REGISTER_GOAL(GOAL_MovingStatue243000_Battle, "MovingStatue243000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 2.5 local Att3001_Dist_min = 0 local Att3001_Dist_max = 2.2 REGISTER_GOAL_NO_UPDATE(GOAL_MovingStatue243000_Battle, 1) function MovingStatue243000Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local eventNo = ai:GetEventRequest() if 8 <= targetDist then actPerArr[1] = 100 actPerArr[2] = 0 elseif 2.5 <= targetDist then actPerArr[1] = 60 actPerArr[2] = 40 else actPerArr[1] = 30 actPerArr[2] = 70 end actFuncArr[1] = REGIST_FUNC(ai, goal, MovingStatue243000_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, MovingStatue243000_Act02) local local0 = {0, 70, 0, 0, 30, 0} local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace, local0) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3000_Dist_max function MovingStatue243000_Act01(ai, goal, paramTbl) local AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 2 local Odds_Guard = 0 local AttID = 3000 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3001_Dist_max function MovingStatue243000_Act02(ai, goal, paramTbl) local AppDist = Att3001_Dist_max local DashDist = Att3001_Dist_max + 2 local Odds_Guard = 0 local AttID = 3001 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function MovingStatue243000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function MovingStatue243000Battle_Terminate(ai, goal) return end function MovingStatue243000Battle_Interupt(ai, goal) return false end return