REGISTER_GOAL(GOAL_Donsyoku526000_Battle, "Donsyoku526000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 4 local Att3001_Dist_min = 0 local Att3001_Dist_max = 1.5 local Att3002_Dist_min = 0 local Att3002_Dist_max = 4 local Att3003_Dist_min = 0 local Att3003_Dist_max = 6 local Att3005_Dist_min = 0 local Att3005_Dist_max = 8 local Att3006_Dist_min = 0 local Att3006_Dist_max = 8 local Att3007_Dist_min = 0 local Att3007_Dist_max = 5 local Att3008_Dist_min = 0 local Att3008_Dist_max = 25 local Att3009_Dist_min = 8 local Att3009_Dist_max = 14 local Att3010_Dist_min = -6 local Att3010_Dist_max = -3 REGISTER_GOAL_NO_UPDATE(GOAL_Donsyoku526000_Battle, 1) function Donsyoku526000Battle_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 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 Act01PerOdds = 0 local Act02PerOdds = 0 local Act03PerOdds = 0 local Act04PerOdds = 0 local Act05PerOdds = 0 local Act06PerOdds = 0 local Act07PerOdds = 0 local Act08PerOdds = 0 local Act09PerOdds = 0 local Act10PerOdds = 0 if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 240) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 120) and targetDist <= -0.5 then Act01PerOdds = 3 end if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 120) and targetDist <= -3 then Act06PerOdds = 3 end if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 45) and 0 <= targetDist and targetDist <= 2 then Act02PerOdds = 1 else Act02PerOdds = 0.5 end if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 90) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 200) and 0 <= targetDist and targetDist <= 5 then Act03PerOdds = 1.5 else Act03PerOdds = 0.5 end if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 45) and 0 <= targetDist and targetDist <= 5 then Act04PerOdds = 1.5 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 220) then Act04PerOdds = 0 else Act04PerOdds = 0.5 end if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 240) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 330) and 0 <= targetDist and targetDist <= 10 then Act05PerOdds = 2.5 end if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 170) then if 2 <= targetDist then Act07PerOdds = 2.5 else Act07PerOdds = 5 end elseif targetDist <= 3 then Act07PerOdds = 1 end if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 45) and 8 <= targetDist and targetDist <= 14 then Act09PerOdds = 1 elseif 8 <= targetDist and targetDist <= 14 then Act09PerOdds = 0.75 elseif 4 <= targetDist and targetDist <= 8 then Act09PerOdds = 0.25 end ai:AddObserveChrDmySphere(0, TARGET_ENE_0, 120, 16) if ai:IsInsideObserve(0) and hprate <= 0.6 and ai:IsFinishTimer(1) == true then Act08PerOdds = 1 end if 10 <= targetDist and targetDist <= 25 then Act10PerOdds = 1.5 elseif 10 <= targetDist then Act10PerOdds = 1 end if 10 <= targetDist then Act01Per = 0 * Act01PerOdds Act02Per = 5 * Act02PerOdds Act03Per = 5 * Act03PerOdds Act04Per = 5 * Act04PerOdds Act05Per = 0 * Act05PerOdds Act06Per = 0 * Act06PerOdds Act07Per = 0 * Act07PerOdds Act08Per = 15 * Act08PerOdds Act09Per = 15 * Act09PerOdds Act10Per = 30 * Act10PerOdds elseif 2 <= targetDist then Act01Per = 0 * Act01PerOdds Act02Per = 30 * Act02PerOdds Act03Per = 30 * Act03PerOdds Act04Per = 30 * Act04PerOdds Act05Per = 15 * Act05PerOdds Act06Per = 0 * Act06PerOdds Act07Per = 15 * Act07PerOdds Act08Per = 15 * Act08PerOdds Act09Per = 15 * Act09PerOdds Act10Per = 0 * Act10PerOdds else Act01Per = 30 * Act01PerOdds Act02Per = 30 * Act02PerOdds Act03Per = 30 * Act03PerOdds Act04Per = 30 * Act04PerOdds Act05Per = 15 * Act05PerOdds Act06Per = 30 * Act06PerOdds Act07Per = 15 * Act07PerOdds Act08Per = 15 * Act08PerOdds Act09Per = 0 * Act09PerOdds Act10Per = 0 * Act10PerOdds end local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per) if fateAct <= Act01Per then Donsyoku_Act1(ai, goal) elseif fateAct <= Act01Per + Act02Per then Donsyoku_Act2(ai, goal) elseif fateAct <= Act01Per + Act02Per + Act03Per then Donsyoku_Act3(ai, goal) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then Donsyoku_Act4(ai, goal) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then Donsyoku_Act5(ai, goal) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then Donsyoku_Act6(ai, goal) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then Donsyoku_Act7(ai, goal) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then Donsyoku_Act8(ai, goal) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then Donsyoku_Act9(ai, goal) else Donsyoku_Act10(ai, goal) end return end function Donsyoku_Act1(ai, goal) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 30, 3000, TARGET_ENE_0, DIST_Middle, 0) return end Att3000_Dist_min = Att3001_Dist_max function Donsyoku_Act2(ai, goal) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3001_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 30, 3001, TARGET_ENE_0, DIST_Middle, 0) return end Att3000_Dist_min = Att3002_Dist_max function Donsyoku_Act3(ai, goal) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3002_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_Attack, 30, 3002, TARGET_ENE_0, DIST_Middle, 0) return end Att3000_Dist_min = Att3003_Dist_max function Donsyoku_Act4(ai, goal) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, true, -1) if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_Attack, 30, 3003, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack_SuccessAngle180, 30, 3003, TARGET_ENE_0, 15, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 30, 3004, TARGET_ENE_0, DIST_Middle, 0) end return end function Donsyoku_Act5(ai, goal) local PARTS_IDX_TAIL = 0 local tailDmgLv = ai:GetPartsDmg(PARTS_IDX_TAIL) if tailDmgLv == PARTS_DMG_FINAL then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 30, 3006, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 30, 3005, TARGET_ENE_0, DIST_Middle, 0) end return end function Donsyoku_Act6(ai, goal) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 30, 3010, TARGET_ENE_0, DIST_Middle, 0) return end function Donsyoku_Act7(ai, goal) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 30, 3007, TARGET_ENE_0, DIST_Middle, 0, -1) return end function Donsyoku_Act8(ai, goal) ai:SetTimer(1, 30) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 30, 3008, TARGET_ENE_0, DIST_None, 0) return end Att3000_Dist_min = Att3009_Dist_max function Donsyoku_Act9(ai, goal) goal:AddSubGoal(GOAL_COMMON_Turn, 3, TARGET_ENE_0, 20, 0, 0) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 30, TARGET_ENE_0, Att3009_Dist_max, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 30, 3009, TARGET_ENE_0, DIST_Middle, -1, 20) return end function Donsyoku_Act10(ai, goal) goal:AddSubGoal(GOAL_COMMON_Turn, 3, TARGET_ENE_0, 20, 0, 0) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, 25, TARGET_SELF, true, -1) goal:AddSubGoal(GOAL_COMMON_ComboAttack_SuccessAngle180, 30, 3003, TARGET_ENE_0, DIST_None, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 30, 3004, TARGET_ENE_0, DIST_Middle, 0) return end function Donsyoku526000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function Donsyoku526000Battle_Terminate(ai, goal) return end function Donsyoku526000Battle_Interupt(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) if ai:IsInterupt(INTERUPT_SuccessThrow) then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_Wait, 1, 0, 0, 0, 0) return true elseif ai:IsInterupt(INTERUPT_Damaged) then local eventNo = ai:GetEventRequest(0) if eventNo == 1 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 45) and targetDist <= 5 and ai:IsFinishTimer(0) == true and fate <= 100 then ai:SetTimer(0, 30) goal:ClearSubGoal() if fate2 <= 25 then goal:AddSubGoal(GOAL_COMMON_Attack, 30, 3003, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_ComboAttack_SuccessAngle180, 30, 3003, TARGET_ENE_0, DIST_None, 0) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 30, 3004, TARGET_ENE_0, DIST_Middle, 0) end return true end end return false end return