REGISTER_GOAL(GOAL_HumanityM417100_Battle, "HumanityM417100Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 0.5 REGISTER_GOAL_NO_UPDATE(GOAL_HumanityM417100_Battle, 1) function OnIf_417100(ai, goal, codeNo) if codeNo == 0 then HumanityM417100_ActAfter(ai, goal) end return end function HumanityM417100Battle_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 fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local fate3 = 1 if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then actPerArr[10] = 100 elseif 2 <= targetDist then actPerArr[2] = 100 else actPerArr[1] = 100 end actFuncArr[1] = REGIST_FUNC(ai, goal, HumanityM417100_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, HumanityM417100_Act02) actFuncArr[10] = REGIST_FUNC(ai, goal, HumanityM417100_Act10) local atkAfterFunc = REGIST_FUNC(ai, goal, HumanityM417100_ActAfter_AdjustSpace) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3000_Dist_max function HumanityM417100_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3000_Dist_max + 0 local DashDist = Att3000_Dist_max + 0 local Odds_Guard = 0 local AttDist = Att3000_Dist_max + 0 local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) if fate <= 80 then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90) else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, DIST_None, 0, 90) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3000_Dist_max function HumanityM417100_Act02(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3000_Dist_max + 0 local DashDist = Att3000_Dist_max + 0 local Odds_Guard = 0 local AttDist = Att3000_Dist_max + 0 local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) if fate <= 60 then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90) elseif fate <= 70 then goal:AddSubGoal(GOAL_COMMON_KeepDist, 3, TARGET_ENE_0, 1, 4, TARGET_ENE_0, true, -1) elseif fate <= 80 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(120, 120), true, true, -1) elseif fate <= 90 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 6, TARGET_SELF, true, -1) else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, DIST_None, 0, 90) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end function HumanityM417100_Act10(ai, goal, paramTbl) if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3021, TARGET_ENE_0, DIST_None, 0, 90) elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 180) then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3020, TARGET_ENE_0, DIST_None, 0, 90) else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3021, TARGET_ENE_0, DIST_None, 0, 90) end GetWellSpace_Odds = 0 return GetWellSpace_Odds end function HumanityM417100_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 <= 2 then if fate <= 10 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(120, 120), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 4, TARGET_SELF, true, -1) end elseif targetDist <= 5 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(120, 120), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 7, TARGET_SELF, true, -1) end elseif fate <= 100 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 4, TARGET_ENE_0, bRight, ai:GetRandam_Int(120, 120), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 4, TARGET_ENE_0, 10, TARGET_SELF, true, -1) end return end function HumanityM417100_ActAfter_AdjustSpace(ai, goal, paramTbl) goal:AddSubGoal(GOAL_COMMON_If, 10, 0) return end function HumanityM417100Battle_Update(ai, goal) return GOAL_RESULT_Continue end function HumanityM417100Battle_Terminate(ai, goal) return end function HumanityM417100Battle_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 distUseItem_Act = 20 local oddsUseItem_Act = 100 if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, TARGET_ENE_0, 0, TARGET_SELF, true, -1) return true else local distResNear = 10 local distResFar = 30 local oddsResNear = 100 local oddsResFar = 100 local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) local bRight = ai:GetRandam_Int(0, 1) if ResBehavID == 1 then if fate <= 70 then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, TARGET_ENE_0, 0, TARGET_SELF, true, -1) elseif fate <= 85 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(60, 90), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 3, 3001, TARGET_ENE_0, DIST_None, 0, 90) end return true elseif ResBehavID == 2 then if fate <= 80 then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, 0, TARGET_SELF, true, -1) elseif fate <= 100 then goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, bRight, ai:GetRandam_Int(60, 90), true, true, -1) else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 3, 3001, TARGET_ENE_0, DIST_None, 0, 90) end return true else return false end end end return