REGISTER_GOAL(GOAL_IronGolem232000_Battle, "IronGolem232000Battle") local Att3000_Dist_min = 1.4 local Att3000_Dist_max = 3.8 local Att3002_Dist_min = 1.1 local Att3002_Dist_max = 4.2 local Att3003_Dist_min = 1 local Att3003_Dist_max = 3.1 local Att3006_Dist_min = -1.5 local Att3006_Dist_max = 3.8 local Att3007_Dist_min = -1.5 local Att3007_Dist_max = 0.4 local Att3009_Dist_min = -1.5 local Att3009_Dist_max = -0.5 local Att3010_Dist_min = -1.5 local Att3010_Dist_max = 0 local Att3012_Dist_min = 12 local Att3012_Dist_max = 30 REGISTER_GOAL_NO_UPDATE(GOAL_IronGolem232000_Battle, 1) function IronGolem232000Battle_Activate(ai, goal) 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) local fate5 = ai:GetRandam_Int(1, 100) local fate6 = ai:GetRandam_Int(1, 100) local targetDist = ai:GetDist(TARGET_ENE_0) local EventNo = ai:GetEventRequest() local GetWellSpace_Odds = 0 local Act00Per = 0 local Act01Per = 0 local Act02Per = 0 local Act03Per = 0 local Act04Per = 0 local Act05Per = 0 local Act06Per = 0 local Act07Per = 0 local Act08Per = 0 local Act09Per = 0 local Act10Per = 0 local Act11Per = 0 local Act12Per = 0 local Act13Per = 0 ai:AddObserveChrDmySphere(0, TARGET_ENE_0, 3, 1.4) ai:AddObserveChrDmySphere(1, TARGET_ENE_0, 30, 1.4) ai:AddObserveChrDmySphere(2, TARGET_ENE_0, 4, 1.4) ai:AddObserveChrDmySphere(3, TARGET_ENE_0, 40, 1.4) local FirstImpression = ai:GetNumber(0) local RateThrow = 1 if ai:IsFinishTimer(0) == false then RateThrow = 0.1 end local RateRightCrush = 1 if ai:IsFinishTimer(1) == false then RateRightCrush = 0.2 end local RateLeftCrush = 1 if ai:IsFinishTimer(2) == false then RateLeftCrush = 0.2 end local RateStep = 1 if ai:IsFinishTimer(3) == false then RateStep = 0 end local RateNagi = 1 if ai:IsInsideTargetRegion(TARGET_ENE_0, 1502730) then RateNagi = 0 end if FirstImpression == 0 then Act11Per = 100 elseif not not ai:IsInsideObserve(0) or ai:IsInsideObserve(1) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) and fate <= 75 * RateRightCrush then Act03Per = 100 elseif not not ai:IsInsideObserve(2) or ai:IsInsideObserve(3) and fate2 <= 75 * RateLeftCrush then Act04Per = 50 Act09Per = 50 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 30) and 0 <= targetDist and targetDist <= 4 and fate3 <= 75 * RateThrow then Act05Per = 100 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 30) and -1.5 <= targetDist and targetDist <= 1.5 and fate4 <= 60 then Act06Per = 100 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 50) and -1.5 <= targetDist and targetDist <= 1.5 and fate5 <= 75 * RateThrow then Act07Per = 100 elseif 12 <= targetDist then Act00Per = 5 Act01Per = 10 * RateNagi Act02Per = 5 Act10Per = 50 Act12Per = 30 elseif 6 <= targetDist then Act00Per = 30 Act01Per = 45 * RateNagi Act02Per = 15 Act05Per = 10 * RateThrow elseif 3 <= targetDist then Act00Per = 20 Act01Per = 35 * RateNagi Act02Per = 10 Act05Per = 15 * RateThrow Act13Per = 20 * RateStep elseif 1.4 <= targetDist then Act00Per = 5 Act01Per = 10 * RateNagi Act02Per = 10 Act05Per = 25 * RateThrow Act13Per = 50 * RateStep elseif -0.5 <= targetDist then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then Act05Per = 20 * RateThrow Act06Per = 15 Act07Per = 5 * RateThrow Act08Per = 10 Act13Per = 300 * RateStep else Act05Per = 20 * RateThrow Act06Per = 15 Act07Per = 5 * RateThrow Act08Per = 10 Act13Per = 50 * RateStep end elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then Act06Per = 10 Act07Per = 10 * RateThrow Act08Per = 10 Act13Per = 300 * RateStep Act03Per = 5 * RateRightCrush Act04Per = 5 * RateLeftCrush else Act06Per = 10 Act07Per = 10 * RateThrow Act08Per = 10 Act13Per = 70 * RateStep Act03Per = 5 * RateRightCrush Act04Per = 5 * RateLeftCrush end if not not ai:IsInsideObserve(0) or ai:IsInsideObserve(1) then Act07Per = 200 end local fateAct = ai:GetRandam_Int(1, Act00Per + Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per) if fateAct <= Act00Per then IronGolem232000_Act00(ai, goal) elseif fateAct <= Act00Per + Act01Per then IronGolem232000_Act01(ai, goal) elseif fateAct <= Act00Per + Act01Per + Act02Per then IronGolem232000_Act02(ai, goal) elseif fateAct <= Act00Per + Act01Per + Act02Per + Act03Per then IronGolem232000_Act03(ai, goal) elseif fateAct <= Act00Per + Act01Per + Act02Per + Act03Per + Act04Per then IronGolem232000_Act04(ai, goal) elseif fateAct <= Act00Per + Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then IronGolem232000_Act05(ai, goal) elseif fateAct <= Act00Per + Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then IronGolem232000_Act06(ai, goal) elseif fateAct <= Act00Per + Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then IronGolem232000_Act07(ai, goal) elseif fateAct <= Act00Per + Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then IronGolem232000_Act08(ai, goal) elseif fateAct <= Act00Per + Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then IronGolem232000_Act09(ai, goal) elseif fateAct <= Act00Per + Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per then IronGolem232000_Act10(ai, goal) elseif fateAct <= Act00Per + Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per then IronGolem232000_Act11(ai, goal) elseif fateAct <= Act00Per + Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per then IronGolem232000_Act12(ai, goal) else IronGolem232000_Act13(ai, goal) end return end Att3000_Dist_min = Att3000_Dist_max function IronGolem232000_Act00(ai, goal) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 0 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 70 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, 2, 45) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, 2, 45) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) end return end Att3000_Dist_min = Att3002_Dist_max function IronGolem232000_Act01(ai, goal) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3002_Dist_max local DashDist = Att3002_Dist_max + 0 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 75 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_Far, 2, 90) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_Far, 2, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3008, TARGET_ENE_0, DIST_Middle, 0) end return end Att3000_Dist_min = Att3003_Dist_max function IronGolem232000_Act02(ai, goal) local AppDist = Att3003_Dist_max local DashDist = Att3003_Dist_max + 0 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, 2, 30) return end function IronGolem232000_Act03(ai, goal) ai:SetTimer(1, 15) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, DIST_Near, 0, 180) return end function IronGolem232000_Act04(ai, goal) ai:SetTimer(2, 15) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, DIST_Near, 0, 180) return end Att3000_Dist_min = Att3006_Dist_max function IronGolem232000_Act05(ai, goal) local AppDist = Att3006_Dist_max local DashDist = Att3006_Dist_max + 0 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) ai:SetTimer(0, 25) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, DIST_Middle, 2, 30) return end Att3000_Dist_min = Att3007_Dist_max function IronGolem232000_Act06(ai, goal) local AppDist = Att3007_Dist_max local DashDist = Att3007_Dist_max + 0 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, DIST_Middle, 2, 30) return end function IronGolem232000_Act07(ai, goal) ai:SetTimer(0, 25) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, 0, 180) return end Att3000_Dist_min = Att3010_Dist_max function IronGolem232000_Act08(ai, goal) local AppDist = Att3010_Dist_max local DashDist = Att3010_Dist_max + 0 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3010, TARGET_ENE_0, DIST_Near, 2, 90) return end function IronGolem232000_Act09(ai, goal) ai:SetTimer(2, 15) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3011, TARGET_ENE_0, DIST_Near, 0, 180) return end Att3000_Dist_min = Att3012_Dist_max function IronGolem232000_Act10(ai, goal) local AppDist = Att3012_Dist_max local DashDist = Att3012_Dist_max + 0 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3012, TARGET_ENE_0, DIST_None, -1, 20) return end Att3000_Dist_min = Att3012_Dist_max Att3000_Dist_min = Att3002_Dist_max function IronGolem232000_Act11(ai, goal) ai:SetNumber(0, 1) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 30, TARGET_ENE_0, Att3012_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3012, TARGET_ENE_0, DIST_None, -1, 20) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3002_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_Far, 2, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3008, TARGET_ENE_0, DIST_Middle, 0) return end function IronGolem232000_Act12(ai, goal) local AppDist = 8.5 local DashDist = 8.5 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_Far, 2, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3008, TARGET_ENE_0, DIST_Middle, 0) return end function IronGolem232000_Act13(ai, goal) ai:SetTimer(3, 10) goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 6) return end function IronGolem232000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function IronGolem232000Battle_Terminate(ai, goal) return end function IronGolem232000Battle_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 distUseItem_Act = 20 local oddsUseItem_Act = 50 local targetDist = ai:GetDist(TARGET_ENE_0) if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then if 12 <= targetDist then IronGolem232000_Act10(ai, goal) elseif 8.5 <= targetDist then IronGolem232000_Act12(ai, goal) elseif 4.1 <= targetDist then IronGolem232000_Act01(ai, goal) elseif 0 <= targetDist then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then IronGolem232000_Act13(ai, goal) else IronGolem232000_Act05(ai, goal) end else IronGolem232000_Act13(ai, goal) end return true else return false end end return