REGISTER_GOAL(GOAL_Kinobori337000_Battle, "Kinobori337000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 3.3 local Att3001_Dist_min = 0 local Att3001_Dist_max = 3.35 local Att3002_Dist_min = 1.9 local Att3002_Dist_max = 4.7 local Att3003_Dist_min = 1.9 local Att3003_Dist_max = 5.55 local Att13000_Dist_min = 0 local Att13000_Dist_max = 10 local Att13001_Dist_min = 0 local Att13001_Dist_max = 10 local Att13002_Dist_min = 0 local Att13002_Dist_max = 10 local Att13003_Dist_min = 0 local Att13003_Dist_max = 10 REGISTER_GOAL_NO_UPDATE(GOAL_Kinobori337000_Battle, 1) Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3001_Dist_max Att3000_Dist_min = Att3002_Dist_max Att3000_Dist_min = Att3003_Dist_max function Kinobori337000Battle_Activate(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local targetDistY = ai:GetDistYSigned(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local fate3 = ai:GetRandam_Int(1, 100) ai:AddObserveArea(0, TARGET_SELF, TARGET_ENE_0, AI_DIR_TYPE_B, 95, 2) if ai:HasSpecialEffectId(TARGET_SELF, 5111) then if targetDist <= 7.5 and targetDistY <= -2.5 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3002, TARGET_ENE_0, DIST_None, 0, -1) elseif targetDist <= 2.5 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3000, TARGET_ENE_0, DIST_None, 0, -1) else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3001, TARGET_ENE_0, DIST_None, 0, -1) end else goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_SELF, 0, 0, 0) end else local Act01Per = 0 local Act02Per = 0 local Act03Per = 0 local Act04Per = 0 local Act05Per = 0 local Act06Per = 0 local Act07Per = 0 local Act08Per = 0 local Act09Per = 0 if 4.7 <= targetDist then Act01Per = 5 Act02Per = 5 Act03Per = 45 Act04Per = 45 elseif 3.3 <= targetDist then Act01Per = 35 Act02Per = 35 Act03Per = 15 Act04Per = 15 elseif 1.9 <= targetDist then Act01Per = 45 Act02Per = 45 Act03Per = 5 Act04Per = 5 elseif 1 <= targetDist then if ai:IsFinishTimer(1) == true then Act01Per = 45 Act02Per = 46 Act05Per = 3 Act08Per = 3 Act09Per = 3 else Act01Per = 50 Act02Per = 50 end elseif 0.6 <= targetDist then if ai:IsFinishTimer(1) == true then Act01Per = 20 Act02Per = 20 Act05Per = 20 Act08Per = 20 Act09Per = 20 else Act01Per = 50 Act02Per = 50 end elseif ai:IsFinishTimer(1) == true then Act01Per = 15 Act02Per = 15 Act05Per = 20 Act07Per = 30 Act08Per = 10 Act09Per = 10 else Act01Per = 25 Act02Per = 25 Act07Per = 50 end local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per) if fateAct <= Act01Per then local AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 3 local Odds_Guard = 0 local AttID = 3000 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per then local AppDist = Att3001_Dist_max local DashDist = Att3001_Dist_max + 3 local Odds_Guard = 0 local AttID = 3001 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per then local AppDist = Att3002_Dist_max local DashDist = Att3002_Dist_max + 3 local Odds_Guard = 0 local AttID = 3002 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then local AppDist = Att3003_Dist_max local DashDist = Att3003_Dist_max + 3 local Odds_Guard = 0 local AttID = 3003 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then ai:SetTimer(1, 3) goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2.5) GetWellSpace_Odds = 0 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then ai:SetTimer(1, 3) goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 2.5) GetWellSpace_Odds = 0 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3004, TARGET_ENE_0, DIST_Middle) GetWellSpace_Odds = 0 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then ai:SetTimer(1, 3) goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 2.5) GetWellSpace_Odds = 0 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then ai:SetTimer(1, 3) goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 2.5) GetWellSpace_Odds = 0 end local fateGWS = ai:GetRandam_Int(1, 100) if fateGWS <= GetWellSpace_Odds and fate2 > 60 then if fate2 <= 65 then goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_SELF, 0, 0, 0) elseif fate2 <= 85 then if fate3 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2.5) elseif fate3 <= 75 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 2.5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 2.5) end else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1) end end end return end function Kinobori337000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function Kinobori337000Battle_Terminate(ai, goal) return end function Kinobori337000Battle_Interupt(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) if ai:IsInterupt(INTERUPT_Inside_ObserveArea) then if ai:IsFinishTimer(0) == true then ai:SetTimer(0, 6) if fate <= 15 then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2.5) elseif fate <= 30 then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 2.5) elseif fate <= 45 then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 2.5) elseif fate <= 60 then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 2.5) else goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 5, 3004, TARGET_ENE_0, DIST_None) end end return true else local distDamagedStep = 5 local oddsDamagedStep = 25 local bkStepPer = 30 local leftStepPer = 35 local rightStepPer = 35 local safetyDist = 2.5 if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else local distResNear = 6 local distResFar = 15 local oddsResNear = 0 local oddsResFar = 15 local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) if ResBehavID == 1 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) return true elseif ResBehavID == 2 then if fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 2.5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 2.5) end return true else local oddsResponse = 35 local bkStepPer = 50 local leftStepPer = 25 local rightStepPer = 25 local safetyDist = 2.5 if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else return false end end end end end return