REGISTER_GOAL(GOAL_SniperA409000_Battle, "SniperA409000Battle") local Att3006_Dist_min = 0 local Att3006_Dist_max = 2 REGISTER_GOAL_NO_UPDATE(GOAL_SniperA409000_Battle, 1) function OnIf_409000(ai, goal, codeNo) if codeNo == 0 then SniperA409000_ActAfter(ai, goal) end if codeNo == 1 then SniperA409000_KickAfter(ai, goal) end return end function SniperA409000Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local hprate = ai:GetHpRate(TARGET_SELF) 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) ai:AddObserveChrDmySphere(0, TARGET_ENE_0, 6, 6) ai:SetNumber(0, 0) if ai:IsFinishTimer(0) == true then ai:SetNumber(1, 0) end if 20 <= targetDist then actPerArr[1] = 60 actPerArr[2] = 40 actPerArr[3] = 0 actPerArr[4] = 0 actPerArr[5] = 0 elseif 12 <= targetDist then actPerArr[1] = 50 actPerArr[2] = 30 actPerArr[3] = 0 actPerArr[4] = 20 actPerArr[5] = 0 elseif 7 <= targetDist then actPerArr[1] = 30 actPerArr[2] = 30 actPerArr[3] = 10 actPerArr[4] = 30 actPerArr[5] = 0 elseif 2.5 <= targetDist then actPerArr[1] = 15 actPerArr[2] = 30 actPerArr[3] = 15 actPerArr[4] = 20 actPerArr[5] = 20 else actPerArr[1] = 0 actPerArr[2] = 30 actPerArr[3] = 30 actPerArr[4] = 0 actPerArr[5] = 40 end actFuncArr[1] = REGIST_FUNC(ai, goal, SniperA409000_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, SniperA409000_Act02) actFuncArr[3] = REGIST_FUNC(ai, goal, SniperA409000_Act03) actFuncArr[4] = REGIST_FUNC(ai, goal, SniperA409000_Act04) actFuncArr[5] = REGIST_FUNC(ai, goal, SniperA409000_Act05) local atkAfterFunc = REGIST_FUNC(ai, goal, SniperA409000_ActAfter_AdjustSpace) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end function SniperA409000_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local FirstAttID = 3000 local ComAttID = 3001 local ShootNum = ai:GetRandam_Int(1, 1) local AppDist = 45 local DashDist = 45 local Odds_Guard = 0 if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5) end if 15 <= targetDist then ShootNum = ai:GetRandam_Int(1, 5) elseif 10 <= targetDist then ShootNum = ai:GetRandam_Int(1, 4) elseif 7 <= targetDist then ShootNum = ai:GetRandam_Int(1, 3) elseif 4 <= targetDist then ShootNum = ai:GetRandam_Int(1, 2) else ShootNum = ai:GetRandam_Int(1, 1) end ai:SetNumber(0, 1) Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum) GetWellSpace_Odds = 50 return GetWellSpace_Odds end function SniperA409000_Act02(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local FirstAttID = 3002 local ComAttID = 3003 local ShootNum = ai:GetRandam_Int(1, 1) local AppDist = 45 local DashDist = 45 local Odds_Guard = 0 if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5) end if 15 <= targetDist then ShootNum = ai:GetRandam_Int(3, 5) elseif 10 <= targetDist then ShootNum = ai:GetRandam_Int(2, 4) elseif 7 <= targetDist then ShootNum = ai:GetRandam_Int(2, 3) elseif 4 <= targetDist then ShootNum = ai:GetRandam_Int(1, 2) else ShootNum = ai:GetRandam_Int(1, 1) end ai:SetNumber(0, 1) Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum) GetWellSpace_Odds = 50 return GetWellSpace_Odds end function SniperA409000_Act03(ai, goal, paramTbl) local fate = ai:GetRandam_Int(1, 100) local targetDist = ai:GetDist(TARGET_ENE_0) if 8 <= targetDist then if fate <= 30 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3007, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5) elseif fate <= 65 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3008, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3009, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end elseif 4 <= targetDist then if fate <= 40 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3007, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5) elseif fate <= 70 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3008, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3009, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3007, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5) end GetWellSpace_Odds = 50 return GetWellSpace_Odds end function SniperA409000_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = 8 local DashDist = 10 local Odds_Guard = 0 local fate = ai:GetRandam_Int(1, 100) if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end if fate <= 70 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_NONE, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3005, TARGET_ENE_0, DIST_NONE, -1, 50) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, DIST_NONE, 0) end GetWellSpace_Odds = 50 return GetWellSpace_Odds end Att3006_Dist_min = Att3006_Dist_max function SniperA409000_Act05(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = 2.5 local DashDist = 2 local Odds_Guard = 0 local AttDist = Att3006_Dist_max if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3006, TARGET_ENE_0, AttDist, 0, 50) goal:AddSubGoal(GOAL_COMMON_If, 10, 1) GetWellSpace_Odds = 50 return GetWellSpace_Odds end function SniperA409000_KickAfter(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) if targetDist <= 2 then if fate <= 20 then goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3006, TARGET_ENE_0, DIST_None, 0) elseif fate <= 40 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 3007, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5) elseif fate <= 70 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1) end elseif targetDist <= 5 then if fate <= 20 then goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3002, TARGET_ENE_0, DIST_None, 0) elseif fate <= 40 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 3007, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5) elseif fate <= 60 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 8, TARGET_ENE_0, true, -1) end elseif fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 8, TARGET_ENE_0, true, -1) end return end function SniperA409000_ActAfter(ai, goal) local GW_fate = ai:GetRandam_Int(1, 100) local fate = ai:GetRandam_Int(1, 100) local bRight = ai:GetRandam_Int(0, 1) local targetDist = ai:GetDist(TARGET_ENE_0) if targetDist <= 3 then if GW_fate <= 80 then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 140) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end elseif GW_fate <= 100 then if fate <= 0 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, bRight, ai:GetRandam_Int(60, 60), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 5, TARGET_ENE_0, true, -1) end else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, AppDist, -1, 50) end elseif targetDist <= 7 then if GW_fate <= 65 then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 140) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end elseif GW_fate <= 90 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, bRight, ai:GetRandam_Int(60, 60), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 10, TARGET_ENE_0, true, -1) end else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, AppDist, -1, 50) end elseif targetDist <= 10 then if GW_fate <= 25 then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 140) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end elseif GW_fate <= 80 then if fate <= 70 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2.5, TARGET_ENE_0, bRight, ai:GetRandam_Int(60, 60), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 12, TARGET_ENE_0, true, -1) end else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, AppDist, -1, 50) end elseif GW_fate <= 0 then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 140) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end elseif GW_fate <= 75 then if fate <= 100 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(60, 60), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 15, TARGET_ENE_0, true, -1) end else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, AppDist, -1, 50) end return end function SniperA409000_ActAfter_AdjustSpace(ai, goal, paramTbl) goal:AddSubGoal(GOAL_COMMON_If, 10, 0) return end function SniperA409000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function SniperA409000Battle_Terminate(ai, goal) return end Att3006_Dist_min = Att3006_Dist_max function SniperA409000Battle_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 targetDistY = ai:GetDistYSigned(TARGET_ENE_0) if ai:IsInterupt(INTERUPT_Damaged) and fate <= 100 and targetDist <= 5 then goal:ClearSubGoal() if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) and ai:IsOnNearMeshByPos(TARGET_SELF, AI_DIR_TYPE_B, 5.5) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 0) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) and ai:IsOnNearMeshByPos(TARGET_SELF, AI_DIR_TYPE_L, 5) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 0) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 180) and ai:IsOnNearMeshByPos(TARGET_SELF, AI_DIR_TYPE_R, 5) then goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 2, 3006, TARGET_ENE_0, DIST_None, 0) end return false elseif ai:IsInterupt(INTERUPT_Inside_ObserveArea) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) and ai:GetNumber(0) == 1 then ai:SetNumber(0, 0) if fate <= 30 and 3 < targetDist then goal:ClearSubGoal() if fate2 <= 60 then if fate3 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5) elseif fate3 <= 75 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end elseif fate3 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 3007, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5) elseif fate3 <= 75 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 3008, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 3009, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end return true elseif fate <= 40 and targetDist <= 3 then goal:ClearSubGoal() if fate2 <= 50 then if fate3 <= 60 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5) elseif fate3 <= 80 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end elseif fate3 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 3007, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5.5) else goal:AddSubGoal(GOAL_COMMON_Attack, 2, 3006, TARGET_ENE_0, DIST_None, 0) end return true end end local distUseItem_Act = 20 local oddsUseItem_Act = 30 if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then local AtkDist1 = Att3006_Dist_max goal:ClearSubGoal() if targetDist <= 2 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3006, TARGET_ENE_0, AtkDist1, -1, 50) else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3002, TARGET_ENE_0, DIST_NONE, -1, 50) end return true elseif ai:IsInterupt(INTERUPT_Shoot) then ai:SetNumber(1, 1) ai:SetTimer(0, 3) end if ai:GetNumber(1) == 1 and ai:IsInterupt(INTERUPT_Damaged) and 10 <= targetDist then goal:ClearSubGoal() ai:SetNumber(1, 0) Approach_Act(ai, goal, targetDist - 5, 0, 0, 4) return true elseif ai:GetNumber(1) == 1 and ai:IsInterupt(INTERUPT_Damaged) and targetDistY <= -0.5 then goal:ClearSubGoal() ai:SetNumber(1, 0) Approach_Act(ai, goal, targetDist - 4, 0, 0, 3) return true else local distResNear = 10 local distResFar = 50 local oddsResNear = 50 local oddsResFar = 70 local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) if ResBehavID == 1 then goal:ClearSubGoal() if fate <= 70 then if fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 3008, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 3009, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end elseif fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end return true elseif ResBehavID == 2 then goal:ClearSubGoal() if fate <= 30 then if fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 3008, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 3009, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end elseif fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end return true else return false end end end return