REGISTER_GOAL(GOAL_HebibitoA269000_Battle, "HebibitoA269000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 3.2 local Att3003_Dist_min = 0 local Att3003_Dist_max = 3.6 local Att3005_Dist_min = 0 local Att3005_Dist_max = 3.5 local Att3006_Dist_min = 10 local Att3006_Dist_max = 11.4 local Att3007_Dist_min = 0 local Att3007_Dist_max = 2.5 local Att3008_Dist_min = 0 local Att3008_Dist_max = 20 REGISTER_GOAL_NO_UPDATE(GOAL_HebibitoA269000_Battle, 1) function HebibitoA269000Battle_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() local fate = ai:GetRandam_Int(30, 60) if ai:IsLadderAct(TARGET_SELF) then actPerArr[3] = 100 elseif 12 <= targetDist then if ai:IsFinishTimer(0) == true then ai:SetTimer(0, fate) actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[3] = 0 actPerArr[4] = 100 actPerArr[9] = 0 actPerArr[7] = 0 else actPerArr[1] = 0 actPerArr[2] = 10 actPerArr[3] = 20 actPerArr[4] = 0 actPerArr[9] = 20 actPerArr[7] = 50 end elseif 10 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 25 actPerArr[3] = 20 actPerArr[4] = 0 actPerArr[9] = 30 actPerArr[7] = 25 elseif 3.5 <= targetDist then actPerArr[1] = 15 actPerArr[2] = 25 actPerArr[3] = 30 actPerArr[4] = 0 actPerArr[9] = 30 actPerArr[7] = 0 else actPerArr[1] = 20 actPerArr[2] = 20 actPerArr[3] = 20 actPerArr[4] = 0 actPerArr[9] = 30 actPerArr[7] = 0 end actFuncArr[1] = REGIST_FUNC(ai, goal, HebibitoA269000_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, HebibitoA269000_Act02) actFuncArr[3] = REGIST_FUNC(ai, goal, HebibitoA269000_Act03) actFuncArr[4] = REGIST_FUNC(ai, goal, HebibitoA269000_Act04) actFuncArr[7] = REGIST_FUNC(ai, goal, HebibitoA269000_Act07) actFuncArr[9] = REGIST_FUNC(ai, goal, HebibitoA269000_Act09) local local0 = {100, 50, 10, 10, 0, 15, 15} 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 = Att3007_Dist_max function HebibitoA269000_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3007_Dist_max local DashDist = Att3007_Dist_max + 2 local Odds_Guard = 100 if fate <= 20 then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 3, 3007, TARGET_ENE_0, DIST_Near, 40) else Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_ComboAttack, 3, 3007, TARGET_ENE_0, DIST_Middle, 40) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 3, 3009, TARGET_ENE_0, DIST_Middle, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3000_Dist_max function HebibitoA269000_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 + 2 local Odds_Guard = 100 if fate <= 20 then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 3, 3000, TARGET_ENE_0, DIST_Near, 0, 30) elseif fate <= 60 then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_ComboAttack, 3, 3000, TARGET_ENE_0, DIST_Middle, 0, 30) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 3, 3001, TARGET_ENE_0, DIST_Middle, 0, 30) else Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_ComboAttack, 3, 3000, TARGET_ENE_0, DIST_Middle, 0, 30) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 3, 3001, TARGET_ENE_0, DIST_Middle, 0, 30) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 3, 3002, TARGET_ENE_0, DIST_Middle, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3005_Dist_max function HebibitoA269000_Act03(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 + 2 local Odds_Guard = 100 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 3, 3005, TARGET_ENE_0, DIST_Middle, 0, 10) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function HebibitoA269000_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_ENE_0, DIST_None, 0) GetWellSpace_Odds = 0 return GetWellSpace_Odds end Att3000_Dist_min = Att3006_Dist_max function HebibitoA269000_Act07(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3006_Dist_max local DashDist = Att3006_Dist_max + 2 local Odds_Guard = 100 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3006, TARGET_ENE_0, DIST_None, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3003_Dist_max function HebibitoA269000_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 + 2 local Odds_Guard = 100 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate <= 20 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 30, 0, 10) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 30, 0, 10) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end function HebibitoA269000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function HebibitoA269000Battle_Terminate(ai, goal) return end function HebibitoA269000Battle_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 distResponse = 3.5 local oddsResponse = 15 local oddsStep = 50 local bkStepPer = 40 local leftStepPer = 30 local rightStepPer = 30 local safetyDist = 3.5 local oddsLeaveAndSide = 50 local timeSide = 4 local distLeave = 3.5 if FindAttack_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then return true else local distResponse = 3.5 local oddsResponse = 15 local oddsStep = 50 local bkStepPer = 40 local leftStepPer = 30 local rightStepPer = 30 local safetyDist = 3.5 local oddsLeaveAndSide = 50 local timeSide = 4.5 local distLeave = 3.5 if Damaged_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then return true else local distResNear = 6.5 local distResFar = 18 local oddsResNear = 0 local oddsResFar = 25 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) return true 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) return true else local oddsResponse = 20 local bkStepPer = 40 local leftStepPer = 30 local rightStepPer = 30 local safetyDist = 3.5 if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else local distSuccessGuard_Act = 3.5 local oddsSuccessGuard_Act = 100 local fate = ai:GetRandam_Int(1, 100) if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) end return true else return false end end end end end end end return