REGISTER_GOAL(GOAL_HebibitoB_shot270001_Battle, "HebibitoB_shot270001Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 1 local Att3003_Dist_min = 0 local Att3003_Dist_max = 1.5 local Att3004_Dist_min = 0 local Att3004_Dist_max = 1 local Att3005_Dist_min = 0 local Att3005_Dist_max = 3.5 local Att3006_Dist_min = 3 local Att3006_Dist_max = 5.6 local Att3007_Dist_min = 4 local Att3007_Dist_max = 14 local Att3008_Dist_min = 0 local Att3008_Dist_max = 0.9 local Att3009_Dist_min = 0 local Att3009_Dist_max = 20 REGISTER_GOAL_NO_UPDATE(GOAL_HebibitoB_shot270001_Battle, 1) Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3004_Dist_max function HebibitoB_shot270001Battle_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 10 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[3] = 0 actPerArr[4] = 0 actPerArr[5] = 0 actPerArr[6] = 100 actPerArr[7] = 0 elseif 8 <= targetDist then if ai:IsFinishTimer(0) == true then ai:SetTimer(0, fate) actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[3] = 0 actPerArr[4] = 0 actPerArr[5] = 0 actPerArr[6] = 15 actPerArr[7] = 0 actPerArr[9] = 85 else actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[3] = 0 actPerArr[4] = 0 actPerArr[5] = 0 actPerArr[6] = 100 actPerArr[7] = 0 actPerArr[9] = 0 end elseif 5.7 <= targetDist then if ai:IsFinishTimer(0) == true then ai:SetTimer(0, fate) actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[3] = 0 actPerArr[4] = 0 actPerArr[5] = 0 actPerArr[6] = 10 actPerArr[7] = 0 actPerArr[9] = 90 else actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[3] = 0 actPerArr[4] = 0 actPerArr[5] = 0 actPerArr[6] = 100 actPerArr[7] = 0 end elseif 2.5 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[3] = 0 actPerArr[4] = 0 actPerArr[5] = 0 actPerArr[6] = 100 actPerArr[7] = 0 else actPerArr[1] = 20 actPerArr[2] = 25 actPerArr[3] = 25 actPerArr[4] = 0 actPerArr[5] = 25 actPerArr[6] = 0 actPerArr[7] = 5 end actFuncArr[1] = REGIST_FUNC(ai, goal, HebibitoB_shot270001_Act01) local local0 = {} local local1, local2, local3, local4 = nil local0[1] = Att3000_Dist_max local0[2] = 0 local0[3] = 0 local0[4] = 0 local0[5] = local1 local0[6] = local2 local0[7] = local3 local0[8] = local4 defFuncParamTbl[2] = local0 local0 = {Att3004_Dist_max, 0, 3004, DIST_Middle} defFuncParamTbl[3] = local0 actFuncArr[4] = REGIST_FUNC(ai, goal, HebibitoB_shot270001_Act04) actFuncArr[5] = REGIST_FUNC(ai, goal, HebibitoB_shot270001_Act05) local0 = {3007, DIST_Far, nil} defFuncParamTbl[6] = local0 actFuncArr[7] = REGIST_FUNC(ai, goal, HebibitoB_shot270001_Act07) actFuncArr[9] = REGIST_FUNC(ai, goal, HebibitoB_shot270001_Act09) local0 = {0, 50, 5, 5, 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 Att3000_Dist_min = Att3003_Dist_max function HebibitoB_shot270001_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) 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_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 5) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3005_Dist_max function HebibitoB_shot270001_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) 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_None, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3008_Dist_max function HebibitoB_shot270001_Act05(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3008_Dist_max local DashDist = Att3008_Dist_max + 2 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3008, TARGET_ENE_0, DIST_None, 0) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function HebibitoB_shot270001_Act07(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_None, 0) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function HebibitoB_shot270001_Act09(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_None, 0) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function HebibitoB_shot270001Battle_Update(ai, goal) return GOAL_RESULT_Continue end function HebibitoB_shot270001Battle_Terminate(ai, goal) return end Att3000_Dist_min = Att3003_Dist_max function HebibitoB_shot270001Battle_Interupt(ai, goal) local superStepDist = 3 local superStepPer = 25 local bkStepPer = 30 local leftStepPer = 35 local rightStepPer = 35 if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer) then return true end local distDamagedStep = 3 local oddsDamagedStep = 25 local bkStepPer = 30 local leftStepPer = 35 local rightStepPer = 35 local safetyDist = 3 if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true end local distGuardBreak_Act = 10 local oddsGuardBreak_Act = 50 local fate = ai:GetRandam_Int(1, 100) local targetDist = ai:GetDist(TARGET_ENE_0) if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then if 2.5 <= targetDist then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, 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 distUseItem_Act = 10 local oddsUseItem_Act = 40 local targetDist = ai:GetDist(TARGET_ENE_0) if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then if 2.5 <= targetDist then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, 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 = 10.5 local distResFar = 20 local oddsResNear = 0 local oddsResFar = 40 local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local targetDist = ai:GetDist(TARGET_ENE_0) local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) if ResBehavID == 1 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) elseif ResBehavID == 2 then if fate <= 40 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) local local0 = true return true 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 end local oddsResponse = 15 local bkStepPer = 30 local leftStepPer = 35 local rightStepPer = 35 local safetyDist = 3 if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else return false end end return