409 lines
18 KiB
Lua
409 lines
18 KiB
Lua
REGISTER_GOAL(GOAL_BigHat_Logarn6030_Battle, "BigHat_Logarn6030Battle")
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local NormalR2_min = 0
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local NormalR2_max = 1.3
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local Backstep_Atk2_min = 0
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local Backstep_Atk2_max = 1
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local Rolling_Atk2_min = 3.5
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local Rolling_Atk2_max = 4
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local Magic_min = 7
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local Magic_max = 10
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local Magic2_min = 7
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local Magic2_max = 10
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local Magic3_min = 9
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local Magic3_max = 12
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local Magic4_min = 9
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local Magic4_max = 12
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local Magic5_min = 9
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local Magic5_max = 12
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REGISTER_GOAL_NO_UPDATE(GOAL_BigHat_Logarn6030_Battle, 1)
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function BigHat_Logarn6030Battle_Activate(ai, goal)
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local actPerArr = {}
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local actFuncArr = {}
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local defFuncParamTbl = {}
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Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local myThinkId = ai:GetNpcThinkParamID()
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if myThinkId == 6032 then
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if ai:IsLadderAct(TARGET_SELF) then
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actPerArr[1] = 100
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elseif 7 <= targetDist then
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actPerArr[3] = 2
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actPerArr[8] = 3
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actPerArr[10] = 13
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actPerArr[11] = 14
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actPerArr[12] = 14
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actPerArr[13] = 14
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actPerArr[14] = 40
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elseif 3.5 <= targetDist then
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actPerArr[3] = 5
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actPerArr[8] = 5
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actPerArr[10] = 10
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actPerArr[11] = 10
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actPerArr[12] = 10
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actPerArr[13] = 10
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actPerArr[14] = 35
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actPerArr[20] = 15
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elseif 1 <= targetDist then
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actPerArr[3] = 10
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actPerArr[10] = 8
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actPerArr[11] = 8
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actPerArr[12] = 8
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actPerArr[13] = 8
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actPerArr[14] = 33
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actPerArr[20] = 25
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else
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actPerArr[3] = 5
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actPerArr[6] = 5
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actPerArr[10] = 10
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actPerArr[11] = 10
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actPerArr[12] = 10
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actPerArr[13] = 10
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actPerArr[14] = 35
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actPerArr[20] = 15
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end
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elseif ai:IsLadderAct(TARGET_SELF) then
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actPerArr[1] = 100
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elseif 7 <= targetDist then
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actPerArr[3] = 2
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actPerArr[8] = 3
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actPerArr[10] = 18
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actPerArr[11] = 19
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actPerArr[12] = 29
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actPerArr[13] = 29
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elseif 3.5 <= targetDist then
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actPerArr[3] = 5
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actPerArr[8] = 5
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actPerArr[10] = 15
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actPerArr[11] = 15
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actPerArr[12] = 22
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actPerArr[13] = 23
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actPerArr[20] = 15
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elseif 1 <= targetDist then
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actPerArr[3] = 10
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actPerArr[10] = 10
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actPerArr[11] = 10
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actPerArr[12] = 22
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actPerArr[13] = 23
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actPerArr[20] = 25
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else
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actPerArr[3] = 5
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actPerArr[6] = 5
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actPerArr[10] = 15
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actPerArr[11] = 15
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actPerArr[12] = 22
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actPerArr[13] = 23
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actPerArr[20] = 15
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act01)
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actFuncArr[3] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act03)
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actFuncArr[6] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act06)
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actFuncArr[8] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act06)
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actFuncArr[10] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act10)
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actFuncArr[11] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act11)
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actFuncArr[12] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act12)
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actFuncArr[13] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act13)
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actFuncArr[14] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act14)
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actFuncArr[20] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act20)
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local atkAfterFunc = REGIST_FUNC(ai, goal, BigHat_Logarn6030_ActAfter_AdjustSpace, atkAfterOddsTbl)
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Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
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return
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end
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function BigHat_Logarn6030_Act01(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 1, TARGET_ENE_0, 0.8, TARGET_SELF, false, 4)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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NormalR2_min = NormalR2_max
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function BigHat_Logarn6030_Act03(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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CommonNPC_ChangeWepR2(ai, goal)
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local AppDist = NormalR2_max
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local DashDist = NormalR2_max + 5
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local Odds_Guard = 0
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 40 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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end
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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NormalR2_min = Backstep_Atk2_max
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function BigHat_Logarn6030_Act06(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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CommonNPC_ChangeWepR2(ai, goal)
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local AppDist = Backstep_Atk2_max
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local DashDist = Backstep_Atk2_max + 5
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local Odds_Guard = 0
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_BackstepB, TARGET_ENE_0, 6, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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function BigHat_Logarn6030_Act08(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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CommonNPC_ChangeWepR2(ai, goal)
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local AppDist = Rolling_Atk_max
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local DashDist = Rolling_Atk_max + 5
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local Odds_Guard = 100
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_StepF, TARGET_ENE_0, 3, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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NormalR2_min = Magic_max
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NormalR2_min = Magic_min
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function BigHat_Logarn6030_Act10(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local R_Wep = ai:GetWepCateRight(TARGET_SELF)
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CommonNPC_ChangeWepR1(ai, goal)
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ai:ChangeEquipMagic(0)
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if Magic_max <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic_max, TARGET_SELF, false, 4)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
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elseif targetDist <= Magic_min then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic_min, TARGET_ENE_0, false, 4)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
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else
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
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end
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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NormalR2_min = Magic2_max
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NormalR2_min = Magic2_min
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function BigHat_Logarn6030_Act11(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local R_Wep = ai:GetWepCateRight(TARGET_SELF)
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CommonNPC_ChangeWepR1(ai, goal)
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ai:ChangeEquipMagic(1)
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if Magic2_max <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic2_max, TARGET_SELF, false, 4)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
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elseif targetDist <= Magic2_min then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic2_min, TARGET_ENE_0, false, 4)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
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else
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
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end
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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NormalR2_min = Magic3_max
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NormalR2_min = Magic3_min
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function BigHat_Logarn6030_Act12(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local R_Wep = ai:GetWepCateRight(TARGET_SELF)
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CommonNPC_ChangeWepR1(ai, goal)
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ai:ChangeEquipMagic(2)
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if Magic3_max <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3.5, TARGET_ENE_0, Magic3_max, TARGET_SELF, false, 4)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
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elseif targetDist <= Magic3_min then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3.5, TARGET_ENE_0, Magic3_min, TARGET_ENE_0, false, 4)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
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end
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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NormalR2_min = Magic4_max
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NormalR2_min = Magic4_min
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function BigHat_Logarn6030_Act13(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local R_Wep = ai:GetWepCateRight(TARGET_SELF)
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CommonNPC_ChangeWepR1(ai, goal)
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ai:ChangeEquipMagic(3)
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if Magic4_max <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3.5, TARGET_ENE_0, Magic4_max, TARGET_SELF, false, 4)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
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elseif targetDist <= Magic4_min then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3.5, TARGET_ENE_0, Magic4_min, TARGET_ENE_0, false, 4)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
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else
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
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end
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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NormalR2_min = Magic5_max
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NormalR2_min = Magic5_min
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function BigHat_Logarn6030_Act14(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local R_Wep = ai:GetWepCateRight(TARGET_SELF)
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CommonNPC_ChangeWepR1(ai, goal)
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ai:ChangeEquipMagic(4)
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if Magic5_max <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3.5, TARGET_ENE_0, Magic5_max, TARGET_SELF, false, 4)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
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elseif targetDist <= Magic5_min then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3.5, TARGET_ENE_0, Magic5_min, TARGET_ENE_0, false, 4)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
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else
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
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end
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function BigHat_Logarn6030_Act20(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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if 7 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(2, 2.5), TARGET_SELF, true, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(1.5, 2), TARGET_ENE_0, true, 4)
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end
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function BigHat_Logarn6030_ActAfter_AdjustSpace(ai, goal, paramTbl)
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local MoveDist = 3
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if fate <= 40 then
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if fate2 <= 30 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, ai:GetRandam_Float(2.5, 3.5), TARGET_ENE_0, true, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 6, TARGET_ENE_0, ai:GetRandam_Float(1.5, 3), TARGET_ENE_0, true, 4)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 4)
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end
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end
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return
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end
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function BigHat_Logarn6030Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function BigHat_Logarn6030Battle_Terminate(ai, goal)
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return
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end
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function BigHat_Logarn6030Battle_Interupt(ai, goal)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local fate3 = ai:GetRandam_Int(1, 100)
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if ai:IsInterupt(INTERUPT_FindAttack) then
|
|
local FindATKDist = 3
|
|
local FindATKPer = 40
|
|
local MoveDist = 3
|
|
if targetDist <= FindATKDist and fate <= FindATKPer then
|
|
goal:ClearSubGoal()
|
|
if fate <= 50 then
|
|
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5)
|
|
else
|
|
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 5)
|
|
end
|
|
return true
|
|
end
|
|
end
|
|
if ai:IsInterupt(INTERUPT_Damaged) then
|
|
local combRunDist = 3
|
|
local combRunPer = 40
|
|
if targetDist < combRunDist and fate <= combRunPer then
|
|
goal:ClearSubGoal()
|
|
if fate <= 50 then
|
|
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5)
|
|
else
|
|
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 5)
|
|
end
|
|
end
|
|
end
|
|
if ai:IsInterupt(INTERUPT_ReboundByOpponentGuard) then
|
|
local ResDist = 3
|
|
local ResPer = 10
|
|
if targetDist < ResDist then
|
|
if fate <= ResPer then
|
|
goal:ClearSubGoal()
|
|
if fate2 <= ResPer then
|
|
if fate3 <= 50 then
|
|
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5)
|
|
else
|
|
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 5)
|
|
end
|
|
else
|
|
ai:Replaning()
|
|
goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
|
|
return true
|
|
end
|
|
else
|
|
goal:ClearSubGoal()
|
|
goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
|
|
ai:Replaning()
|
|
return true
|
|
end
|
|
else
|
|
goal:ClearSubGoal()
|
|
goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
|
|
ai:Replaning()
|
|
return true
|
|
end
|
|
end
|
|
if ai:IsInterupt(INTERUPT_Shoot) then
|
|
local shootIntPer = 80
|
|
if fate <= shootIntPer then
|
|
goal:ClearSubGoal()
|
|
if 7 < targetDist then
|
|
if fate2 <= 30 then
|
|
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 5)
|
|
else
|
|
CommonNPC_ChangeWepR1(ai, goal)
|
|
ai:ChangeEquipMagic(3)
|
|
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
|
|
end
|
|
else
|
|
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 5)
|
|
end
|
|
return true
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
return
|