REGISTER_GOAL(GOAL_HaikaiDemon230000_Battle, "HaikaiDemon230000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 3.8 local Att3002_Dist_min = 0 local Att3002_Dist_max = 4 local Att3003_Dist_min = 0 local Att3003_Dist_max = 8 local Att3005_Dist_min = 0 local Att3005_Dist_max = 7.5 local Att3006_Dist_min = -1.3 local Att3006_Dist_max = 0 local Att3007_Dist_min = 6.5 local Att3007_Dist_max = 8.7 local Att3008_Dist_min = 11.8 local Att3008_Dist_max = 13.5 local Att3009_Dist_min = 5.5 local Att3009_Dist_max = 25 REGISTER_GOAL_NO_UPDATE(GOAL_HaikaiDemon230000_Battle, 1) Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3003_Dist_max Att3000_Dist_min = Att3006_Dist_max Att3000_Dist_min = Att3008_Dist_min Att3000_Dist_min = Att3008_Dist_max Att3000_Dist_min = Att3007_Dist_max function HaikaiDemon230000Battle_Activate(ai, goal) local role = ai:GetTeamOrder(ORDER_TYPE_Role) local targetDist = ai:GetDist(TARGET_ENE_0) local hprate = ai:GetHpRate(TARGET_SELF) local myThinkId = ai:GetNpcThinkParamID() 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 local Act05Per = 0 local Act06Per = 0 local Act07Per = 0 local BattleArea01 = 0 local BattleArea02 = 0 local BattleArea03 = 0 local BattleArea04 = 0 local BattleArea05 = 0 local ShootBattleArea01 = 0 local ShootBattleArea02 = 0 local CanStep = 1 local LJump = 1 if myThinkId == 230000 then BattleArea01 = 1302750 BattleArea02 = 1302750 BattleArea03 = 1302750 BattleArea04 = 1302750 BattleArea05 = 1302751 ShootBattleArea01 = 1302752 ShootBattleArea02 = 1302752 elseif myThinkId == 230001 then BattleArea01 = 1502734 BattleArea02 = 1502734 BattleArea03 = 1502734 BattleArea04 = 1502734 BattleArea05 = 1502735 ShootBattleArea01 = 1502731 ShootBattleArea02 = 1502732 elseif myThinkId == 230002 then BattleArea01 = 1502733 BattleArea02 = 1502733 BattleArea03 = 1502733 BattleArea04 = 1502733 BattleArea05 = 1502733 ShootBattleArea01 = 1502731 ShootBattleArea02 = 1502731 elseif myThinkId == 230003 then BattleArea01 = 1012795 BattleArea02 = 1012795 BattleArea03 = 1012795 BattleArea04 = 1012795 BattleArea05 = 1012795 ShootBattleArea01 = 1012796 ShootBattleArea02 = 1012797 LJump = 0 if not ai:IsInsideTargetRegion(TARGET_SELF, BattleArea01) then CanStep = 0 end elseif myThinkId == 230004 then BattleArea01 = 1512760 BattleArea02 = 1512760 BattleArea03 = 1512760 BattleArea04 = 1512760 BattleArea05 = 1512760 ShootBattleArea01 = 1512761 ShootBattleArea02 = 1512762 if not ai:IsInsideTargetRegion(TARGET_SELF, BattleArea01) then CanStep = 0 LJump = 0 end elseif myThinkId == 230005 then BattleArea01 = 1412740 BattleArea02 = 1412740 BattleArea03 = 1412740 BattleArea04 = 1412740 BattleArea05 = 1412740 ShootBattleArea01 = 1412741 ShootBattleArea02 = 1412742 end if not not ai:IsInsideTargetRegion(TARGET_ENE_0, BattleArea01) or not not ai:IsInsideTargetRegion(TARGET_ENE_0, BattleArea02) or not not ai:IsInsideTargetRegion(TARGET_ENE_0, BattleArea03) or not not ai:IsInsideTargetRegion(TARGET_ENE_0, BattleArea04) or ai:IsInsideTargetRegion(TARGET_ENE_0, BattleArea05) then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 160) and targetDist <= 0.8 then Act04Per = 85 Act05Per = 15 elseif 12.3 <= targetDist then Act01Per = 5 Act02Per = 10 Act04Per = 75 Act06Per = 10 elseif 7 <= targetDist then Act02Per = 40 Act03Per = 5 Act04Per = 40 Act06Per = 15 elseif 4 <= targetDist then Act01Per = 55 Act02Per = 25 Act03Per = 20 elseif 2.2 <= targetDist then Act01Per = 70 Act03Per = 20 Act05Per = 10 else Act01Per = 55 Act03Per = 15 Act05Per = 30 end elseif not not ai:IsInsideTargetRegion(TARGET_ENE_0, ShootBattleArea01) or ai:IsInsideTargetRegion(TARGET_ENE_0, ShootBattleArea02) then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 160) and targetDist <= 0.8 then Act04Per = 85 Act05Per = 15 elseif 8 <= targetDist then Act06Per = 75 Act07Per = 25 elseif 5.5 <= targetDist then Act02Per = 40 Act06Per = 45 Act07Per = 15 elseif 3.8 <= targetDist then Act02Per = 85 Act07Per = 15 else Act01Per = 50 Act02Per = 45 Act07Per = 5 end else Act07Per = 100 end local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per) if fateAct <= Act01Per then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, false, -1) if fate <= 10 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, 2, 70) elseif fate <= 50 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, 2, 70) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, 2, 70) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) end GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, false, -1) if fate <= 10 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, 2, 70) elseif fate <= 50 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, 2, 70) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, 2, 70) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) end GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, TARGET_ENE_0, Att3006_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then if Att3008_Dist_min <= targetDist and fate <= 40 and LJump == 1 then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, TARGET_ENE_0, Att3008_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 else goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, TARGET_ENE_0, Att3007_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 end elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0) GetWellSpace_Odds = 0 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0) if myThinkId == 230003 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 10, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(15, 30), true, true, -1) end GetWellSpace_Odds = 0 elseif myThinkId == 230003 then ai:SetEventMoveTarget(1012798) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, POINT_EVENT, 1, TARGET_ENE_0, True, -1) else goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, POINT_INITIAL, 1, TARGET_ENE_0, True, -1) end local fateGWS = ai:GetRandam_Int(1, 100) if fateGWS <= GetWellSpace_Odds and CanStep == 1 then local Odds_Guard = 0 local Odds_NoAct = 70 local Odds_BackAndSide = 0 local Odds_Back = 0 local Odds_BitWait = 0 local Odds_Backstep = 30 GetWellSpace_Act(ai, goal, Odds_Guard, Odds_NoAct, Odds_BackAndSide, Odds_Back, Odds_BitWait, Odds_Backstep) end return end function HaikaiDemon230000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function HaikaiDemon230000Battle_Terminate(ai, goal) return end function HaikaiDemon230000Battle_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 distDamagedStep = 3 local oddsDamagedStep = 15 local bkStepPer = 100 local leftStepPer = 0 local rightStepPer = 0 local safetyDist = 6 if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else local distGuardBreak_Attack = 4.3 local oddsGuardBreak_Attack = 60 local AttID = 3000 if GuardBreak_Attack(ai, goal, distGuardBreak_Attack, oddsGuardBreak_Attack, AttID) then return true else local distUseItem_Act = 9.5 local oddsUseItem_Act = 15 if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then if 4.4 <= targetDist then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) end return true else local oddsResponse = 20 local bkStepPer = 100 local leftStepPer = 0 local rightStepPer = 0 local safetyDist = 6 if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else return false end end end end end return