REGISTER_GOAL(GOAL_totem296000_Battle, "totem296000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 1.5 local Att3001_Dist_min = 0 local Att3001_Dist_max = 3 local Att3002_Dist_min = 0 local Att3002_Dist_max = 1.5 local Att3003_Dist_min = 0 local Att3003_Dist_max = 3 local Att3004_Dist_min = 0 local Att3004_Dist_max = 1.5 local Att3005_Dist_min = 0 local Att3005_Dist_max = 3 local Att3006_Dist_min = 0 local Att3006_Dist_max = 1.5 local Att3007_Dist_min = 0 local Att3007_Dist_max = 3 local Att3008_Dist_min = 0 local Att3008_Dist_max = 1.5 local Att3009_Dist_min = 0 local Att3009_Dist_max = 2.5 REGISTER_GOAL_NO_UPDATE(GOAL_totem296000_Battle, 1) function totem296000Battle_Activate(ai, goal) local hprate = ai:GetHpRate(TARGET_SELF) local targetDist = ai:GetDist(TARGET_ENE_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 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 if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 20) and targetDist <= 1.5 then Act01Per = 55 Act02Per = 30 Act09Per = 10 Act10Per = 5 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 15) and targetDist <= 3 then Act02Per = 60 Act10Per = 20 Act11Per = 20 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 20) and targetDist <= 1.5 then Act03Per = 55 Act04Per = 30 Act09Per = 10 Act10Per = 5 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 15) and targetDist <= 3 then Act04Per = 60 Act10Per = 20 Act11Per = 20 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 20) and targetDist <= 1.5 then Act05Per = 55 Act06Per = 30 Act09Per = 10 Act10Per = 5 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 15) and targetDist <= 3 then Act06Per = 60 Act10Per = 20 Act11Per = 20 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 20) and targetDist <= 1.5 then Act07Per = 55 Act08Per = 30 Act09Per = 10 Act10Per = 5 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 15) and targetDist <= 3 then Act08Per = 60 Act10Per = 20 Act11Per = 20 elseif targetDist <= 1.5 then Act09Per = 80 Act10Per = 20 elseif targetDist <= 2.5 then Act10Per = 80 Act11Per = 20 else Act11Per = 100 end local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per) if fateAct <= Act01Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0) elseif fateAct <= Act01Per + Act02Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0) elseif fateAct <= Act01Per + Act02Per + Act03Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0) else goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, ai:GetRandam_Float(1.3, 2.8), TARGET_None, true, -1) end return end function totem296000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function totem296000Battle_Terminate(ai, goal) return end function totem296000Battle_Interupt(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local fate3 = ai:GetRandam_Int(1, 100) if ai:IsInterupt(INTERUPT_Damaged) and 7 <= targetDist and fate <= 75 then goal:ClearSubGoal() goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, 2, TARGET_None, false, -1) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0) goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0) return true else return false end end return