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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