REGISTER_GOAL(GOAL_KinokoChild228000_Battle, "KinokoChild228000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 0.6 local Att3002_Dist_min = 0 local Att3002_Dist_max = 1.4 REGISTER_GOAL_NO_UPDATE(GOAL_KinokoChild228000_Battle, 1) Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3002_Dist_max function KinokoChild228000Battle_Activate(ai, goal) local role = ai:GetTeamOrder(ORDER_TYPE_Role) local targetDist = ai:GetDist(TARGET_ENE_0) local hprate = ai:GetHpRate(TARGET_SELF) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local fate3 = ai:GetRandam_Int(1, 100) local GetWellSpace_Odds = 0 local Act01Per = 0 local Act02Per = 0 local Act03Per = 0 local Act04Per = 0 if 8 <= targetDist then Act01Per = 10 Act02Per = 10 Act03Per = 80 Act04Per = 0 elseif 4 <= targetDist then Act01Per = 60 Act02Per = 40 Act03Per = 0 Act04Per = 0 elseif 0.5 <= hprate then Act01Per = 100 Act02Per = 0 Act03Per = 0 Act04Per = 0 else Act01Per = 0 Act02Per = 0 Act03Per = 0 Act04Per = 100 end local doAdmirer = ai:GetExcelParam(AI_EXCEL_THINK_PARAM_TYPE__thinkAttr_doAdmirer) local role = ai:GetTeamOrder(ORDER_TYPE_Role) local Guard = 0 if doAdmirer == 1 and role == ROLE_TYPE_Torimaki then Torimaki_Act(ai, goal, Odds_Guard) elseif doAdmirer == 1 and role == ROLE_TYPE_Kankyaku then Kankyaku_Act(ai, goal, Odds_Guard) else local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per) if fateAct <= Act01Per then 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 <= 10 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, 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_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) elseif fate <= 85 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, 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_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 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 elseif fateAct <= Act01Per + Act02Per then local AppDist = Att3002_Dist_max local DashDist = Att3002_Dist_max + 2 local Odds_Guard = 0 local AttID = 3002 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per then local AppDist = 6 local DashDist = 8 local Odds_Guard = 0 local AttID = 3002 local AttDist = DIST_None Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) GetWellSpace_Odds = 0 else 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 <= 60 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) elseif fate <= 95 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) 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_ComboFinal, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) end if 60 <= fate2 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 20, TARGET_SELF, false, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(5, 7), TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_SELF, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 20, TARGET_SELF, false, -1) end GetWellSpace_Odds = 0 end end local fateGWS = ai:GetRandam_Int(1, 100) if fateGWS <= GetWellSpace_Odds then local Odds_Guard = 0 local Odds_NoAct = 70 local Odds_BackAndSide = 0 local Odds_Back = 10 local Odds_BitWait = 20 local Odds_Backstep = 0 GetWellSpace_Act(ai, goal, Odds_Guard, Odds_NoAct, Odds_BackAndSide, Odds_Back, Odds_BitWait, Odds_Backstep) end return end function KinokoChild228000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function KinokoChild228000Battle_Terminate(ai, goal) return end Att3000_Dist_min = Att3002_Dist_max function KinokoChild228000Battle_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) local guardBreakConutDist = 2 local guardBreakConutPer = 10 if FindGuardBreak_Act(ai, goal, guardBreakConutDist, guardBreakConutPer) then local AppDist = Att3002_Dist_max local DashDist = Att3002_Dist_max + 2 local Odds_Guard = 0 local AttID = 3002 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) return true else return false end end return