REGISTER_GOAL(GOAL_HusiCongestion_Hand284001_Battle, "HusiCongestion_Hand284001Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 1.7 local Att3002_Dist_min = 0 local Att3002_Dist_max = 2 local Att3003_Dist_min = 0 local Att3003_Dist_max = 15 local Att3004_Dist_min = 0 local Att3004_Dist_max = 15 REGISTER_GOAL_NO_UPDATE(GOAL_HusiCongestion_Hand284001_Battle, 1) Att3000_Dist_min = Att3002_Dist_max Att3000_Dist_min = Att3000_Dist_max function HusiCongestion_Hand284001Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) if ai:IsLadderAct(TARGET_SELF) then actPerArr[1] = 100 elseif 15 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[3] = 50 actPerArr[4] = 50 actPerArr[5] = 0 actPerArr[6] = 0 elseif 10 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[3] = 40 actPerArr[4] = 40 actPerArr[5] = 20 actPerArr[6] = 0 elseif 5 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[3] = 30 actPerArr[4] = 30 actPerArr[5] = 20 actPerArr[6] = 20 elseif 1.7 <= targetDist then actPerArr[1] = 0 actPerArr[2] = 0 actPerArr[3] = 20 actPerArr[4] = 20 actPerArr[5] = 20 actPerArr[6] = 40 else actPerArr[1] = 25 actPerArr[2] = 25 actPerArr[3] = 0 actPerArr[4] = 0 actPerArr[5] = 10 actPerArr[6] = 40 end local local0 = {Att3002_Dist_max, 0, 3002, DIST_Middle} defFuncParamTbl[1] = local0 local0 = {} local local1, local2, local3, local4 = nil local0[1] = Att3000_Dist_max local0[2] = 0 local0[3] = 30 local0[4] = 70 local0[5] = local1 local0[6] = local2 local0[7] = local3 local0[8] = local4 defFuncParamTbl[2] = local0 actFuncArr[3] = REGIST_FUNC(ai, goal, HusiCongestion_Hand284001_Act03) actFuncArr[4] = REGIST_FUNC(ai, goal, HusiCongestion_Hand284001_Act04) actFuncArr[5] = REGIST_FUNC(ai, goal, HusiCongestion_Hand284001_Act05) actFuncArr[6] = REGIST_FUNC(ai, goal, HusiCongestion_Hand284001_Act06) local0 = {0, 100, 0, 0, 0, 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 = Att3003_Dist_max function HusiCongestion_Hand284001_Act03(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3003_Dist_max local DashDist = Att3003_Dist_max + 2 local Odds_Guard = 0 if fate <= 65 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_None, 0) goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 15, TARGET_ENE_0, true, -1) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_None, 0) end GetWellSpace_Odds = 0 return GetWellSpace_Odds end Att3000_Dist_min = Att3004_Dist_max function HusiCongestion_Hand284001_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3004_Dist_max local DashDist = Att3004_Dist_max + 2 local Odds_Guard = 0 if fate <= 65 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_None, 0) goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 15, TARGET_ENE_0, true, -1) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_None, 0) end GetWellSpace_Odds = 0 return GetWellSpace_Odds end function HusiCongestion_Hand284001_Act05(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 15, TARGET_ENE_0, true, -1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function HusiCongestion_Hand284001_Act06(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 15, TARGET_SELF, false, -1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function HusiCongestion_Hand284001Battle_Update(ai, goal) return GOAL_RESULT_Continue end function HusiCongestion_Hand284001Battle_Terminate(ai, goal) return end function HusiCongestion_Hand284001Battle_Interupt(ai, goal) if ai:IsLadderAct(TARGET_SELF) then return false else 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 distDamagedStep = 3 local oddsDamagedStep = 5 local bkStepPer = 100 local leftStepPer = 0 local rightStepPer = 0 local safetyDist = 4 if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then return true else return false end end end return