REGISTER_GOAL(GOAL_ClayDoll238000_Battle, "ClayDoll238000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 3.4 local Att3003_Dist_min = 0 local Att3003_Dist_max = 3.3 local Att3005_Dist_min = 5.5 local Att3005_Dist_max = 8.3 local Att3006_Dist_min = 5.6 local Att3006_Dist_max = 8 local Att3007_Dist_min = 0 local Att3007_Dist_max = 10 REGISTER_GOAL_NO_UPDATE(GOAL_ClayDoll238000_Battle, 1) function ClayDoll238000Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local Act05_Odds = 0 if ai:IsFinishTimer(0) == true then Act05_Odds = 1 end if 8 <= targetDist then actPerArr[1] = 40 actPerArr[2] = 10 actPerArr[3] = 45 actPerArr[5] = 0 * Act05_Odds actPerArr[9] = 5 elseif 4 <= targetDist then actPerArr[1] = 25 actPerArr[2] = 20 actPerArr[3] = 25 actPerArr[5] = 10 * Act05_Odds actPerArr[9] = 20 elseif 2.5 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 30 actPerArr[3] = 0 actPerArr[5] = 40 * Act05_Odds actPerArr[9] = 30 else actPerArr[1] = 0 actPerArr[2] = 30 actPerArr[3] = 0 actPerArr[5] = 50 * Act05_Odds actPerArr[9] = 20 end actFuncArr[1] = REGIST_FUNC(ai, goal, ClayDoll238000_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, ClayDoll238000_Act02) actFuncArr[3] = REGIST_FUNC(ai, goal, ClayDoll238000_Act03) actFuncArr[5] = REGIST_FUNC(ai, goal, ClayDoll238000_Act05) actFuncArr[9] = REGIST_FUNC(ai, goal, ClayDoll238000_Act09) local local0 = {100, 10, 30, 25, 20, 8, 7} local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace_IncludeSidestep, local0) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3005_Dist_max function ClayDoll238000_Act01(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 + 30 local Odds_Guard = 30 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3000_Dist_max function ClayDoll238000_Act02(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 + 30 local Odds_Guard = 30 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 <= 30 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 <= 60 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, 3002, TARGET_ENE_0, DIST_Middle, 0) elseif fate <= 80 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_ComboRepeat, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, 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, 3003, TARGET_ENE_0, DIST_Middle, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3006_Dist_max function ClayDoll238000_Act03(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 + 30 local Odds_Guard = 30 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function ClayDoll238000_Act05(ai, goal, paramTbl) ai:SetTimer(0, 75) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3007, TARGET_ENE_0, DIST_Middle) GetWellSpace_Odds = 0 return GetWellSpace_Odds end Att3000_Dist_min = Att3003_Dist_max function ClayDoll238000_Act09(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 + 30 local Odds_Guard = 30 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 40 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, 3004, TARGET_ENE_0, DIST_Middle, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end function ClayDoll238000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function ClayDoll238000Battle_Terminate(ai, goal) return end Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3003_Dist_max function ClayDoll238000Battle_Interupt(ai, goal) local distGuardBreak_Act = 8 local oddsGuardBreak_Act = 35 local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then if 5.5 <= targetDist then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) end elseif fate <= 50 then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) 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 end local distResNear = 8.3 local distResFar = 20 local oddsResNear = 0 local oddsResFar = 100 local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) if ResBehavID == 1 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910) elseif ResBehavID == 2 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910) end local distSuccessGuard_Act = 3.4 local oddsSuccessGuard_Act = 40 if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) return true else return false end end return