function ComMove(target,enemy){ if(enemy.posi==999){ if(comMode==3 && enemy.time>=120){Reset();}//自動リセット target.movepat=0; return; } if(target.posi<50 || (target.posi==59 && target.atpat==0 && target.time>8)){ // if(target.posi<59 || (target.posi==59 && target.atpat==0 && target.time>8)){ var maai = Math.abs(target.core_x-enemy.core_x); switch(weapons[target.weapon].kind){ case 2: case 3: case 4: if(target.core_x>enemy.core_x){ target.muki=1; }else{ target.muki=0; } if(maai<64 && enemy.ytarget.y){//下攻撃 target.movepat=110;target.posi=52; target.time=0; }else{ var ran=Math.ceil(Math.random()*100%16); switch(ran){ case 1: if(target.movepat!=40 && target.posi!=20){ target.movepat=40;target.posi=20; } break; default: target.movepat=100;target.posi=46; target.time=0; } } break; case 10://ロケットランチャー if(target.core_x>enemy.core_x){ target.muki=1; }else{ target.muki=0; } var ran=Math.ceil(Math.random()*100%6); if(maai<100){ if(target.y<150){ target.atpat=10004; target.time=0;target.posi=95; }else if(enemy.y<150){ target.atpat=10003; target.time=0;target.posi=95; }else{ switch(ran){ case 0: case 1: target.atpat=10002; target.time=0;target.posi=95; break; case 2: case 3: case 4: target.movepat=40; break; default: target.atpat=10001; target.time=0;target.posi=95; } } }else{ switch(ran){ case 0: case 1: target.atpat=10002; target.time=0;target.posi=95; break; case 2: case 3: target.movepat=40; break; default: target.atpat=10001; target.time=0;target.posi=95; } } break; case 20://剣 if(target.core_x>enemy.core_x){ target.muki=1; }else{ target.muki=0; } var ran=Math.ceil(Math.random()*100%20); if(maai<500){ if(target.y<80){ target.atpat=20004; target.time=0;target.posi=95; }else{ switch(ran){ case 1: target.atpat=20002; target.time=0;target.posi=95; break; case 2: target.atpat=20009;//強力武器投げ target.time=0;target.posi=95; break; case 3:case 4:case 5:case 6:case 7:case 8: case 13:case 14:case 15:case 16:case 17:case 18: target.movepat=40; break; default: target.atpat=20001; target.time=0;target.posi=95; } } }else{ switch(ran){ case 1: target.atpat=20009;//強力武器投げ target.time=0;target.posi=95; break; default: if(target.y>=256){ if(weapons[enemy.weapon].kind<=2 || weapons[enemy.weapon].kind==20){ target.movepat=3+target.muki; }else{ target.atpat=20009;//強力武器投げ target.time=0;target.posi=95; } } } } break; default: ComMove2(target,enemy); break; } } if(target.x>enemy.x){ } } function ComMove2(target,enemy){ var maai = Math.abs(target.core_x-enemy.core_x); var minX=2000; var minXX=2000; for(i=2;i<2+weaponsu;i++){ if(weapons[i].posi==0){ var xx = Math.abs(weapons[i].at_x-target.core_x); if(xx>0 && xx=256){ //alert(weapons[target.targetW].y); if(minX<64 && weapons[target.targetW].y>310) { var ran=Math.ceil(Math.random()*100%10); switch(ran){ case 1: target.movepat=50;target.posi=95;target.time=0;//右前転 break; case 2: target.movepat=60;target.posi=95;target.time=0;//左前転 break; default: target.posi=10; target.movepat=5;//しゃがみ } }else{ if(target.targetW!=-1){ if(maai<100){ var ran=Math.ceil(Math.random()*100%5); switch(ran){ case 1: target.movepat=50;target.posi=95;target.time=0;//右前転 break; case 2: target.movepat=60;target.posi=95;target.time=0;//左前転 break; default: target.movepat=140;target.posi=50;target.time=0;//ダッシュ攻撃 } }else{ if(weapons[target.targetW].x>target.x){ // target.movepat=1; switch(weapons[enemy.weapon].kind){ case 2: case 3: case 4: case 10: case 20: var ran=Math.ceil(Math.random()*100%5); switch(ran){ case 1: case 2: target.movepat=3;break;//ダッシュ case 3: target.movepat=40;break;// default: target.movepat=50;target.posi=95;target.time=0;//右前転 break; } break; default: target.movepat=3; break; } }else{ // target.movepat=2; switch(weapons[enemy.weapon].kind){ case 2: case 3: case 4: case 10: case 20: var ran=Math.ceil(Math.random()*100%5); switch(ran){ case 1: case 2: target.movepat=4;break;//ダッシュ case 3: target.movepat=40;break;// default: target.movepat=60;target.posi=95;target.time=0;//左前転 break; } break; default: target.movepat=4; break; } } } } } } }