REGISTER_GOAL(GOAL_Skeleton_Bow290001_Battle, "Skeleton_Bow290001Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 0 REGISTER_GOAL_NO_UPDATE(GOAL_Skeleton_Bow290001_Battle, 1) function Skeleton_Bow290001Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) if 12 <= targetDist then actPerArr[1] = 100 actPerArr[2] = 0 actPerArr[3] = 0 elseif 3 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 100 actPerArr[3] = 0 else actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[3] = 100 end actFuncArr[1] = REGIST_FUNC(ai, goal, Skeleton_Bow290001_Act01) actFuncArr[2] = REGIST_FUNC(ai, goal, Skeleton_Bow290001_Act02) actFuncArr[3] = REGIST_FUNC(ai, goal, Skeleton_Bow290001_Act03) local local0 = {0, 100, 0, 0, 0, 0, 0} local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace_IncludeSidestep, local0) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end function Skeleton_Bow290001_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_None, 0) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function Skeleton_Bow290001_Act02(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_None, 0) goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 20, TARGET_ENE_0, true, -1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function Skeleton_Bow290001_Act03(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_None, 0) goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 20, TARGET_SELF, false, -1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function Skeleton_Bow290001Battle_Update(ai, goal) return GOAL_RESULT_Continue end function Skeleton_Bow290001Battle_Terminate(ai, goal) return end function Skeleton_Bow290001Battle_Interupt(ai, goal) local distDamagedStep = 3 local oddsDamagedStep = 25 local bkStepPer = 20 local leftStepPer = 40 local rightStepPer = 40 local safetyDist = 3.5 if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else local distResNear = 6 local distResFar = 18 local oddsResNear = 0 local oddsResFar = 15 local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local targetDist = ai:GetDist(TARGET_ENE_0) local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar) if ResBehavID == 1 then goal:AddSubGoal(GOAL_COMMON_Guard, 2, 9910, TARGET_ENE_0, false, 0) return true elseif ResBehavID == 2 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4) end return true else return false end end end return