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758 lines
31 KiB
Lua

REGISTER_GOAL(GOAL_GoldenChimera347100_Battle, "GoldenChimera347100Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 2.5
local Att3002_Dist_min = 0
local Att3002_Dist_max = 4.5
local Att3003_Dist_min = 0
local Att3003_Dist_max = 5.5
local Att3004_Dist_min = 0
local Att3004_Dist_max = 2.5
local Att3006_Dist_min = 2
local Att3006_Dist_max = 5
local Att3007_Dist_min = 8.5
local Att3007_Dist_max = 10.5
local Att3008_Dist_min = 8.5
local Att3008_Dist_max = 10.5
local Att3009_Dist_min = 7.5
local Att3009_Dist_max = 8.5
local Att3010_Dist_min = 0
local Att3010_Dist_max = 8.5
local Att3012_Dist_min = 0
local Att3012_Dist_max = 4.5
local Att3014_Dist_min = 0
local Att3014_Dist_max = 1
local Att3020_Dist_min = 10.5
local Att3020_Dist_max = 14.5
local Att3021_Dist_min = 13.5
local Att3021_Dist_max = 16.5
local Att3022_Dist_min = 2.5
local Att3022_Dist_max = 12.5
REGISTER_GOAL_NO_UPDATE(GOAL_GoldenChimera347100_Battle, 1)
function OnIf_347100(ai, goal, codeNo)
if codeNo == 0 then
GoldenChimera347100_ActAfter_RealTime(ai, goal)
end
if codeNo == 1 then
GoldenChimera347100_FlyingDecision01(ai, goal)
end
if codeNo == 2 then
GoldenChimera347100_FlyingDecision02(ai, goal)
end
if codeNo == 3 then
GoldenChimera347100_FlyingDecision03(ai, goal)
end
if codeNo == 4 then
GoldenChimera347100_BackStepDecision01(ai, goal)
end
if codeNo == 5 then
GoldenChimera347100_ChargeDecision01(ai, goal)
end
return
end
function GoldenChimera347100Battle_Activate(ai, goal)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
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 PARTS_IDX_TAIL = 0
local tailDmgLv = ai:GetPartsDmg(PARTS_IDX_TAIL)
local habataki = 1
if ai:IsFinishTimer(0) == false then
habataki = 0.5
end
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 270) then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 90) and targetDist <= 5 then
actPerArr[8] = 100
else
actPerArr[16] = 100
end
elseif ai:GetNumber(0) == 1 then
actPerArr[15] = 100
elseif ai:GetNumber(3) == 1 then
actPerArr[14] = 100
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 150) and targetDist <= 3 then
actPerArr[2] = 100
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 150) and targetDist <= 3 then
actPerArr[3] = 100
elseif 20 <= targetDist then
actPerArr[2] = 5
actPerArr[3] = 5
actPerArr[5] = 0
actPerArr[6] = 15
actPerArr[7] = 15
actPerArr[9] = 0
actPerArr[10] = 10
actPerArr[12] = 20
actPerArr[13] = 15
actPerArr[14] = 15
actPerArr[17] = 0
elseif 15 <= targetDist then
actPerArr[2] = 10
actPerArr[3] = 10
actPerArr[5] = 0
actPerArr[6] = 15
actPerArr[7] = 15
actPerArr[9] = 0
actPerArr[10] = 10
actPerArr[12] = 10
actPerArr[13] = 10
actPerArr[14] = 20
actPerArr[17] = 0
elseif 10 <= targetDist then
actPerArr[2] = 10
actPerArr[3] = 10
actPerArr[5] = 0
actPerArr[6] = 10
actPerArr[7] = 10
actPerArr[9] = 15
actPerArr[10] = 15
actPerArr[12] = 10
actPerArr[13] = 10
actPerArr[14] = 10
actPerArr[17] = 0
elseif 7 <= targetDist then
actPerArr[2] = 5
actPerArr[3] = 5
actPerArr[5] = 35 * habataki
actPerArr[6] = 0
actPerArr[7] = 0
actPerArr[9] = 25
actPerArr[10] = 20
actPerArr[12] = 0
actPerArr[13] = 5
actPerArr[14] = 5
actPerArr[17] = 0
elseif 4 <= targetDist then
actPerArr[2] = 20
actPerArr[3] = 20
actPerArr[5] = 40 * habataki
actPerArr[6] = 0
actPerArr[7] = 0
actPerArr[9] = 0
actPerArr[10] = 0
actPerArr[12] = 0
actPerArr[13] = 5
actPerArr[14] = 5
actPerArr[17] = 10
else
actPerArr[2] = 33
actPerArr[3] = 33
actPerArr[5] = 0
actPerArr[6] = 0
actPerArr[7] = 0
actPerArr[9] = 0
actPerArr[10] = 0
actPerArr[12] = 0
actPerArr[13] = 0
actPerArr[14] = 0
actPerArr[17] = 34
end
actFuncArr[1] = REGIST_FUNC(ai, goal, GoldenChimera347100_Act01)
actFuncArr[2] = REGIST_FUNC(ai, goal, GoldenChimera347100_Act02)
actFuncArr[3] = REGIST_FUNC(ai, goal, GoldenChimera347100_Act03)
actFuncArr[5] = REGIST_FUNC(ai, goal, GoldenChimera347100_Act05)
actFuncArr[6] = REGIST_FUNC(ai, goal, GoldenChimera347100_Act06)
actFuncArr[7] = REGIST_FUNC(ai, goal, GoldenChimera347100_Act07)
actFuncArr[8] = REGIST_FUNC(ai, goal, GoldenChimera347100_Act08)
actFuncArr[9] = REGIST_FUNC(ai, goal, GoldenChimera347100_Act09)
actFuncArr[10] = REGIST_FUNC(ai, goal, GoldenChimera347100_Act10)
actFuncArr[12] = REGIST_FUNC(ai, goal, GoldenChimera347100_Act12)
actFuncArr[13] = REGIST_FUNC(ai, goal, GoldenChimera347100_Act13)
actFuncArr[14] = REGIST_FUNC(ai, goal, GoldenChimera347100_Act14)
actFuncArr[15] = REGIST_FUNC(ai, goal, GoldenChimera347100_Act15)
actFuncArr[16] = REGIST_FUNC(ai, goal, GoldenChimera347100_Act16)
actFuncArr[17] = REGIST_FUNC(ai, goal, GoldenChimera347100_Act17)
actFuncArr[18] = REGIST_FUNC(ai, goal, GoldenChimera347100_Act18)
local atkAfterFunc = REGIST_FUNC(ai, goal, GoldenChimera347100_ActAfter_AdjustSpace)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
function GoldenChimera347100_Act01(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
ai:SetNumber(1, ai:GetNumber(1) + 50)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3000_Dist_max
function GoldenChimera347100_Act02(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local fate3 = ai:GetRandam_Int(1, 100)
local AppDist = Att3000_Dist_max - 1
local DashDist = Att3000_Dist_max
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
if fate2 <= 0 then
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3015, TARGET_ENE_0, DIST_Middle, 0)
ai:SetNumber(1, ai:GetNumber(1) + 10)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, DIST_Middle, 0, 30, 0, 0)
if fate3 <= 50 then
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
ai:SetNumber(1, ai:GetNumber(1) + 20)
else
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3011, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
ai:SetNumber(1, ai:GetNumber(1) + 40)
end
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3000_Dist_max
function GoldenChimera347100_Act03(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local fate3 = ai:GetRandam_Int(1, 100)
local AppDist = Att3000_Dist_max - 1
local DashDist = Att3000_Dist_max
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
if fate2 <= 0 then
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3016, TARGET_ENE_0, DIST_Middle, 0)
ai:SetNumber(1, ai:GetNumber(1) + 10)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3016, TARGET_ENE_0, DIST_Middle, 0, 30, 0, 0)
if fate3 <= 50 then
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3011, TARGET_ENE_0, DIST_Middle, 0)
ai:SetNumber(1, ai:GetNumber(1) + 20)
else
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3011, TARGET_ENE_0, DIST_Middle, 0)
ai:SetNumber(1, ai:GetNumber(1) + 40)
end
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3006_Dist_max
function GoldenChimera347100_Act05(ai, goal, paramTbl)
local AppDist = Att3006_Dist_max
local DashDist = Att3006_Dist_max
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3006, TARGET_ENE_0, DIST_Middle, 0, 30, 0, 0)
ai:SetNumber(0, 1)
ai:SetNumber(1, ai:GetNumber(1) + 0)
ai:SetTimer(0, 30)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function GoldenChimera347100_Act06(ai, goal, paramTbl)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, DIST_None, 0, 0)
ai:SetNumber(1, ai:GetNumber(1) + 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function GoldenChimera347100_Act07(ai, goal, paramTbl)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, DIST_None, 0, 0)
ai:SetNumber(1, ai:GetNumber(1) + 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function GoldenChimera347100_Act08(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local PARTS_IDX_TAIL = 0
local tailDmgLv = ai:GetPartsDmg(PARTS_IDX_TAIL)
local fate = ai:GetRandam_Int(1, 100)
if tailDmgLv ~= PARTS_DMG_FINAL then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 90) and targetDist <= 5 and fate <= 33 then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
ai:SetNumber(1, ai:GetNumber(1) + 50)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 90) and targetDist <= 5 and fate <= 66 then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
ai:SetNumber(1, ai:GetNumber(1) + 50)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 30) and targetDist <= 3 then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3013, TARGET_ENE_0, DIST_Middle, 0)
ai:SetNumber(1, ai:GetNumber(1) + 50)
else
GoldenChimera347100_Act16(ai, goal)
end
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 30) and targetDist <= 2 and fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3024, TARGET_NONE, DIST_Middle, 0)
ai:SetNumber(1, ai:GetNumber(1) + 0)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 30) and targetDist <= 3 and fate <= 100 then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3013, TARGET_ENE_0, DIST_Middle, 0)
ai:SetNumber(1, ai:GetNumber(1) + 50)
else
GoldenChimera347100_Act16(ai, goal)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3009_Dist_max
function GoldenChimera347100_Act09(ai, goal, paramTbl)
local AppDist = Att3009_Dist_max
local DashDist = Att3009_Dist_max
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_If, 10, 4)
return
end
Att3000_Dist_min = Att3010_Dist_max
function GoldenChimera347100_Act10(ai, goal, paramTbl)
local AppDist = Att3010_Dist_max
local DashDist = Att3010_Dist_max
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_If, 10, 5)
return
end
Att3000_Dist_min = Att3020_Dist_max
function GoldenChimera347100_Act12(ai, goal, paramTbl)
local AppDist = Att3020_Dist_max
local DashDist = Att3020_Dist_max
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_If, 10, 1)
return
end
Att3000_Dist_min = Att3021_Dist_max
function GoldenChimera347100_Act13(ai, goal, paramTbl)
local AppDist = Att3021_Dist_max
local DashDist = Att3021_Dist_max
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_If, 10, 2)
return
end
Att3000_Dist_min = Att3022_Dist_max
function GoldenChimera347100_Act14(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3022_Dist_max
local DashDist = Att3022_Dist_max
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_If, 10, 3)
return
end
function GoldenChimera347100_Act15(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
if ai:HasSpecialEffectId(TARGET_ENE_0, 5521) then
if targetDist <= 8 then
if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_F, 10, 1212000) then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3010, TARGET_ENE_0, DIST_Middle, 0, 0)
GetWellSpace_Odds = 100
ai:SetNumber(1, ai:GetNumber(1) + 40)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, DIST_Middle, 0, 0)
GetWellSpace_Odds = 100
ai:SetNumber(1, ai:GetNumber(1) + 0)
end
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, DIST_Middle, 0, 0)
GetWellSpace_Odds = 100
ai:SetNumber(1, ai:GetNumber(1) + 0)
end
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 711, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
GetWellSpace_Odds = 0
ai:SetNumber(1, ai:GetNumber(1) + 0)
end
ai:SetNumber(0, 0)
return GetWellSpace_Odds
end
function GoldenChimera347100_Act16(ai, goal, paramTbl)
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 712, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 0)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 713, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 0)
end
ai:SetNumber(1, ai:GetNumber(1) + 0)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3014_Dist_max
function GoldenChimera347100_Act17(ai, goal, paramTbl)
local AppDist = Att3014_Dist_max
local DashDist = Att3014_Dist_max
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3014, TARGET_ENE_0, DIST_Middle, 0, 30, 0, 0)
ai:SetNumber(1, ai:GetNumber(1) + 20)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function GoldenChimera347100_ActAfter_AdjustSpace(ai, goal, paramTbl)
goal:AddSubGoal(GOAL_COMMON_If, 10, 0)
return
end
function GoldenChimera347100_ActAfter_RealTime(ai, goal)
local fate = ai:GetRandam_Int(1, 100)
if 20 <= ai:GetNumber(2) then
local CanStepFR = 0
local CanStepFL = 0
local CanStepB = 0
local CanStepR = 0
local CanStepL = 0
if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_F, 20, 1212000) then
if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_R, 10, 1212000) then
if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_L, 10, 1212000) then
CanStepFR = 1
CanStepFL = 1
else
CanStepFR = 1
end
elseif ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_L, 10, 1212000) then
CanStepFL = 1
end
end
if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_B, 25, 1212000) then
CanStepB = 1
end
if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_F, 10, 1212000) and ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_L, 10, 1212000) then
CanStepL = 1
end
if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_F, 10, 1212000) and ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_R, 10, 1212000) then
CanStepR = 1
end
if CanStepFR == 1 then
if CanStepFL == 1 then
if CanStepB == 1 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 711, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
ai:SetNumber(3, 1)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 20)
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 10, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1)
end
end
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 711, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
ai:SetNumber(3, 1)
end
elseif CanStepB == 1 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 711, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
ai:SetNumber(3, 1)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 20)
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 10, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1)
end
end
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 711, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
ai:SetNumber(3, 1)
end
elseif CanStepFL == 1 then
if CanStepB == 1 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 711, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
ai:SetNumber(3, 1)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 20)
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 10, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1)
end
end
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 711, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
ai:SetNumber(3, 1)
end
elseif CanStepB == 1 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 20)
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 10, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1)
end
elseif CanStepL == 1 then
if CanStepR == 1 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 10)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 10)
end
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 10)
end
elseif CanStepR == 1 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 10)
end
ai:SetNumber(2, 0)
elseif 40 <= ai:GetNumber(1) then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 90) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 711, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 90) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 712, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 90) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 713, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
else
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 712, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 713, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
end
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 711, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
end
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 5, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1)
end
ai:SetNumber(1, 0)
ai:SetNumber(2, ai:GetNumber(2) + 10)
end
return
end
function GoldenChimera347100_FlyingDecision01(ai, goal)
if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_F, 25, 1212000) then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3020, TARGET_ENE_0, DIST_None, 0, 0)
ai:SetNumber(1, ai:GetNumber(1) + 10)
GetWellSpace_Odds = 100
else
goal:ClearSubGoal()
GetWellSpace_Odds = 0
end
return GetWellSpace_Odds
end
function GoldenChimera347100_FlyingDecision02(ai, goal)
if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_F, 25, 1212000) then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3021, TARGET_ENE_0, DIST_None, 0, 0)
ai:SetNumber(1, ai:GetNumber(1) + 10)
GetWellSpace_Odds = 100
else
goal:ClearSubGoal()
GetWellSpace_Odds = 0
end
return GetWellSpace_Odds
end
function GoldenChimera347100_FlyingDecision03(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_F, 20, 1212000) then
if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_R, 10, 1212000) then
if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_L, 10, 1212000) then
if fate <= 50 then
if targetDist <= 8 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3025, TARGET_ENE_0, DIST_None, 0, 0)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3022, TARGET_ENE_0, DIST_None, 0, 0)
end
elseif targetDist <= 8 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3026, TARGET_ENE_0, DIST_None, 0, 0)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3023, TARGET_ENE_0, DIST_None, 0, 0)
end
elseif targetDist <= 8 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3025, TARGET_ENE_0, DIST_None, 0, 0)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3022, TARGET_ENE_0, DIST_None, 0, 0)
end
ai:SetNumber(1, 0)
GetWellSpace_Odds = 100
elseif ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_L, 10, 1212000) then
if targetDist <= 8 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3026, TARGET_ENE_0, DIST_None, 0, 0)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3023, TARGET_ENE_0, DIST_None, 0, 0)
end
ai:SetNumber(1, 0)
GetWellSpace_Odds = 100
else
goal:ClearSubGoal()
GetWellSpace_Odds = 0
end
else
goal:ClearSubGoal()
GetWellSpace_Odds = 0
end
ai:SetNumber(3, 0)
return GetWellSpace_Odds
end
function GoldenChimera347100_BackStepDecision01(ai, goal)
if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_B, 25, 1212000) then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, 0, 0)
ai:SetNumber(1, 0)
GetWellSpace_Odds = 100
else
goal:ClearSubGoal()
GetWellSpace_Odds = 0
end
return GetWellSpace_Odds
end
function GoldenChimera347100_ChargeDecision01(ai, goal)
local fate = ai:GetRandam_Int(1, 100)
if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_F, 15, 1212000) then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3010, TARGET_ENE_0, DIST_Middle, 0, 0)
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 711, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
ai:SetNumber(1, 0)
GetWellSpace_Odds = 0
else
ai:SetNumber(1, ai:GetNumber(1) + 20)
GetWellSpace_Odds = 100
end
else
goal:ClearSubGoal()
GetWellSpace_Odds = 0
end
return GetWellSpace_Odds
end
function GoldenChimera347100Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function GoldenChimera347100Battle_Terminate(ai, goal)
return
end
Att3000_Dist_min = Att3014_Dist_max
Att3000_Dist_min = Att3010_Dist_max
Att3000_Dist_min = Att3020_Dist_max
function GoldenChimera347100Battle_Interupt(ai, goal)
if ai:GetNumber(0) == 0 then
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 ai:IsInterupt(INTERUPT_GuardBreak) then
if fate <= 50 then
if targetDist <= 2 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 60) then
local AppDist = Att3014_Dist_max
local DashDist = 0
local Odds_Guard = 0
goal:ClearSubGoal()
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 1, 3014, TARGET_ENE_0, DIST_None, 0)
return true
elseif targetDist <= 8 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 90) then
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 1, 3010, TARGET_ENE_0, DIST_None, 0)
return true
else
return false
end
else
return false
end
elseif ai:IsInterupt(INTERUPT_UseItem) then
if fate <= 50 then
if targetDist <= 2 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 60) then
local AppDist = Att3014_Dist_max
local DashDist = 0
local Odds_Guard = 0
goal:ClearSubGoal()
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 1, 3014, TARGET_ENE_0, DIST_None, 0)
return true
elseif targetDist <= 8 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 90) then
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 1, 3010, TARGET_ENE_0, DIST_None, 0)
return true
elseif targetDist <= 13 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then
goal:ClearSubGoal()
if fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 1, 3007, TARGET_ENE_0, DIST_None, 0)
else
local AppDist = Att3010_Dist_max
local DashDist = Att3010_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 1, 3010, TARGET_ENE_0, DIST_None, 0)
end
return true
else
return false
end
else
return false
end
elseif ai:IsInterupt(INTERUPT_Shoot) then
if fate <= 80 then
if targetDist <= 8 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 90) then
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 1, 3010, TARGET_ENE_0, DIST_None, 0)
return true
elseif targetDist <= 13 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then
goal:ClearSubGoal()
if fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 1, 3007, TARGET_ENE_0, DIST_None, 0)
elseif fate2 <= 75 then
local AppDist = Att3010_Dist_max
local DashDist = Att3010_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 1, 3010, TARGET_ENE_0, DIST_None, 0)
else
goal:ClearSubGoal()
if fate3 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 1, 712, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 10)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 1, 713, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 10)
end
end
return true
elseif targetDist <= 20 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 150) then
goal:ClearSubGoal()
if fate2 <= 50 then
local AppDist = Att3020_Dist_max
local DashDist = 0
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 3, 3020, TARGET_ENE_0, DIST_None, 0)
elseif fate2 <= 75 then
local AppDist = Att3010_Dist_max
local DashDist = 0
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 3, 3010, TARGET_ENE_0, DIST_None, 0)
elseif fate3 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 1, 712, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 10)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 1, 713, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 10)
end
return true
else
return false
end
else
return false
end
elseif ai:HasSpecialEffectId(TARGET_SELF, 5522) then
goal:ClearSubGoal()
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 180) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 711, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 712, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 713, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
end
return true
end
end
return false
end
return