REGISTER_GOAL(GOAL_Nata224000_Battle, "Nata224000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 3.5 local Att3001_Dist_min = 0 local Att3001_Dist_max = 3.5 local Att3002_Dist_min = 0 local Att3002_Dist_max = 3.5 local Att3003_Dist_min = 0 local Att3003_Dist_max = 3.5 local Att3004_Dist_min = 4 local Att3004_Dist_max = 6.5 local Att3005_Dist_min = 2 local Att3005_Dist_max = 3 REGISTER_GOAL_NO_UPDATE(GOAL_Nata224000_Battle, 1) Att3000_Dist_min = Att3002_Dist_max function Nata224000Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) if 8 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 10 actPerArr[3] = 0 actPerArr[4] = 10 actPerArr[7] = 80 actPerArr[8] = 0 elseif 4 <= targetDist then actPerArr[1] = 15 actPerArr[2] = 25 actPerArr[3] = 15 actPerArr[4] = 25 actPerArr[7] = 20 actPerArr[8] = 0 elseif 2 <= targetDist then actPerArr[1] = 20 actPerArr[2] = 30 actPerArr[3] = 20 actPerArr[4] = 30 actPerArr[7] = 0 actPerArr[8] = 0 else actPerArr[1] = 15 actPerArr[2] = 20 actPerArr[3] = 15 actPerArr[4] = 20 actPerArr[7] = 0 actPerArr[8] = 30 end actFuncArr[1] = REGIST_FUNC(ai, goal, Nata224000_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, Nata224000_Act02) local local0 = {Att3002_Dist_max, 0, 3002, DIST_Middle} defFuncParamTbl[3] = local0 actFuncArr[4] = REGIST_FUNC(ai, goal, Nata224000_Act04) actFuncArr[7] = REGIST_FUNC(ai, goal, Nata224000_Act07) actFuncArr[8] = REGIST_FUNC(ai, goal, Nata224000_Act08) local atkAfterFunc = REGIST_FUNC(ai, goal, Nata224000_ActAfter_AdjustSpace) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3000_Dist_max function Nata224000_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 20 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) else 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) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3005_Dist_max function Nata224000_Act02(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3005_Dist_max local DashDist = Att3005_Dist_max + 2 local Odds_Guard = 0 local AttID = 3005 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3003_Dist_max function Nata224000_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3003_Dist_max local DashDist = Att3003_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 20 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3004_Dist_max function Nata224000_Act07(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3004_Dist_max local DashDist = Att3004_Dist_max + 2 local Odds_Guard = 0 local AttID = 3004 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function Nata224000_Act08(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 4) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function Nata224000_ActAfter_AdjustSpace(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) if fate > 80 then if fate <= 90 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2.5, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(15, 30), true, true, -1) return true elseif fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) end return true else return false end end function Nata224000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function Nata224000Battle_Terminate(ai, goal) return end Att3000_Dist_min = Att3004_Dist_max function Nata224000Battle_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 superStepDist = 3 local superStepPer = 15 local bkStepPer = 60 local leftStepPer = 20 local rightStepPer = 20 if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer) then return true end local distDamagedStep = 3 local oddsDamagedStep = 15 local bkStepPer = 60 local leftStepPer = 20 local rightStepPer = 20 local safetyDist = 3.5 if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true end local distGuardBreak_Act = 8 local oddsGuardBreak_Act = 30 if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then if targetDist <= 3.5 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) end return true end goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3004_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) else local distMissSwing_Attack = 6.5 local oddsMissSwing_Attack = 30 local AttID = 3003 if MissSwing_Attack(ai, goal, distMissSwing_Attack, oddsMissSwing_Attack, AttID) then if targetDist <= 3.5 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) end return true end local distUseItem_Act = 9 local oddsUseItem_Act = 60 if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then if targetDist <= 3.5 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3004_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) end return true end local distResNear = 12 local distResFar = 20 local oddsResNear = 0 local oddsResFar = 30 local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) if ResBehavID == 1 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) elseif ResBehavID == 2 then 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 return true end local oddsResponse = 50 local bkStepPer = 60 local leftStepPer = 20 local rightStepPer = 20 local safetyDist = 3.5 if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else return false end end end return