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REGISTER_GOAL(GOAL_DragonZombi342000_Battle, "DragonZombi342000Battle")
REGISTER_GOAL_NO_UPDATE(GOAL_DragonZombi342000_Battle, 1)
function DragonZombi342000Battle_Activate(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local targetDistY = ai:GetDistY(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
if ai:IsInsideTargetRegion(TARGET_ENE_0, 1102120) then
Act01Per = 0
Act02Per = 0
Act03Per = 0
Act04Per = 0
Act05Per = 0
Act06Per = 0
Act07Per = 100
elseif ai:IsInsideTargetRegion(TARGET_ENE_0, 1102121) then
Act01Per = 0
Act02Per = 0
Act03Per = 0
Act04Per = 100
Act05Per = 0
Act06Per = 0
Act07Per = 0
elseif ai:IsInsideTargetRegion(TARGET_ENE_0, 1102122) then
Act01Per = 0
Act02Per = 0
Act03Per = 0
Act04Per = 0
Act05Per = 100
Act06Per = 0
Act07Per = 0
elseif ai:IsInsideTargetRegion(TARGET_ENE_0, 1102123) then
Act01Per = 0
Act02Per = 0
Act03Per = 0
Act04Per = 0
Act05Per = 0
Act06Per = 100
Act07Per = 0
elseif ai:IsInsideTargetRegion(TARGET_ENE_0, 1102124) then
Act01Per = 100
Act02Per = 0
Act03Per = 0
Act04Per = 0
Act05Per = 0
Act06Per = 0
Act07Per = 0
elseif not not ai:IsInsideTargetRegion(TARGET_ENE_0, 1102125) or ai:IsInsideTargetRegion(TARGET_ENE_0, 1102127) then
Act01Per = 0
Act02Per = 100
Act03Per = 0
Act04Per = 0
Act05Per = 0
Act06Per = 0
Act07Per = 0
elseif not not ai:IsInsideTargetRegion(TARGET_ENE_0, 1102126) or ai:IsInsideTargetRegion(TARGET_ENE_0, 1102128) then
Act01Per = 0
Act02Per = 0
Act03Per = 100
Act04Per = 0
Act05Per = 0
Act06Per = 0
Act07Per = 0
else
Act01Per = 0
Act02Per = 0
Act03Per = 0
Act04Per = 0
Act05Per = 0
Act06Per = 0
Act07Per = 0
end
if fate2 <= Act01Per then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 5, 3000, TARGET_ENE_0, DIST_None, 0)
elseif fate2 <= Act01Per + Act02Per then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 5, 3001, TARGET_ENE_0, DIST_None, 0)
elseif fate2 <= Act01Per + Act02Per + Act03Per then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 5, 3002, TARGET_ENE_0, DIST_None, 0)
elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 5, 3003, TARGET_ENE_0, DIST_None, 0)
elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 5, 3004, TARGET_ENE_0, DIST_None, 0)
elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 5, 3005, TARGET_ENE_0, DIST_None, 0)
elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 5, 3006, TARGET_ENE_0, DIST_None, 0)
else
goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1), TARGET_NONE, 0, 0, 0)
end
return
end
function DragonZombi342000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function DragonZombi342000Battle_Terminate(ai, goal)
return
end
function DragonZombi342000Battle_Interupt(ai, goal)
return false
end
return