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959 lines
39 KiB
Lua

REGISTER_GOAL(GOAL_GoldenChimera347101_Battle, "GoldenChimera347101Battle")
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_GoldenChimera347101_Battle, 1)
function OnIf_347101(ai, goal, codeNo)
if codeNo == 0 then
GoldenChimera347101_ActAfter_RealTime(ai, goal)
end
if codeNo == 1 then
GoldenChimera347101_FlyingDecision01(ai, goal)
end
if codeNo == 2 then
GoldenChimera347101_FlyingDecision02(ai, goal)
end
if codeNo == 3 then
GoldenChimera347101_FlyingDecision03(ai, goal)
end
if codeNo == 4 then
GoldenChimera347101_BackStepDecision01(ai, goal)
end
if codeNo == 5 then
GoldenChimera347101_ChargeDecision01(ai, goal)
end
return
end
function GoldenChimera347101Battle_Activate(ai, goal)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
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
local Act16Per = 0
local Act17Per = 0
local Act18Per = 0
local Act19Per = 0
local Act20Per = 0
local targetDist = ai:GetDist(TARGET_ENE_0)
local friendDist = ai:GetDist(TARGET_FRI_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 eventNo = ai:GetEventRequest(1)
local habataki = 1
if ai:IsFinishTimer(0) == false then
habataki = 0.5
end
if ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Attack then
if eventNo == 10 then
Act19Per = 100
elseif 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
Act08Per = 100
else
Act16Per = 100
end
elseif ai:GetNumber(0) == 1 then
Act15Per = 100
elseif ai:GetNumber(3) == 1 then
Act14Per = 100
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 150) and targetDist <= 3 then
Act02Per = 100
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 150) and targetDist <= 3 then
Act03Per = 100
elseif 20 <= targetDist then
Act02Per = 5
Act03Per = 5
Act05Per = 0
Act06Per = 15
Act07Per = 15
Act09Per = 0
Act10Per = 10
Act12Per = 20
Act13Per = 15
Act14Per = 15
Act17Per = 0
elseif 15 <= targetDist then
Act02Per = 10
Act03Per = 10
Act05Per = 0
Act06Per = 15
Act07Per = 15
Act09Per = 0
Act10Per = 10
Act12Per = 10
Act13Per = 10
Act14Per = 20
Act17Per = 0
elseif 10 <= targetDist then
Act02Per = 10
Act03Per = 10
Act05Per = 0
Act06Per = 10
Act07Per = 10
Act09Per = 15
Act10Per = 15
Act12Per = 10
Act13Per = 10
Act14Per = 10
Act17Per = 0
elseif 7 <= targetDist then
Act02Per = 5
Act03Per = 5
Act05Per = 35 * habataki
Act06Per = 0
Act07Per = 0
Act09Per = 25
Act10Per = 20
Act12Per = 0
Act13Per = 0
Act14Per = 0
Act17Per = 0
elseif 4 <= targetDist then
Act02Per = 20
Act03Per = 20
Act05Per = 40 * habataki
Act06Per = 0
Act07Per = 0
Act09Per = 0
Act10Per = 0
Act12Per = 0
Act13Per = 5
Act14Per = 5
Act17Per = 10
else
Act02Per = 33
Act03Per = 33
Act05Per = 0
Act06Per = 0
Act07Per = 0
Act09Per = 0
Act10Per = 0
Act12Per = 0
Act13Per = 0
Act14Per = 0
Act17Per = 34
end
elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Torimaki then
if eventNo == 10 then
Act19Per = 100
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 270) then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 30) and targetDist <= 3 then
Act08Per = 100
else
Act16Per = 100
end
elseif ai:GetNumber(3) == 1 then
Act14Per = 100
elseif not (not ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_F, 9.5) or friendDist > 30) or not (not ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_F, 11.4) or friendDist > 25) or not (not ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_F, 14.3) or friendDist > 20) or not (not ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_F, 18.9) or friendDist > 15) or ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_F, 28.1) and friendDist <= 10 then
Act18Per = 100
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 150) and targetDist <= 3 then
Act02Per = 100
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 150) and targetDist <= 3 then
Act03Per = 100
elseif 20 <= targetDist then
Act02Per = 5
Act03Per = 5
Act05Per = 0
Act06Per = 15
Act07Per = 15
Act09Per = 0
Act10Per = 10
Act12Per = 20
Act13Per = 15
Act14Per = 15
Act17Per = 0
elseif 15 <= targetDist then
Act02Per = 10
Act03Per = 10
Act05Per = 0
Act06Per = 15
Act07Per = 15
Act09Per = 0
Act10Per = 10
Act12Per = 10
Act13Per = 10
Act14Per = 20
Act17Per = 0
elseif 10 <= targetDist then
Act02Per = 15
Act03Per = 15
Act05Per = 0
Act06Per = 10
Act07Per = 10
Act09Per = 15
Act10Per = 15
Act12Per = 10
Act13Per = 10
Act14Per = 10
Act17Per = 0
elseif 7 <= targetDist then
Act02Per = 5
Act03Per = 5
Act05Per = 0
Act06Per = 0
Act07Per = 0
Act09Per = 25
Act10Per = 20
Act12Per = 0
Act13Per = 5
Act14Per = 5
Act17Per = 0
elseif 4 <= targetDist then
Act02Per = 20
Act03Per = 20
Act05Per = 0
Act06Per = 0
Act07Per = 0
Act09Per = 0
Act10Per = 0
Act12Per = 0
Act13Per = 5
Act14Per = 5
Act17Per = 10
else
Act02Per = 33
Act03Per = 33
Act05Per = 0
Act06Per = 0
Act07Per = 0
Act09Per = 0
Act10Per = 0
Act12Per = 0
Act13Per = 0
Act14Per = 0
Act17Per = 34
end
else
Act02Per = 100
end
local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per + Act14Per + Act15Per + Act16Per + Act17Per + Act18Per)
if fateAct <= Act01Per then
GoldenChimera347101_Act01(ai, goal)
elseif fateAct <= Act01Per + Act02Per then
GoldenChimera347101_Act02(ai, goal)
elseif fateAct <= Act01Per + Act02Per + Act03Per then
GoldenChimera347101_Act03(ai, goal)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
GoldenChimera347101_Act04(ai, goal)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
GoldenChimera347101_Act05(ai, goal)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
GoldenChimera347101_Act06(ai, goal)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then
GoldenChimera347101_Act07(ai, goal)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then
GoldenChimera347101_Act08(ai, goal)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then
GoldenChimera347101_Act09(ai, goal)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per then
GoldenChimera347101_Act10(ai, goal)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per then
GoldenChimera347101_Act11(ai, goal)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per then
GoldenChimera347101_Act12(ai, goal)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per then
GoldenChimera347101_Act13(ai, goal)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per + Act14Per then
GoldenChimera347101_Act14(ai, goal)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per + Act14Per + Act15Per then
GoldenChimera347101_Act15(ai, goal)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per + Act14Per + Act15Per + Act16Per then
GoldenChimera347101_Act16(ai, goal)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per + Act14Per + Act15Per + Act16Per + Act17Per then
GoldenChimera347101_Act17(ai, goal)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per + Act14Per + Act15Per + Act16Per + Act17Per + Act18Per then
GoldenChimera347101_Act18(ai, goal)
else
GoldenChimera347101_Act19(ai, goal)
end
return
end
function GoldenChimera347101_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)
GoldenChimera347101_ActAfter_AdjustSpace(ai, goal)
return
end
Att3000_Dist_min = Att3000_Dist_max
function GoldenChimera347101_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
GoldenChimera347101_ActAfter_AdjustSpace(ai, goal)
return
end
Att3000_Dist_min = Att3000_Dist_max
function GoldenChimera347101_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
GoldenChimera347101_ActAfter_AdjustSpace(ai, goal)
return
end
Att3000_Dist_min = Att3006_Dist_max
function GoldenChimera347101_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)
return
end
function GoldenChimera347101_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)
GoldenChimera347101_ActAfter_AdjustSpace(ai, goal)
return
end
function GoldenChimera347101_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)
GoldenChimera347101_ActAfter_AdjustSpace(ai, goal)
return
end
function GoldenChimera347101_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
GoldenChimera347101_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
GoldenChimera347101_Act16(ai, goal)
end
GoldenChimera347101_ActAfter_AdjustSpace(ai, goal)
return
end
Att3000_Dist_min = Att3009_Dist_max
function GoldenChimera347101_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 GoldenChimera347101_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 GoldenChimera347101_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 GoldenChimera347101_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 GoldenChimera347101_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 GoldenChimera347101_Act15(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local GetWellSpace_Odds = 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)
GoldenChimera347101_ActAfter_AdjustSpace(ai, goal)
return
end
function GoldenChimera347101_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)
return
end
Att3000_Dist_min = Att3014_Dist_max
function GoldenChimera347101_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)
GoldenChimera347101_ActAfter_AdjustSpace(ai, goal)
return
end
function GoldenChimera347101_Act18(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_F, 10, 1212000) then
if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_L, 10, 1212000) then
if ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_R, 10, 1212000) then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 0)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 0)
end
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 0)
end
elseif ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_R, 10, 1212000) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 20, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 0)
else
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 5, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1)
end
else
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, ai:GetNumber(1) + 0)
return
end
Att3000_Dist_min = Att3008_Dist_max
function GoldenChimera347101_Act19(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3008_Dist_max
local DashDist = Att3008_Dist_max
local Odds_Guard = 0
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, POINT_INITIAL, 3, TARGET_SELF, false, -1)
if fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3018, TARGET_ENE_0, DIST_None, 0, 0)
elseif fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3019, TARGET_ENE_0, DIST_None, 0, 0)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3017, TARGET_ENE_0, DIST_None, 0, 0)
end
ai:SetNumber(1, ai:GetNumber(1) + 0)
return
end
function GoldenChimera347101_ActAfter_AdjustSpace(ai, goal, paramTbl)
goal:AddSubGoal(GOAL_COMMON_If, 10, 0)
return
end
function GoldenChimera347101_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)
GoldenChimera347101_SideWalk(ai, goal)
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)
GoldenChimera347101_SideWalk(ai, goal)
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)
GoldenChimera347101_SideWalk(ai, goal)
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)
GoldenChimera347101_SideWalk(ai, goal)
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
GoldenChimera347101_SideWalk(ai, goal)
ai:SetNumber(1, 0)
ai:SetNumber(2, ai:GetNumber(2) + 10)
end
return
end
function GoldenChimera347101_SideWalk(ai, goal)
local fate = ai:GetRandam_Int(1, 100)
if ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Attack then
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
elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Torimaki then
if fate <= 100 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 7.5, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(45, 60), true, true, -1)
end
elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Kankyaku and fate <= 100 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 10, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(60, 75), true, true, -1)
end
return
end
function GoldenChimera347101_FlyingDecision01(ai, goal)
local GetWellSpace_Odds = 0
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
if GetWellSpace_Odds == 100 then
GoldenChimera347101_ActAfter_AdjustSpace(ai, goal)
end
return
end
function GoldenChimera347101_FlyingDecision02(ai, goal)
local GetWellSpace_Odds = 0
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
if GetWellSpace_Odds == 100 then
GoldenChimera347101_ActAfter_AdjustSpace(ai, goal)
end
return
end
function GoldenChimera347101_FlyingDecision03(ai, goal)
local GetWellSpace_Odds = 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
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3022, TARGET_ENE_0, DIST_None, 0, 0)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3023, TARGET_ENE_0, DIST_None, 0, 0)
end
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
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3023, TARGET_ENE_0, DIST_None, 0, 0)
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)
if GetWellSpace_Odds == 100 then
GoldenChimera347101_ActAfter_AdjustSpace(ai, goal)
end
return
end
function GoldenChimera347101_BackStepDecision01(ai, goal)
local GetWellSpace_Odds = 0
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
if GetWellSpace_Odds == 100 then
GoldenChimera347101_ActAfter_AdjustSpace(ai, goal)
end
return
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 GoldenChimera347101Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function GoldenChimera347101Battle_Terminate(ai, goal)
return
end
Att3000_Dist_min = Att3014_Dist_max
Att3000_Dist_min = Att3010_Dist_max
Att3000_Dist_min = Att3020_Dist_max
function GoldenChimera347101Battle_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)
local eventNo = ai:GetEventRequest(1)
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 eventNo == 10 then
goal:ClearSubGoal()
if fate3 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 712, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 10)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 713, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 10)
end
end
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