REGISTER_GOAL(GOAL_BlackKnight_Sword279000_Battle, "BlackKnight_Sword279000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 3.2 local Att3005_Dist_min = 0 local Att3005_Dist_max = 2.7 local Att3006_Dist_min = 0 local Att3006_Dist_max = 1.6 local Att3007_Dist_min = 4.1 local Att3007_Dist_max = 6.2 REGISTER_GOAL_NO_UPDATE(GOAL_BlackKnight_Sword279000_Battle, 1) function BlackKnight_Sword279000Battle_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 MoveAttackOdds = 1 if not not ai:IsRideEdgeFlag(TARGET_SELF) or ai:IsRideEdgeFlag(TARGET_ENE_0) then MoveAttackOdds = 0 end if ai:IsTargetGuard(TARGET_ENE_0) == true then if 8 <= targetDist then actPerArr[4] = 20 elseif 4.1 <= targetDist then actPerArr[4] = 80 else actPerArr[4] = 150 end end if 8 <= targetDist then actPerArr[1] = 5 actPerArr[2] = 5 actPerArr[5] = 90 * MoveAttackOdds elseif 4.1 <= targetDist then actPerArr[1] = 20 actPerArr[2] = 45 actPerArr[5] = 35 * MoveAttackOdds actPerArr[6] = 5 elseif 1.7 <= targetDist then actPerArr[1] = 30 actPerArr[2] = 45 actPerArr[5] = 0 actPerArr[6] = 25 else actPerArr[1] = 20 actPerArr[2] = 35 actPerArr[5] = 0 actPerArr[6] = 45 end actFuncArr[1] = REGIST_FUNC(ai, goal, BlackKnight_Sword279000_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, BlackKnight_Sword279000_Act02) actFuncArr[4] = REGIST_FUNC(ai, goal, BlackKnight_Sword279000_Act04) actFuncArr[5] = REGIST_FUNC(ai, goal, BlackKnight_Sword279000_Act05) actFuncArr[6] = REGIST_FUNC(ai, goal, BlackKnight_Sword279000_Act06) local atkAfterFunc = REGIST_FUNC(ai, goal, BlackKnight_Sword279000_ActAfter_AdjustSpace) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3005_Dist_max function BlackKnight_Sword279000_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3005_Dist_max local DashDist = Att3005_Dist_max + 2 local Odds_Guard = 75 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, DIST_Middle, -1, 25) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3000_Dist_max function BlackKnight_Sword279000_Act02(ai, goal, paramTbl) local AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 2 local Odds_Guard = 75 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) local fate = ai:GetRandam_Int(1, 100) if fate <= 25 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 25) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) elseif fate <= 50 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 25) 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 <= 75 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 25) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) else 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_ComboRepeat, 10, 3002, 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 = Att3006_Dist_max function BlackKnight_Sword279000_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3006_Dist_max local DashDist = Att3006_Dist_max + 2 local Odds_Guard = 75 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_GuardBreakTunable, 10, 3006, TARGET_ENE_0, DIST_Middle, -1, 25) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3007_Dist_max function BlackKnight_Sword279000_Act05(ai, goal, paramTbl) local AppDist = Att3007_Dist_max local DashDist = Att3007_Dist_max + 2 local Odds_Guard = 75 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function BlackKnight_Sword279000_Act06(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = 1.5 local DashDist = 3.5 local Odds_Guard = 75 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_Turn, 3, TARGET_ENE_0, 45, 0, 0) if fate <= 25 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3004, TARGET_ENE_0, DIST_Middle, -1, 30) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3007, TARGET_ENE_0, DIST_Middle, -1, 60) end GetWellSpace_Odds = 0 return GetWellSpace_Odds end function BlackKnight_Sword279000_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 <= 20 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 <= 30 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 3, TARGET_ENE_0, true, 9910) elseif GW_fate <= 37 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4) elseif GW_fate <= 45 then 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 BlackKnight_Sword279000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function BlackKnight_Sword279000Battle_Terminate(ai, goal) return end Att3000_Dist_min = Att3000_Dist_max function BlackKnight_Sword279000Battle_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 = 25 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 distMissSwing_Int = 2.7 local oddsMissSwing_Int = 30 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, 3005, TARGET_ENE_0, DIST_Middle, 0) end return true else local distUseItem_Act = 6.2 local oddsUseItem_Act = 60 if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then if targetDist <= 4 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) elseif not ai:IsRideEdgeFlag(TARGET_SELF) and not ai:IsRideEdgeFlag(TARGET_ENE_0) then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) end return true else local distResNear = 6 local distResFar = 18 local oddsResNear = 40 local oddsResFar = 50 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 if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910) elseif fate <= 75 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 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 return false end end end end end end return