REGISTER_GOAL(GOAL_HusibitoKojiki251000_Battle, "HusibitoKojiki251000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 2.3 local Att3001_Dist_min = 0 local Att3001_Dist_max = 2.3 local Att3002_Dist_min = 0 local Att3002_Dist_max = 2.6 local Att3003_Dist_min = 0 local Att3003_Dist_max = 2.2 local Att3004_Dist_min = 0 local Att3004_Dist_max = 3.8 local Att3005_Dist_min = 0 local Att3005_Dist_max = 0 local Att3006_Dist_min = 0 local Att3006_Dist_max = 0 REGISTER_GOAL_NO_UPDATE(GOAL_HusibitoKojiki251000_Battle, 1) Att3000_Dist_min = Att3002_Dist_max Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3003_Dist_max Att3000_Dist_min = Att3004_Dist_max function HusibitoKojiki251000Battle_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 3.8 <= targetDist then actPerArr[1] = 5 actPerArr[2] = 5 actPerArr[3] = 10 actPerArr[7] = 80 else actPerArr[1] = 30 actPerArr[2] = 40 actPerArr[3] = 30 actPerArr[7] = 0 end local local0 = {Att3002_Dist_max, 0, 3002, DIST_Middle} defFuncParamTbl[1] = local0 local0 = {} local local1, local2, local3, local4 = nil local0[1] = Att3000_Dist_max local0[2] = 0 local0[3] = 30 local0[4] = 70 local0[5] = local1 local0[6] = local2 local0[7] = local3 local0[8] = local4 defFuncParamTbl[2] = local0 local0 = {Att3003_Dist_max, 0, 3003, DIST_Middle} defFuncParamTbl[3] = local0 local0 = {Att3004_Dist_max, 0, 3004, DIST_Middle} defFuncParamTbl[7] = local0 local0 = {0, 45, 20, 20, 0, 8, 7} local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace_IncludeSidestep, local0) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end function HusibitoKojiki251000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function HusibitoKojiki251000Battle_Terminate(ai, goal) return end Att3000_Dist_min = Att3004_Dist_max function HusibitoKojiki251000Battle_Interupt(ai, goal) if ai:IsLadderAct(TARGET_SELF) then return false else local distDamagedStep = 3 local oddsDamagedStep = 15 local bkStepPer = 30 local leftStepPer = 35 local rightStepPer = 35 local safetyDist = 4 if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else local distMissSwing_Int = 5.8 local oddsMissSwing_Int = 30 local targetDist = ai:GetDist(TARGET_ENE_0) if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then if 2.4 <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3004_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, 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 = 30 local leftStepPer = 35 local rightStepPer = 35 local safetyDist = 4 if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else return false end end end end end return