REGISTER_GOAL(GOAL_WhiteKnight_Ax241002_Battle, "WhiteKnight_Ax241002Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 3.2 local Att3004_Dist_min = 0 local Att3004_Dist_max = 2.5 local Att3005_Dist_min = 0 local Att3005_Dist_max = 2.5 local Att3006_Dist_min = 0 local Att3006_Dist_max = 1.6 local Att3008_Dist_min = 3.6 local Att3008_Dist_max = 4.2 local Att3009_Dist_min = 5.3 local Att3009_Dist_max = 6.9 REGISTER_GOAL_NO_UPDATE(GOAL_WhiteKnight_Ax241002_Battle, 1) Att3000_Dist_min = Att3008_Dist_max Att3000_Dist_min = Att3009_Dist_max Att3000_Dist_min = Att3006_Dist_max Att3000_Dist_min = Att3005_Dist_max function WhiteKnight_Ax241002Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local eventNo = ai:GetEventRequest() if 5.3 <= targetDist then actPerArr[1] = 15 actPerArr[2] = 5 actPerArr[3] = 70 actPerArr[4] = 0 actPerArr[5] = 5 actPerArr[9] = 5 elseif 3.6 <= targetDist then actPerArr[1] = 45 actPerArr[2] = 15 actPerArr[3] = 0 actPerArr[4] = 10 actPerArr[5] = 15 actPerArr[9] = 15 else actPerArr[1] = 0 actPerArr[2] = 35 actPerArr[3] = 0 actPerArr[4] = 15 actPerArr[5] = 15 actPerArr[9] = 35 end local local0 = {Att3008_Dist_max, 75, 3008, DIST_Middle} defFuncParamTbl[1] = local0 actFuncArr[2] = REGIST_FUNC(ai, goal, WhiteKnight_Ax241002_Act02) local0 = {Att3009_Dist_max, 75, 3009, DIST_Middle} defFuncParamTbl[3] = local0 local0 = {Att3006_Dist_max, 75, 3006, DIST_Middle, 3004, DIST_Middle, nil} defFuncParamTbl[4] = local0 actFuncArr[5] = REGIST_FUNC(ai, goal, WhiteKnight_Ax241002_Act05) local0 = {} local local1, local2 = nil local0[1] = Att3005_Dist_max local0[2] = 75 local0[3] = 20 local0[4] = 80 local0[5] = 3005 local0[6] = 3007 local0[7] = local1 local0[8] = local2 defFuncParamTbl[9] = local0 local atkAfterFunc = REGIST_FUNC(ai, goal, WhiteKnight_Ax241002_ActAfter_AdjustSpace) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3000_Dist_max function WhiteKnight_Ax241002_Act02(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 2 local Odds_Guard = 75 local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) if fate <= 50 then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) 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 fate2 <= 50 then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) 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) else Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) 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 = Att3004_Dist_max function WhiteKnight_Ax241002_Act05(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3004_Dist_max local DashDist = Att3004_Dist_max + 2 local Odds_Guard = 75 local AttID = 3004 local AttDist = DIST_Middle Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3004, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function WhiteKnight_Ax241002_ActAfter_AdjustSpace(ai, goal, paramTbl) local GW_fate = ai:GetRandam_Int(0, 100) local bRight = ai:GetRandam_Int(0, 1) local friendNum = ai:GetTeamRecordCount(COORDINATE_TYPE_SideWalk_L + bRight, TARGET_ENE_0, 2) if GW_fate <= 30 and friendNum < 2 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 2, TARGET_ENE_0, true, 9910) goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, 9910) elseif GW_fate <= 60 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 3, TARGET_ENE_0, true, 9910) elseif GW_fate <= 80 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4) else local fate = ai:GetRandam_Int(1, 100) if fate <= 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 end return end function WhiteKnight_Ax241002Battle_Update(ai, goal) return GOAL_RESULT_Continue end function WhiteKnight_Ax241002Battle_Terminate(ai, goal) return end Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3004_Dist_max Att3000_Dist_min = Att3009_Dist_max function WhiteKnight_Ax241002Battle_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 distResponse = 3 local oddsResponse = 10 local oddsStep = 30 local bkStepPer = 60 local leftStepPer = 20 local rightStepPer = 20 local safetyDist = 3.5 local oddsLeaveAndSide = 50 local oddsSideAndLeave = 25 local timeSide = 4.5 local distLeave = 2.5 if Damaged_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, oddsSide, oddsSideAndLeave, timeSide, distLeave) then return true else local distGuardBreak_Act = 2.5 local oddsGuardBreak_Act = 70 if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) end return true else local distMissSwing_Int = 2.5 local oddsMissSwing_Int = 35 if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) end return true else local distUseItem_Act = 6.9 local oddsUseItem_Act = 55 if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then if targetDist <= 5.2 then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, false, 9910) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0) end return true else local distResNear = 5.2 local distResFar = 18 local oddsResNear = 40 local oddsResFar = 50 local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) if ResBehavID == 1 then if fate <= 80 then if fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, false, 9910) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3004_Dist_max, TARGET_SELF, false, 9910) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) end 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 elseif ResBehavID == 2 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3009_Dist_max, TARGET_SELF, false, 9910) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0) return true elseif fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3009_Dist_max, TARGET_SELF, false, 9910) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3009_Dist_max, TARGET_SELF, false, 9910) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0) end return true else local oddsResponse = 35 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 local distSuccessGuard_Act = 2.5 local oddsSuccessGuard_Act = 70 if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) end return true else return false end end end end end end end end return