REGISTER_GOAL(GOAL_SpearDemon226000_Battle, "SpearDemon226000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 4.5 local Att3003_Dist_min = 4 local Att3003_Dist_max = 6.5 local Att3004_Dist_min = 6.5 local Att3004_Dist_max = 10 local Att3005_Dist_min = 0 local Att3005_Dist_max = 4.5 local Att3006_Dist_min = 12 local Att3006_Dist_max = 25 local Att3007_Dist_min = 0 local Att3007_Dist_max = 4 local Att3008_Dist_min = 0 local Att3008_Dist_max = 4.5 REGISTER_GOAL_NO_UPDATE(GOAL_SpearDemon226000_Battle, 1) Att3000_Dist_min = Att3008_Dist_max Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3007_Dist_max function SpearDemon226000Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) if 12 <= targetDist then actPerArr[1] = 5 actPerArr[2] = 5 actPerArr[9] = 5 actPerArr[5] = 75 actPerArr[6] = 0 actPerArr[7] = 10 elseif 6.5 <= targetDist then actPerArr[1] = 10 actPerArr[2] = 10 actPerArr[9] = 10 actPerArr[5] = 0 actPerArr[6] = 0 actPerArr[7] = 70 elseif 4 <= targetDist then actPerArr[1] = 25 actPerArr[2] = 35 actPerArr[9] = 25 actPerArr[5] = 0 actPerArr[6] = 0 actPerArr[7] = 15 else actPerArr[1] = 15 actPerArr[2] = 20 actPerArr[9] = 15 actPerArr[5] = 0 actPerArr[6] = 50 actPerArr[7] = 0 end local local0 = {Att3008_Dist_max, 0, 3008, DIST_Middle} defFuncParamTbl[1] = local0 local0 = {Att3000_Dist_max, 0, 10, 40} defFuncParamTbl[2] = local0 local0 = {Att3007_Dist_max, 0, 10, 20, 3007, 3009, 3010} defFuncParamTbl[9] = local0 actFuncArr[5] = REGIST_FUNC(ai, goal, SpearDemon226000_Act05) local0 = {3005, DIST_Far} defFuncParamTbl[6] = local0 actFuncArr[7] = REGIST_FUNC(ai, goal, SpearDemon226000_Act07) local atkAfterFunc = REGIST_FUNC(ai, goal, SpearDemon226000_ActAfter_AdjustSpace, atkAfterOddsTbl) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3006_Dist_max function SpearDemon226000_Act05(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3006_Dist_max local DashDist = Att3006_Dist_max + 2 local Odds_Guard = 0 local AttID = 3006 local AttDist = DIST_None local TurnTime = 1.5 local TurnFaceAngle = 20 Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist, TurnTime, TurnFaceAngle) GetWellSpace_Odds = 0 return GetWellSpace_Odds end Att3000_Dist_min = Att3003_Dist_max Att3000_Dist_min = Att3004_Dist_max function SpearDemon226000_Act07(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) if targetDist <= 6.5 then local AppDist = Att3003_Dist_max local DashDist = Att3003_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) elseif fate <= 30 then local AppDist = Att3003_Dist_max local DashDist = Att3003_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) else local AppDist = Att3004_Dist_max local DashDist = Att3004_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end function SpearDemon226000_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 > 45 then if fate <= 65 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4) 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 SpearDemon226000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function SpearDemon226000Battle_Terminate(ai, goal) return end Att3000_Dist_min = Att3003_Dist_max function SpearDemon226000Battle_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 = 25 local bkStepPer = 60 local leftStepPer = 20 local rightStepPer = 20 local safetyDist = 3.5 if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else local distDamagedStep = 3 local oddsDamagedStep = 25 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 else local distGuardBreak_Act = 6.5 local oddsGuardBreak_Act = 30 if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then if targetDist <= 4 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) end return true else local distMissSwing_Int = 6.5 local oddsMissSwing_Int = 50 if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then if targetDist <= 4 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) end return true else local distUseItem_Act = 8 local oddsUseItem_Act = 60 if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then if targetDist <= 4 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0) end else goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) end return true else local distResNear = 8 local distResFar = 18 local oddsResNear = 0 local oddsResFar = 60 local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) if ResBehavID == 1 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) return true elseif ResBehavID == 2 then if fate <= 25 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) local local0 = true return true elseif fate2 <= 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 else 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 end end end end end return