REGISTER_GOAL(GOAL_HonebutoSk_Senshi292001_Battle, "HonebutoSk_Senshi292001Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 2.7 local Att3001_Dist_min = 0 local Att3001_Dist_max = 1.6 local Att3002_Dist_min = 0 local Att3002_Dist_max = 2.2 local Att3003_Dist_min = 0 local Att3003_Dist_max = 2.2 local Att3004_Dist_min = 0 local Att3004_Dist_max = 5.5 local Att3005_Dist_min = 0 local Att3005_Dist_max = 2.5 local Att3006_Dist_min = 0 local Att3006_Dist_max = 6.5 local Att3007_Dist_min = 0 local Att3007_Dist_max = 0.7 REGISTER_GOAL_NO_UPDATE(GOAL_HonebutoSk_Senshi292001_Battle, 1) Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3004_Dist_max function HonebutoSk_Senshi292001Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) if 5.5 <= targetDist then actPerArr[1] = 10 actPerArr[2] = 5 actPerArr[3] = 40 actPerArr[4] = 40 actPerArr[5] = 0 actPerArr[9] = 5 elseif 2.7 <= targetDist then actPerArr[1] = 50 actPerArr[2] = 25 actPerArr[3] = 0 actPerArr[4] = 0 actPerArr[5] = 0 actPerArr[9] = 25 else actPerArr[1] = 35 actPerArr[2] = 17 actPerArr[3] = 0 actPerArr[4] = 0 actPerArr[5] = 30 actPerArr[9] = 18 end actFuncArr[1] = REGIST_FUNC(ai, goal, HonebutoSk_Senshi292001_Act01) local local0 = {} local local1, local2, local3, local4 = nil local0[1] = Att3000_Dist_max local0[2] = 75 local0[3] = 33 local0[4] = 33 local0[5] = local1 local0[6] = local2 local0[7] = local3 local0[8] = local4 defFuncParamTbl[2] = local0 local0 = {Att3004_Dist_max, 75, 3004, DIST_Middle} defFuncParamTbl[3] = local0 actFuncArr[4] = REGIST_FUNC(ai, goal, HonebutoSk_Senshi292001_Act04) actFuncArr[5] = REGIST_FUNC(ai, goal, HonebutoSk_Senshi292001_Act05) local0 = {Att3000_Dist_max, 75, 33, 33, 3000, 3001, 3003, nil} defFuncParamTbl[9] = local0 local0 = {100, 40, 15, 15, 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 = Att3005_Dist_max function HonebutoSk_Senshi292001_Act01(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 = 0 local AttID = 3005 local AttDist = DIST_Middle Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, DIST_Middle, 0, 180) GetWellSpace_Odds = 75 return GetWellSpace_Odds end Att3000_Dist_min = Att3006_Dist_max function HonebutoSk_Senshi292001_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) 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_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3007_Dist_max function HonebutoSk_Senshi292001_Act05(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) 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 HonebutoSk_Senshi292001Battle_Update(ai, goal) return GOAL_RESULT_Continue end function HonebutoSk_Senshi292001Battle_Terminate(ai, goal) return end function HonebutoSk_Senshi292001Battle_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 = 50 local oddsStep = 30 local bkStepPer = 30 local leftStepPer = 35 local rightStepPer = 35 local safetyDist = 4 local oddsLeaveAndSide = 50 local timeSide = 4.5 local distLeave = 2.5 if Damaged_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then return true else local distGuardBreak_Act = 2.2 local oddsGuardBreak_Act = 50 if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) 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, 3003, TARGET_ENE_0, DIST_Middle, 0) end return true else local distMissSwing_Int = 2.2 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, 3003, TARGET_ENE_0, DIST_Middle, 0) end return true else local oddsResponse = 1 local bkStepPer = 40 local leftStepPer = 30 local rightStepPer = 30 local safetyDist = 4 if MissSwingSelf_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then 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 local distSuccessGuard_Act = 2.2 local oddsSuccessGuard_Act = 50 if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) 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, 3003, TARGET_ENE_0, DIST_Middle, 0) end return true else return false end end end end end end end return