Files

100 lines
3.5 KiB
Lua

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