REGISTER_GOAL(GOAL_ThreeHaoriBunsin332001_Battle, "ThreeHaoriBunsin332001Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 50 local Att3001_Dist_min = 0 local Att3001_Dist_max = 50 local Att3003_Dist_min = 0 local Att3003_Dist_max = 6.5 local Att3005_Dist_min = 0 local Att3005_Dist_max = 8 local Att3006_Dist_min = 0 local Att3006_Dist_max = 10 local Att3007_Dist_min = 0 local Att3007_Dist_max = 10 REGISTER_GOAL_NO_UPDATE(GOAL_ThreeHaoriBunsin332001_Battle, 1) function OnIf_332001(ai, goal, codeNo) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local fate3 = ai:GetRandam_Int(1, 100) local AA01Per = 0 local AA02Per = 0 local AA03Per = 0 if 10 <= targetDist then AA01Per = 0 AA02Per = 20 AA03Per = 80 elseif 4 <= targetDist then AA01Per = 0 AA02Per = 20 AA03Per = 80 else AA01Per = 0 AA02Per = 20 AA03Per = 80 end if fate > AA01Per then if fate <= AA01Per + AA02Per then goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(1, 1.5), 0, 0, 0, 0) elseif fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 0) elseif fate2 <= 75 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 0) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 0) end end return end Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3001_Dist_max Att3000_Dist_min = Att3003_Dist_max function ThreeHaoriBunsin332001Battle_Activate(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local fate3 = ai:GetRandam_Int(1, 100) local fate4 = ai:GetRandam_Int(1, 100) local fate5 = ai:GetRandam_Int(1, 100) local activeBreathChr = ai:GetEventRequest(0) local DisAppear_flag = ai:GetEventRequest(1) local role = ai:GetTeamOrder(ORDER_TYPE_Role) local GetWellSpace_Odds = 0 local Act01Per = 0 local Act02Per = 0 local Act03Per = 0 local Act04Per = 0 local Act05Per = 0 local Act06Per = 0 local Act07Per = 0 local Act08Per = 0 if DisAppear_flag == 1 then Act07Per = 100 elseif role == ROLE_TYPE_Kankyaku and fate <= 100 then Act06Per = 30 Act08Per = 70 elseif role == ROLE_TYPE_Torimaki and fate2 <= 100 then Act06Per = 70 Act08Per = 30 elseif 8 <= targetDist then Act01Per = 30 Act02Per = 20 Act06Per = 30 Act08Per = 20 elseif 6.5 <= targetDist then Act01Per = 20 Act02Per = 20 Act03Per = 20 Act06Per = 25 Act08Per = 15 elseif 4 <= targetDist then Act01Per = 10 Act02Per = 20 Act03Per = 20 Act04Per = 10 Act05Per = 10 Act06Per = 25 Act08Per = 5 else Act01Per = 0 Act02Per = 0 Act03Per = 10 Act04Per = 15 Act05Per = 15 Act06Per = 60 end local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per) if fateAct <= Act01Per then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_None, 0) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3001_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3001, TARGET_ENE_0, DIST_None, 0) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_None, 0) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, DIST_None, 1, 90) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, DIST_None, 1, 90) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then ThreeHaoriBunsin332001StepForLeave(ai, goal) GetWellSpace_Odds = 0 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 20, 3009, TARGET_ENE_0, DIST_None, 0) GetWellSpace_Odds = 0 else GetWellSpace_Odds = 100 end local fateGWS = ai:GetRandam_Int(1, 100) if fateGWS <= GetWellSpace_Odds then ThreeHaoriBunsin332001_ActAfter_AdjustSpace(ai, goal) end return end function ThreeHaoriBunsin332001_ActAfter_AdjustSpace(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local fate3 = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(1, 2.5), TARGET_NONE, 0, 0, 0) goal:AddSubGoal(GOAL_COMMON_If, 10, 0) return end function ThreeHaoriBunsin332001StepForLeave(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local fate3 = ai:GetRandam_Int(1, 100) if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_F, 8, 1302500) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 720, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 6) elseif ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_L, 8, 1302500) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 722, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 6) elseif ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_R, 8, 1302500) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 723, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 6) elseif ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_B, 8, 1302500) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 721, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 6) elseif ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_F, 5, 1302500) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 710, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 4) elseif ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_L, 5, 1302500) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 712, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4) elseif ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_R, 5, 1302500) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 713, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) elseif ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_B, 5, 1302500) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 711, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4) elseif ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_B, 3, 1302500) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2) elseif ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_L, 3, 1302500) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 2) elseif ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_R, 3, 1302500) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 2) elseif ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_F, 3, 1302500) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 2) else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, DIST_None, 1, 90) end return end function ThreeHaoriBunsin332001Battle_Update(ai, goal) return GOAL_RESULT_Continue end function ThreeHaoriBunsin332001Battle_Terminate(ai, goal) return end function ThreeHaoriBunsin332001Battle_Interupt(ai, goal) local hprate = ai:GetHpRate(TARGET_SELF) if ai:IsInterupt(INTERUPT_Damaged) then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 20, 3009, TARGET_ENE_0, DIST_None, 0) return true else return false end end return