REGISTER_GOAL(GOAL_HusiHeavy_Bow255002_Battle, "HusiHeavy_Bow255002Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 2.2 local Att3003_Dist_min = 0 local Att3003_Dist_max = 2.4 local Att3004_Dist_min = 0 local Att3004_Dist_max = 2.3 local Att3005_Dist_min = 2.5 local Att3005_Dist_max = 4.5 REGISTER_GOAL_NO_UPDATE(GOAL_HusiHeavy_Bow255002_Battle, 1) function OnIf_255002(ai, goal, codeNo) if ai:HasSpecialEffectId(TARGET_SELF, 3151) then ai:SetTimer(0, 120) else ai:SetTimer(0, 30) end return end function HusiHeavy_Bow255002Battle_Activate(ai, goal) ai:AddObserveArea(0, TARGET_ENE_0, TARGET_SELF, AI_DIR_TYPE_F, 180, 3) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local chan_to_bow1 = 10 local chan_to_bow2 = 8 local hprate = ai:GetHpRate(TARGET_SELF) if ai:HasSpecialEffectId(TARGET_SELF, 5401) then if hprate <= 0.4 and ai:IsFinishTimer(0) == true then if chan_to_bow1 <= targetDist then actPerArr[4] = 25 actPerArr[6] = 0 actPerArr[7] = 0 actPerArr[8] = 0 actPerArr[9] = 0 actPerArr[10] = 75 elseif 4.5 <= targetDist then actPerArr[4] = 5 actPerArr[6] = 5 actPerArr[7] = 5 actPerArr[8] = 5 actPerArr[9] = 5 actPerArr[10] = 75 elseif 3 <= targetDist then actPerArr[6] = 15 actPerArr[7] = 15 actPerArr[8] = 10 actPerArr[9] = 10 actPerArr[10] = 50 else actPerArr[6] = 25 actPerArr[7] = 20 actPerArr[8] = 20 actPerArr[9] = 0 actPerArr[10] = 35 end elseif chan_to_bow1 <= targetDist then actPerArr[4] = 100 elseif chan_to_bow2 <= targetDist then actPerArr[4] = 70 actPerArr[6] = 5 actPerArr[7] = 5 actPerArr[8] = 5 actPerArr[9] = 15 else actPerArr[6] = 40 actPerArr[7] = 30 actPerArr[8] = 30 actPerArr[9] = 0 end elseif hprate <= 0.4 and ai:IsFinishTimer(0) == true then if 12 <= targetDist then actPerArr[1] = 25 actPerArr[2] = 0 actPerArr[10] = 75 elseif 4.5 <= targetDist then actPerArr[1] = 15 actPerArr[2] = 10 actPerArr[10] = 75 elseif 3 <= targetDist then actPerArr[1] = 20 actPerArr[2] = 10 actPerArr[5] = 20 actPerArr[10] = 50 else actPerArr[5] = 65 actPerArr[10] = 35 end elseif 12 <= targetDist then actPerArr[1] = 100 elseif 5 <= targetDist then actPerArr[1] = 70 actPerArr[2] = 30 elseif 3 <= targetDist then actPerArr[1] = 30 actPerArr[2] = 40 actPerArr[5] = 30 else actPerArr[5] = 100 end actFuncArr[1] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act02) actFuncArr[3] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act03) actFuncArr[4] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act04) actFuncArr[5] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act05) actFuncArr[6] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act06) actFuncArr[7] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act07) actFuncArr[8] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act08) actFuncArr[9] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act09) actFuncArr[10] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act10) local local0 = {0, 60, 0, 0, 0, 20, 20} local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace_IncludeSidestep, local0) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end function HusiHeavy_Bow255002_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) if fate <= 50 then local FirstAttID = 3000 local ComAttID = 3001 local ShootNum = ai:GetRandam_Int(1, 3) Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum) else local FirstAttID = 3002 local ComAttID = 3003 local ShootNum = ai:GetRandam_Int(1, 3) Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum) end goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(1, 2), 0, 0, 0, 0) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function HusiHeavy_Bow255002_Act02(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) if fate <= 50 then local FirstAttID = 3000 local ComAttID = 3001 local ShootNum = ai:GetRandam_Int(1, 3) Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum) else local FirstAttID = 3002 local ComAttID = 3003 local ShootNum = ai:GetRandam_Int(1, 3) Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum) end goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(1, 2), 0, 0, 0, 0) goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 20, TARGET_ENE_0, true, -1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function HusiHeavy_Bow255002_Act03(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) if fate <= 50 then local FirstAttID = 3000 local ComAttID = 3001 local ShootNum = ai:GetRandam_Int(1, 3) Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum) else local FirstAttID = 3002 local ComAttID = 3003 local ShootNum = ai:GetRandam_Int(1, 3) Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum) end goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(1, 2), 0, 0, 0, 0) goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 20, TARGET_SELF, false, -1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function HusiHeavy_Bow255002_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3010, TARGET_SELF, DIST_Middle, 0) if fate <= 50 then local FirstAttID = 3000 local ComAttID = 3001 local ShootNum = ai:GetRandam_Int(2, 5) Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum) else local FirstAttID = 3002 local ComAttID = 3003 local ShootNum = ai:GetRandam_Int(2, 5) Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum) end GetWellSpace_Odds = 0 return GetWellSpace_Odds end function HusiHeavy_Bow255002_Act05(ai, goal, paramTbl) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3011, TARGET_SELF, DIST_None) GetWellSpace_Odds = 0 return GetWellSpace_Odds end Att3000_Dist_min = Att3000_Dist_max function HusiHeavy_Bow255002_Act06(ai, goal, paramTbl) local AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 2 local Odds_Guard = 0 local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) 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 <= 85 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_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3003_Dist_max function HusiHeavy_Bow255002_Act07(ai, goal, paramTbl) local AppDist = Att3003_Dist_max local DashDist = Att3003_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3004_Dist_max function HusiHeavy_Bow255002_Act08(ai, goal, paramTbl) local AppDist = Att3004_Dist_max local DashDist = Att3004_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3005_Dist_max function HusiHeavy_Bow255002_Act09(ai, goal, paramTbl) local AppDist = Att3005_Dist_max local DashDist = Att3005_Dist_max + 2 local Odds_Guard = 0 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 function HusiHeavy_Bow255002_Act10(ai, goal, paramTbl) local fate = ai:GetRandam_Int(1, 100) if fate <= 40 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 4.5, TARGET_ENE_0, true, -1) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 3.6) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None) end goal:AddSubGoal(GOAL_COMMON_If, 15, 0) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function HusiHeavy_Bow255002Battle_Update(ai, goal) return GOAL_RESULT_Continue end function HusiHeavy_Bow255002Battle_Terminate(ai, goal) return end Att3000_Dist_min = Att3000_Dist_max function HusiHeavy_Bow255002Battle_Interupt(ai, goal) if ai:IsLadderAct(TARGET_SELF) then return false else 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) if ai:IsInterupt(INTERUPT_Inside_ObserveArea) and ai:HasSpecialEffectId(TARGET_SELF, 5401) == false and ai:IsFinishTimer(0) == true and ai:HasSpecialEffectId(TARGET_SELF, 5401) == false then ai:SetTimer(0, 5) goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3011, TARGET_SELF, DIST_None) 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) if fate <= 75 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4) end return true else local superStepDist = 3 local superStepPer = 10 local bkStepPer = 50 local leftStepPer = 25 local rightStepPer = 25 if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer) then return true else local distDamagedStep = 3 local oddsDamagedStep = 10 local bkStepPer = 50 local leftStepPer = 25 local rightStepPer = 25 local safetyDist = 4 if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else return false end end end end end return