REGISTER_GOAL(GOAL_KingIzalis523000_Battle, "KingIzalis523000Battle") REGISTER_GOAL_NO_UPDATE(GOAL_KingIzalis523000_Battle, 1) function KingIzalis523000Battle_Activate(ai, goal) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) 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 Act40Per = 0 local Att3000flag = 0 local Att3001flag = 0 local Att3002flag = 0 local Att3003flag = 0 local Att3004flag = 0 local Att3005flag = 0 local Att3006flag = 0 if ai:IsInsideTargetRegion(TARGET_ENE_0, 1412550) then Att3000flag = 1 end if ai:IsInsideTargetRegion(TARGET_ENE_0, 1412552) then Att3001flag = 1 end if ai:IsInsideTargetRegion(TARGET_ENE_0, 1412554) then Att3002flag = 1 end if ai:IsInsideTargetRegion(TARGET_ENE_0, 1412555) then Att3003flag = 1 end if not not ai:IsInsideTargetRegion(TARGET_ENE_0, 1412556) or ai:IsInsideTargetRegion(TARGET_ENE_0, 1412557) then Att3004flag = 1 end if not not ai:IsInsideTargetRegion(TARGET_ENE_0, 1412560) or ai:IsInsideTargetRegion(TARGET_ENE_0, 1412561) then Att3005flag = 1 end if ai:IsInsideTargetRegion(TARGET_ENE_0, 1412564) then Att3006flag = 1 end if Att3000flag == 1 then Act01Per = 100 end if Att3001flag == 1 then Act02Per = 100 end if Att3002flag == 1 then Act03Per = 100 end if Att3003flag == 1 then Act04Per = 100 end if Att3004flag == 1 then Act05Per = 100 end if Att3005flag == 1 then Act06Per = 100 end if Att3006flag == 1 then Act07Per = 100 end local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act40Per) if fateAct <= Act01Per then KingIzalis523000_Act01(ai, goal) elseif fateAct <= Act01Per + Act02Per then KingIzalis523000_Act02(ai, goal) elseif fateAct <= Act01Per + Act02Per + Act03Per then KingIzalis523000_Act03(ai, goal) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then KingIzalis523000_Act04(ai, goal) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then KingIzalis523000_Act05(ai, goal) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then KingIzalis523000_Act06(ai, goal) elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then KingIzalis523000_Act07(ai, goal) else KingIzalis523000_Act40(ai, goal) end return end function KingIzalis523000_Act01(ai, goal) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 20, 3000, TARGET_ENE_0, DIST_None, 0) return end function KingIzalis523000_Act02(ai, goal) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 20, 3001, TARGET_ENE_0, DIST_None, 0) return end function KingIzalis523000_Act03(ai, goal) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 20, 3002, TARGET_ENE_0, DIST_None, 0) return end function KingIzalis523000_Act04(ai, goal) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 20, 3003, TARGET_ENE_0, DIST_None, 0) return end function KingIzalis523000_Act05(ai, goal) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 20, 3004, TARGET_ENE_0, DIST_None, 0) return end function KingIzalis523000_Act06(ai, goal) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 20, 3005, TARGET_ENE_0, DIST_None, 0) return end function KingIzalis523000_Act07(ai, goal) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 20, 3006, TARGET_ENE_0, DIST_None, 0) return end function KingIzalis523000_Act40(ai, goal) goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(1, 3), TARGET_NONE, 0, 0, 0) return end function KingIzalis523000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function KingIzalis523000Battle_Terminate(ai, goal) return end function KingIzalis523000Battle_Interupt(ai, goal) return false end return