REGISTER_GOAL(GOAL_ArmoredTask346000_Battle, "ArmoredTask346000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 2 local Att3001_Dist_min = 0 local Att3001_Dist_max = 10 local Att3002_Dist_min = 0 local Att3002_Dist_max = 1.4 local Att3004_Dist_min = 0 local Att3004_Dist_max = 1.6 local Att3005_Dist_min = 0 local Att3005_Dist_max = 1.6 local Att3006_Dist_min = 0 local Att3006_Dist_max = 1.1 local Att3007_Dist_min = 0 local Att3007_Dist_max = 3.5 local Att3008_Dist_min = 0 local Att3008_Dist_max = 8 local Att3009_Dist_min = 2.5 local Att3009_Dist_max = 4 REGISTER_GOAL_NO_UPDATE(GOAL_ArmoredTask346000_Battle, 1) Att3000_Dist_min = Att3009_Dist_max Att3000_Dist_min = Att3009_Dist_min Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3008_Dist_max Att3000_Dist_min = Att3001_Dist_max Att3000_Dist_min = Att3002_Dist_max Att3000_Dist_min = Att3007_Dist_max function ArmoredTask346000Battle_Activate(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local kakutimer = ai:GetRandam_Int(120, 180) local eventNo = ai:GetEventRequest(0) local FlagGoHome = 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 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 local Act09Per = 0 local Act10Per = 0 ai:SetEventMoveTarget(1012772) local DistToPointA = ai:GetDistAtoB(POINT_EVENT, TARGET_SELF) ai:SetEventMoveTarget(1012773) local DistToPointB = ai:GetDistAtoB(POINT_EVENT, TARGET_SELF) if eventNo == 1 then if ai:IsInsideTargetRegion(TARGET_SELF, 1012770) and not ai:IsInsideTargetRegion(TARGET_ENE_0, 1012770) then FlagGoHome = 1 Act09Per = 100 elseif ai:IsInsideTargetRegion(TARGET_SELF, 1012771) and not ai:IsInsideTargetRegion(TARGET_ENE_0, 1012771) then FlagGoHome = 1 Act10Per = 100 end elseif not ai:IsInsideTargetRegion(TARGET_ENE_0, 1012770) and not ai:IsInsideTargetRegion(TARGET_ENE_0, 1012771) then FlagGoHome = 1 Act09Per = 100 end if FlagGoHome == 0 then if ai:IsFinishTimer(0) == true and 12 <= targetDist then ai:SetTimer(0, kakutimer) Act04Per = 100 elseif targetDist <= 1.1 and fate <= 80 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 45) then Act07Per = 100 elseif targetDist <= 2 and fate <= 80 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 90) then Act05Per = 100 elseif targetDist <= 2 and fate <= 80 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 90) then Act06Per = 100 elseif 12 <= targetDist then Act01Per = 25 Act02Per = 55 Act03Per = 20 Act08Per = 0 elseif 4 <= targetDist then Act01Per = 40 Act02Per = 35 Act03Per = 20 Act08Per = 5 else Act01Per = 35 Act02Per = 10 Act03Per = 35 Act08Per = 20 end end local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per) if fateAct <= Act01Per then if 6 <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3009_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, 1.5, 30) elseif 4.5 <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3009_Dist_min, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, 1.5, 30) else goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, 1.5, -1) end goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_NONE, 0, 0, 0) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per then if 10 <= targetDist then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3008_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, DIST_Middle, 1.5, 30) else goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, TARGET_ENE_0, Att3001_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, DIST_Middle, 1.5, 30) end goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_NONE, 0, 0, 0) GetWellSpace_Odds = 0 elseif fateAct <= Act01Per + Act02Per + Act03Per then local AppDist = Att3002_Dist_max local DashDist = Att3002_Dist_max + 2 local Odds_Guard = 0 BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_Middle, 1, 20) goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_NONE, 0, 0, 0) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3003, TARGET_ENE_0, DIST_None) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3008_Dist_max, TARGET_SELF, false, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, DIST_Middle, 1.5, 30) goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_NONE, 0, 0, 0) GetWellSpace_Odds = 0 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) GetWellSpace_Odds = 0 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then local AppDist = Att3007_Dist_max local DashDist = Att3007_Dist_max + 2 local Odds_Guard = 0 BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, DIST_Middle, 1.5, 10) goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_NONE, 0, 0, 0) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then if 2 <= DistToPointA then ai:SetEventMoveTarget(1012772) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, POINT_EVENT, 1, TARGET_SELF, true, -1) end goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_SELF) goal:AddSubGoal(GOAL_COMMON_Turn, 2, TARGET_ENE_0, 0, 0, 0) else if 2 <= DistToPointB then ai:SetEventMoveTarget(1012773) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, POINT_EVENT, 1, TARGET_SELF, true, -1) end goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_SELF) goal:AddSubGoal(GOAL_COMMON_Turn, 2, TARGET_ENE_0, 0, 0, 0) end local fateGWS = ai:GetRandam_Int(1, 100) if fateGWS <= GetWellSpace_Odds then ArmoredTask346000_ActAfter_AdjustSpace(ai, goal) end return end function ArmoredTask346000_ActAfter_AdjustSpace(ai, goal) local KN_fate = ai:GetRandam_Int(1, 100) if KN_fate > 80 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 3) end return end function ArmoredTask346000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function ArmoredTask346000Battle_Terminate(ai, goal) return end function ArmoredTask346000Battle_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) return false end return