REGISTER_GOAL(GOAL_Mukade520000_Battle, "mukade520000Battle") REGISTER_GOAL_NO_UPDATE(GOAL_Mukade520000_Battle, 1) local A = false local B = false function OnIf_520000(ai, goal, codeNo) if codeNo == 0 then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 90) then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, DIST_None, 0, -1) else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, DIST_None, -1, -1) end elseif codeNo == 1 then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 90) then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3011, TARGET_ENE_0, DIST_None, 0, -1) else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3011, TARGET_ENE_0, DIST_None, -1, -1) end end return end A = B function mukade520000Battle_Activate(ai, goal) 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 = ai:GetRandam_Int(1, 100) local fate4 = ai:GetRandam_Int(1, 100) local fate5 = ai:GetRandam_Int(1, 100) local fate6 = ai:GetRandam_Int(1, 100) local fate7 = ai:GetRandam_Int(1, 100) local fate8 = ai:GetRandam_Int(1, 100) local fate9 = ai:GetRandam_Int(1, 100) local fate10 = ai:GetRandam_Int(1, 100) local fate11 = ai:GetRandam_Int(1, 100) local PARTS_IDX_ARM1 = 0 local PARTS_IDX_TAIL = 1 local arm1DmgLv = ai:GetPartsDmg(PARTS_IDX_ARM1) local tailDmgLv = ai:GetPartsDmg(PARTS_IDX_TAIL) local Att3000_Dist_min = 3 local Att3000_Dist_max = 9 local Att3001_Dist_min = 0 local Att3001_Dist_max = 8 local Att3002_Dist_min = 3 local Att3002_Dist_max = 17.5 local Att3003_Dist_min = 6 local Att3003_Dist_max = 13 local Att3004_Dist_min = -4 local Att3004_Dist_max = 7.5 local Att3005_Dist_min = 16 local Att3005_Dist_max = 25 local Att3006_Dist_min = 4 local Att3006_Dist_max = 10 local Att3007_Dist_min = 2.4 local Att3007_Dist_max = 7 local Att3008_Dist_min = -4 local Att3008_Dist_max = 0 local Att3009_Dist_min = -4 local Att3009_Dist_max = 0 local Att3010_Dist_min = 3 local Att3010_Dist_max = 9 local Att3011_Dist_min = 0 local Att3011_Dist_max = 8 local Att3012_Dist_min = 6 local Att3012_Dist_max = 13 local Att3017_Dist_min = 16 local Att3017_Dist_max = 25 local RegenerateArm1Per = 0 local RegenerateTailPer = 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 local Act11Per = 0 local Act12Per = 0 local Act13Per = 0 local Act14Per = 0 local Act15Per = 0 if arm1DmgLv == PARTS_DMG_LV1 then if A == false then local local0 = true SETUPVAL 64 0 0 ai:SetTimer(0, 40) elseif ai:GetTimer(0) <= 0 then RegenerateArm1Per = 100 local local0 = false SETUPVAL 64 0 0 end elseif tailDmgLv == PARTS_DMG_LV1 then if B == false then local local0 = true SETUPVAL 64 1 0 ai:SetTimer(1, 40) elseif ai:GetTimer(1) <= 0 then RegenerateTailPer = 100 local local0 = false SETUPVAL 64 1 0 end end if arm1DmgLv == PARTS_DMG_NONE then if hprate <= 0.5 and -5 <= targetDist and targetDist <= 2 and fate2 <= 60 then Act05Per = 100 elseif hprate <= 0.5 and 16 <= targetDist and targetDist <= 25 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 240) and fate3 <= 60 then Act07Per = 100 elseif 2.4 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 30) and fate4 <= 60 then Act10Per = 100 elseif -2 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 20) and fate5 <= 80 then Act04Per = 100 elseif -2 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 120) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 90) and fate5 <= 80 then Act04Per = 100 elseif targetDist <= 0 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 60) and fate6 <= 80 then Act08Per = 100 elseif targetDist <= 0 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 60) and fate6 <= 80 then Act08Per = 100 elseif targetDist <= 1 and fate7 <= 50 then Act11Per = 100 elseif 4.5 <= targetDist and targetDist <= 8 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 40) and fate8 <= 50 then Act01Per = 100 elseif 10 <= targetDist and targetDist <= 16 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 40) and fate9 <= 50 then Act02Per = 100 elseif 7 <= targetDist and targetDist <= 13 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) and fate10 <= 50 then Act03Per = 100 elseif 4 <= targetDist and targetDist <= 6.5 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 40) and fate11 <= 35 then Act06Per = 100 elseif 20 <= targetDist then if 0.5 <= hprate then Act02Per = 100 else Act02Per = 25 Act07Per = 75 end elseif 12 <= targetDist then if 0.5 <= hprate then Act02Per = 75 Act03Per = 25 else Act02Per = 20 Act03Per = 5 Act07Per = 75 end elseif 8 <= targetDist then if 0.5 <= hprate then Act01Per = 25 Act02Per = 5 Act03Per = 60 Act06Per = 10 else Act01Per = 5 Act02Per = 5 Act03Per = 15 Act05Per = 75 end elseif 4 <= targetDist then if 0.5 <= hprate then Act01Per = 50 Act03Per = 5 Act06Per = 30 Act11Per = 15 else Act01Per = 15 Act05Per = 75 Act11Per = 10 end elseif 0 <= targetDist then if 0.5 <= hprate then Act01Per = 15 Act06Per = 45 Act09Per = 25 Act11Per = 15 else Act01Per = 15 Act06Per = 45 Act09Per = 25 Act11Per = 15 end elseif 0.5 <= hprate then Act01Per = 15 Act09Per = 35 Act11Per = 50 else Act01Per = 15 Act09Per = 35 Act11Per = 50 end elseif hprate <= 0.5 and 12 <= targetDist and targetDist <= 20 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 240) and fate2 <= 35 then Act15Per = 100 elseif 2.4 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 30) and fate3 <= 35 then Act10Per = 100 elseif -2 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 20) and fate4 <= 45 then Act04Per = 100 elseif -2 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 120) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 90) and fate4 <= 45 then Act04Per = 100 elseif targetDist <= 0 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 60) and fate5 <= 45 then Act08Per = 100 elseif targetDist <= 0 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 60) and fate5 <= 45 then Act08Per = 100 elseif targetDist <= 1 and fate6 <= 25 then Act11Per = 100 elseif 20 <= targetDist then if 0.5 <= hprate then Act09Per = 0 Act10Per = 0 Act11Per = 0 Act12Per = 25 Act13Per = 25 Act14Per = 50 Act15Per = 0 else Act09Per = 0 Act10Per = 0 Act11Per = 0 Act12Per = 5 Act13Per = 5 Act14Per = 10 Act15Per = 80 end elseif 12 <= targetDist then if 0.5 <= hprate then Act09Per = 0 Act10Per = 0 Act11Per = 0 Act12Per = 25 Act13Per = 25 Act14Per = 50 Act15Per = 0 else Act09Per = 0 Act10Per = 0 Act11Per = 0 Act12Per = 5 Act13Per = 5 Act14Per = 10 Act15Per = 80 end elseif 8 <= targetDist then if 0.5 <= hprate then Act09Per = 15 Act10Per = 0 Act11Per = 0 Act12Per = 25 Act13Per = 15 Act14Per = 45 Act15Per = 0 else Act09Per = 15 Act10Per = 0 Act11Per = 0 Act12Per = 25 Act13Per = 15 Act14Per = 45 Act15Per = 0 end elseif 4 <= targetDist then if 0.5 <= hprate then Act09Per = 15 Act10Per = 0 Act11Per = 10 Act12Per = 30 Act13Per = 25 Act14Per = 20 Act15Per = 0 else Act09Per = 15 Act10Per = 0 Act11Per = 10 Act12Per = 30 Act13Per = 25 Act14Per = 20 Act15Per = 0 end elseif 0 <= targetDist then if 0.5 <= hprate then Act09Per = 25 Act10Per = 0 Act11Per = 20 Act12Per = 20 Act13Per = 35 Act14Per = 0 Act15Per = 0 else Act09Per = 25 Act10Per = 0 Act11Per = 20 Act12Per = 20 Act13Per = 35 Act14Per = 0 Act15Per = 0 end elseif 0.5 <= hprate then Act09Per = 30 Act10Per = 0 Act11Per = 40 Act12Per = 15 Act13Per = 15 Act14Per = 0 Act15Per = 0 else Act09Per = 30 Act10Per = 0 Act11Per = 40 Act12Per = 15 Act13Per = 15 Act14Per = 0 Act15Per = 0 end local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per + Act14Per + Act15Per) if RegenerateArm1Per == 100 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 8200, TARGET_NONE, DIST_None, 0, -1) elseif RegenerateTailPer == 100 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 8210, TARGET_NONE, DIST_None, 0, -1) elseif fateAct <= Act01Per then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_None, 1, -1) elseif fateAct <= Act01Per + Act02Per then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3002_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_None, -1, -1) elseif fateAct <= Act01Per + Act02Per + Act03Per then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_None, 1, -1) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then if tailDmgLv == PARTS_DMG_LV1 and arm1DmgLv == PARTS_DMG_LV1 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3015, TARGET_ENE_0, DIST_None, 0, -1) elseif tailDmgLv == PARTS_DMG_LV1 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3014, TARGET_ENE_0, DIST_None, 0, -1) elseif arm1DmgLv == PARTS_DMG_LV1 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3016, TARGET_ENE_0, DIST_None, 0, -1) else goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, DIST_None, 0, -1) end elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3006_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, DIST_None, 0, -1) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3001_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_If, 10, 0) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3005_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, DIST_None, -1, -1) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, DIST_None, 0, -1) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_NONE, 0, AI_DIR_TYPE_B, 7) elseif fate <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, TARGET_ENE_0, Att3007_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, DIST_None, -1, -1) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_None, 0, -1) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3010_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3010, TARGET_ENE_0, DIST_None, 1, -1) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3011_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_If, 10, 1) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per + Act14Per then goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3012_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3012, TARGET_ENE_0, DIST_None, -1, -1) else goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3017_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3017, TARGET_ENE_0, DIST_None, -1, -1) end return end function mukade520000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function mukade520000Battle_Terminate(ai, goal) return end function mukade520000Battle_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 distGuardBreak_Act = 13 local oddsGuardBreak_Act = 80 if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then if arm1DmgLv == PARTS_DMG_NONE then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_ENE_0, DIST_Middle, 0) end return true else local distUseItem_Act = 13 local oddsUseItem_Act = 10 if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then if arm1DmgLv == PARTS_DMG_NONE then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_ENE_0, DIST_Middle, 0) end return true else local distResNear = 6 local distResFar = 13 local oddsResNear = 0 local oddsResFar = 15 local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) if ResBehavID == 1 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 3) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 3) end return true elseif ResBehavID == 2 then if arm1DmgLv == PARTS_DMG_NONE then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_ENE_0, DIST_Middle, 0) end return true else return false end end end end return