ai, goal) return end function SanzB6052_Battle_Magic(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local NormalR_Dist = 7.5 CommonNPC_ChangeWepR2(ai, goal) if NormalR_Dist <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, NormalR_Dist, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 0) SanzB6052_Battle_Kougeki_Noato(ai, goal) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 0) SanzB6052_Battle_Kougeki_Noato(ai, goal) end return end function SanzB6052_Battle_NormalR_Comb(ai, goal) local NR_fate = ai:GetRandam_Int(1, 100) local NR_fate2 = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) if NR_fate <= 60 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90) end if NR_fate2 <= 10 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90) end return end function SanzB6052_Battle_Kougeki_Noato(ai, goal) local KN_fate = ai:GetRandam_Int(1, 100) local BackDist = 2.5 CommonNPC_ChangeWepL1(ai, goal) if KN_fate <= 50 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(2, 4), TARGET_ENE_0, BackDist, TARGET_ENE_0, false, 4) goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Int(3, 5), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(45, 65), false, true, 4) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(4, 6), TARGET_ENE_0, BackDist, TARGET_ENE_0, true, 4) end return end function SanzB6052Battle_Update(ai, goal) return GOAL_RESULT_Continue end function SanzB6052Battle_Terminate(ai, goal) return end function SanzB6052Battle_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) local fate4 = ai:GetRandam_Int(1, 100) if ai:IsInterupt(INTERUPT_MissSwing) then local MissSwingDist = 1 local MissSwingAttPer = 50 if targetDist <= MissSwingDist and fate <= MissSwingAttPer then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 10, TARGET_ENE_0, false, -1) return true end end if ai:IsInterupt(INTERUPT_Damaged) then local combRunDist = 2 local combRunPer = 40 if targetDist < combRunDist and fate <= combRunPer then goal:ClearSubGoal() if fate2 <= 60 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepB, TARGET_ENE_0, DIST_None, 0) elseif fate2 <= 80 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepL, TARGET_ENE_0, DIST_None, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepR, TARGET_ENE_0, DIST_None, 0) end return true end end if ai:IsInterupt(INTERUPT_Shoot) then local shootIntPer = 50 if fate <= shootIntPer then goal:ClearSubGoal() if fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepL, TARGET_ENE_0, DIST_None, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepR, TARGET_ENE_0, DIST_None, 0) end return true end end return false end return