REGISTER_GOAL(GOAL_HolySwordWolf521000_Battle, "HolySwordWolf521000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 5.2 local Att3003_Dist_min = 8 local Att3003_Dist_max = 13.5 local Att3005_Dist_min = 0 local Att3005_Dist_max = 4.1 local Att3006_Dist_min = 0 local Att3006_Dist_max = 1.5 local Att3007_Dist_min = 3.1 local Att3007_Dist_max = 4.6 local Att3008_Dist_min = 3.2 local Att3008_Dist_max = 6.2 local Att3009_Dist_min = 0 local Att3009_Dist_max = 2 local Att3011_Dist_min = 8 local Att3011_Dist_max = 12 local Att13000_Dist_min = 0 local Att13000_Dist_max = 4.2 local Att13002_Dist_min = 0 local Att13002_Dist_max = 3.5 local Att13003_Dist_min = 0 local Att13003_Dist_max = 2.6 local Att13004_Dist_min = 0 local Att13004_Dist_max = 3.8 REGISTER_GOAL_NO_UPDATE(GOAL_HolySwordWolf521000_Battle, 1) Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3003_Dist_max Att3000_Dist_min = Att3005_Dist_max Att3000_Dist_min = Att3006_Dist_max Att3000_Dist_min = Att13000_Dist_max Att3000_Dist_min = Att13002_Dist_max Att3000_Dist_min = Att3009_Dist_max Att3000_Dist_min = Att3011_Dist_max function HolySwordWolf521000Battle_Activate(ai, goal) 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 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 if ai:HasSpecialEffectId(TARGET_SELF, 5401) then if 2.6 <= targetDist then Act08Per = 65 Act09Per = 35 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 176) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 160) then Act10Per = 100 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 176) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 160) then Act11Per = 100 else Act08Per = 35 Act09Per = 65 end elseif 13.5 <= targetDist then Act01Per = 10 Act02Per = 60 Act03Per = 10 Act04Per = 0 Act07Per = 0 Act12Per = 0 Act13Per = 20 elseif 10 <= targetDist then Act01Per = 20 Act02Per = 0 Act03Per = 25 Act04Per = 5 Act07Per = 0 Act12Per = 0 Act13Per = 50 elseif 5.2 <= targetDist then Act01Per = 40 Act02Per = 0 Act03Per = 35 Act04Per = 20 Act07Per = 5 Act12Per = 0 Act13Per = 0 elseif 1.5 <= targetDist then if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 176) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 160) and fate <= 80 then Act05Per = 100 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 176) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 160) and fate <= 80 then Act06Per = 100 else Act01Per = 35 Act02Per = 0 Act03Per = 35 Act04Per = 5 Act07Per = 25 Act12Per = 0 end else Act01Per = 15 Act02Per = 0 Act03Per = 15 Act04Per = 30 Act07Per = 10 Act12Per = 30 end if fate2 <= Act01Per then local AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 4 local Odds_Guard = 0 BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate3 <= 10 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 39) elseif fate3 <= 40 then goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 39) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 39) goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) end elseif fate2 <= Act01Per + Act02Per then local AppDist = Att3003_Dist_max local DashDist = Att3003_Dist_max + 4 local Odds_Guard = 0 BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate3 <= 30 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 60) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 60) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) end elseif fate2 <= Act01Per + Act02Per + Act03Per then local AppDist = Att3005_Dist_max local DashDist = Att3005_Dist_max + 4 local Odds_Guard = 0 BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, DIST_Middle, -1, 50) elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per then local AppDist = Att3006_Dist_max local DashDist = Att3006_Dist_max + 4 local Odds_Guard = 0 BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, DIST_Middle, -1, 49) elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0) elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 6) elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then local AppDist = Att13000_Dist_max local DashDist = Att13000_Dist_max + 200 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate3 <= 45 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 39) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 39) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) end elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then local AppDist = Att13002_Dist_max local DashDist = Att13002_Dist_max + 200 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_Middle, -1, 45) elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per then local AppDist = Att3009_Dist_max local DashDist = Att3009_Dist_max + 4 local Odds_Guard = 0 BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard) if fate3 <= 30 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, -1, 35) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, -1, 35) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3010, TARGET_ENE_0, DIST_Middle, 0) end else local AppDist = Att3011_Dist_max local DashDist = Att3011_Dist_max + 4 local Odds_Guard = 0 BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, -1, 45) end HolySwordWolf521000_ActAfter_AdjustSpace(ai, goal) return end function HolySwordWolf521000_ActAfter_AdjustSpace(ai, goal) local hprate = ai:GetHpRate(TARGET_SELF) local KN_fate = ai:GetRandam_Int(1, 100) local KN_fate2 = ai:GetRandam_Int(1, 100) if hprate <= 0.1 then if KN_fate > 60 then if KN_fate <= 80 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 10, TARGET_ENE_0, 3.6, TARGET_ENE_0, true, -1) return true else goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2.5, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(15, 30), true, true, -1) return true end else return true end elseif KN_fate > 30 then if KN_fate <= 40 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 10, TARGET_ENE_0, 5, TARGET_ENE_0, true, -1) return true elseif KN_fate <= 80 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 6) return true elseif KN_fate <= 100 then if KN_fate2 <= 60 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) end return true end end return end function HolySwordWolf521000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function HolySwordWolf521000Battle_Terminate(ai, goal) return end function HolySwordWolf521000Battle_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) if not ai:HasSpecialEffectId(TARGET_SELF, 5401) then local distGuardBreak_Act = 5.8 local oddsGuardBreak_Act = 80 if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) return true end local distUseItem_Act = 5.8 local oddsUseItem_Act = 15 if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) return true end local distResNear = 8 local distResFar = 25 local oddsResNear = 0 local oddsResFar = 30 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, 4) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) end return true elseif ResBehavID == 2 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) end return true end end return false end return