REGISTER_GOAL(GOAL_ArmoredTask_BackGuard346100_Battle, "ArmoredTask_BackGuard346100Battle") 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_ArmoredTask_BackGuard346100_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 ArmoredTask_BackGuard346100Battle_Activate(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local kakutimer = ai:GetRandam_Int(120, 180) local eventNo = ai:GetEventRequest(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 ai:SetEventMoveTarget(1702751) local Sumade = ai:GetDistAtoB(POINT_EVENT, TARGET_SELF) if not not ai:IsInsideTargetRegion(TARGET_ENE_0, 1702750) or ai:IsInsideTargetRegion(TARGET_ENE_0, 1702752) then Act09Per = 100 elseif 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 local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per) 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 else if 2 <= Sumade then ai:SetEventMoveTarget(1702751) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, POINT_EVENT, 2.5, 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 ArmoredTask_BackGuard346100_ActAfter_AdjustSpace(ai, goal) end return end function ArmoredTask_BackGuard346100_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 ArmoredTask_BackGuard346100Battle_Update(ai, goal) return GOAL_RESULT_Continue end function ArmoredTask_BackGuard346100Battle_Terminate(ai, goal) return end function ArmoredTask_BackGuard346100Battle_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