Files
temp/scripts_decompiled/418000_battle.lua
T

472 lines
20 KiB
Lua

REGISTER_GOAL(GOAL_Chainman418000_Battle, "Chainman418000Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 3.5
local Att3002_Dist_min = 0
local Att3002_Dist_max = 3
local Att3004_Dist_min = 3
local Att3004_Dist_max = 5
local Att3005_Dist_min = 0
local Att3005_Dist_max = 2.5
local Att3006_Dist_min = 0
local Att3006_Dist_max = 3
local Att3007_Dist_min = 0
local Att3007_Dist_max = 1.5
local Att3008_Dist_min = 0
local Att3008_Dist_max = 2.5
REGISTER_GOAL_NO_UPDATE(GOAL_Chainman418000_Battle, 1)
function OnIf_418000(ai, goal, codeNo)
if codeNo == 0 then
Chainman418000_ActAfter(ai, goal)
end
return
end
function Chainman418000Battle_Activate(ai, goal)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
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 = 1
ai:SetNumber(0, 0)
if targetDist <= 3 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) and fate <= 70 then
actPerArr[4] = 100
elseif 7 <= targetDist then
actPerArr[1] = 15
actPerArr[2] = 15
actPerArr[3] = 0
actPerArr[4] = 0
actPerArr[5] = 70
actPerArr[6] = 0
actPerArr[7] = 0
elseif 4 <= targetDist then
actPerArr[1] = 25
actPerArr[2] = 30
actPerArr[3] = 15
actPerArr[4] = 10
actPerArr[5] = 20
actPerArr[6] = 0
actPerArr[7] = 0
elseif 2 <= targetDist then
actPerArr[1] = 20
actPerArr[2] = 20
actPerArr[3] = 20
actPerArr[4] = 15
actPerArr[5] = 0
actPerArr[6] = 10
actPerArr[7] = 15
else
actPerArr[1] = 15
actPerArr[2] = 10
actPerArr[3] = 15
actPerArr[4] = 15
actPerArr[5] = 0
actPerArr[6] = 30
actPerArr[7] = 15
end
actFuncArr[1] = REGIST_FUNC(ai, goal, Chainman418000_Act01)
actFuncArr[2] = REGIST_FUNC(ai, goal, Chainman418000_Act02)
actFuncArr[3] = REGIST_FUNC(ai, goal, Chainman418000_Act03)
actFuncArr[4] = REGIST_FUNC(ai, goal, Chainman418000_Act04)
actFuncArr[5] = REGIST_FUNC(ai, goal, Chainman418000_Act05)
actFuncArr[6] = REGIST_FUNC(ai, goal, Chainman418000_Act06)
actFuncArr[7] = REGIST_FUNC(ai, goal, Chainman418000_Act07)
actFuncArr[10] = REGIST_FUNC(ai, goal, Chainman418000_Act10)
local atkAfterFunc = REGIST_FUNC(ai, goal, Chainman418000_ActAfter_AdjustSpace)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
Att3000_Dist_min = Att3000_Dist_max
function Chainman418000_Act01(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3000_Dist_max + 0
local DashDist = Att3000_Dist_max + 0
local Odds_Guard = 0
local AttDist = Att3000_Dist_max + 10
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local hprate = ai:GetHpRate(TARGET_ENE_0)
local targetDist_F = ai:GetDist(TARGET_FRI_0)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
if fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 70)
elseif fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3010, TARGET_ENE_0, AttDist, 0, 70)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, AttDist, 0)
end
if targetDist_F <= 15 and 0 <= targetDist_F then
GetWellSpace_Odds = 100
else
GetWellSpace_Odds = 0
end
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3005_Dist_max
function Chainman418000_Act02(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3005_Dist_max + 0
local DashDist = Att3005_Dist_max + 0
local Odds_Guard = 0
local AttDist = Att3005_Dist_max + 10
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local hprate = ai:GetHpRate(TARGET_ENE_0)
local targetDist_F = ai:GetDist(TARGET_FRI_0)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
if fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, AttDist, 0, 70)
elseif fate <= 45 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3005, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, AttDist, 0)
elseif fate <= 60 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3005, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3000, TARGET_ENE_0, AttDist, 0)
elseif fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3005, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, AttDist, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3005, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, AttDist, 0)
end
if targetDist_F <= 15 and 0 <= targetDist_F then
GetWellSpace_Odds = 100
else
GetWellSpace_Odds = 0
end
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3002_Dist_max
function Chainman418000_Act03(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3002_Dist_max + 0
local DashDist = Att3002_Dist_max + 0
local Odds_Guard = 0
local AttDist = Att3002_Dist_max + 10
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local targetDist_F = ai:GetDist(TARGET_FRI_0)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
if fate2 <= 20 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AttDist, 0, 70)
elseif fate2 <= 60 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3000, TARGET_ENE_0, AttDist, 0)
elseif fate <= 75 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3000, TARGET_ENE_0, AttDist, 0)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, AttDist, 0)
end
elseif fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3003, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3000, TARGET_ENE_0, AttDist, 0)
elseif fate <= 70 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3003, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, AttDist, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3003, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, AttDist, 0)
end
if targetDist_F <= 15 and 0 <= targetDist_F then
GetWellSpace_Odds = 100
else
GetWellSpace_Odds = 50
end
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3006_Dist_max
function Chainman418000_Act04(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3006_Dist_max + 0
local DashDist = Att3006_Dist_max + 0
local Odds_Guard = 0
local AttDist = Att3006_Dist_max + 10
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local targetDist_F = ai:GetDist(TARGET_FRI_0)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
if fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, AttDist, 0, 70)
elseif fate <= 70 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3006, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, AttDist, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3006, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, AttDist, 0)
end
if targetDist_F <= 15 and 0 <= targetDist_F then
GetWellSpace_Odds = 100
else
GetWellSpace_Odds = 100
end
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3004_Dist_max
function Chainman418000_Act05(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3004_Dist_max + 0
local DashDist = Att3004_Dist_max + 0
local Odds_Guard = 0
local AttDist = Att3004_Dist_max + 10
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local hprate = ai:GetHpRate(TARGET_ENE_0)
local targetDist_F = ai:GetDist(TARGET_FRI_0)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
if fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, AttDist, 2, 20)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3004, TARGET_ENE_0, AttDist, 2, 20)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, AttDist, 0)
end
if targetDist_F <= 15 and 0 <= targetDist_F then
GetWellSpace_Odds = 100
else
GetWellSpace_Odds = 0
end
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3007_Dist_max
function Chainman418000_Act06(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3007_Dist_max + 0
local DashDist = Att3007_Dist_max + 0
local Odds_Guard = 0
local AttDist = Att3007_Dist_max + 10
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local targetDist_F = ai:GetDist(TARGET_FRI_0)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
if fate <= 0 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 3, 3007, TARGET_ENE_0, AttDist, 0, 20)
elseif fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 3, 3007, TARGET_ENE_0, AttDist, 0, 20)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, AttDist, 0)
elseif fate <= 60 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 3, 3007, TARGET_ENE_0, AttDist, 0, 20)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, TARGET_ENE_0, AttDist, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 3, 3007, TARGET_ENE_0, AttDist, 0, 20)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3008, TARGET_ENE_0, AttDist, 0)
end
if targetDist_F <= 15 and 0 <= targetDist_F then
GetWellSpace_Odds = 100
else
GetWellSpace_Odds = 50
end
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3008_Dist_max
function Chainman418000_Act07(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3008_Dist_max + 0
local DashDist = Att3008_Dist_max + 0
local Odds_Guard = 0
local AttDist = Att3008_Dist_max + 10
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local targetDist_F = ai:GetDist(TARGET_FRI_0)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
if fate <= 20 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, AttDist, 0, 70)
elseif fate <= 35 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3008, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3000, TARGET_ENE_0, AttDist, 0)
elseif fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3008, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, AttDist, 0)
elseif fate <= 65 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3008, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, AttDist, 0)
elseif fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3008, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, TARGET_ENE_0, AttDist, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3008, TARGET_ENE_0, AttDist, 0, 70)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3008, TARGET_ENE_0, AttDist, 0)
end
if targetDist_F <= 15 and 0 <= targetDist_F then
GetWellSpace_Odds = 100
else
GetWellSpace_Odds = 100
end
return GetWellSpace_Odds
end
function Chainman418000_Act10(ai, goal, paramTbl)
ai:SetEventMoveTarget(1212651)
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 20, POINT_EVENT, 1, TARGET_SELF, true, -1)
return
end
function Chainman418000_ActAfter(ai, goal)
local GW_fate = ai:GetRandam_Int(1, 100)
local fate = ai:GetRandam_Int(1, 100)
local bRight = ai:GetRandam_Int(0, 1)
local targetDist = ai:GetDist(TARGET_ENE_0)
local targetDist_F = ai:GetDist(TARGET_FRI_0)
local GW_time = ai:GetRandam_Int(4, 10)
local GW_angle = ai:GetRandam_Int(60, 90)
if targetDist_F <= 3 and 0 <= targetDist_F then
if ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_F, 100) then
if fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, GW_time, TARGET_ENE_0, 20, TARGET_ENE_0, true, -1)
elseif fate <= 90 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, GW_time, TARGET_ENE_0, 1, GW_angle, true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_SidewayMove, GW_time, TARGET_ENE_0, 0, GW_angle, true, true, -1)
end
elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_B, 100) then
if fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, GW_time, TARGET_ENE_0, 4, TARGET_SELF, true, -1)
elseif fate <= 70 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, GW_time, TARGET_ENE_0, 1, GW_angle, true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_SidewayMove, GW_time, TARGET_ENE_0, 0, GW_angle, true, true, -1)
end
elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_L, 180) then
if fate <= 20 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, GW_time, TARGET_ENE_0, 20, TARGET_ENE_0, true, -1)
elseif fate <= 90 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, GW_time, TARGET_ENE_0, 1, GW_angle, true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_SidewayMove, GW_time, TARGET_ENE_0, 0, GW_angle, true, true, -1)
end
elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_R, 180) then
if fate <= 20 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, GW_time, TARGET_ENE_0, 20, TARGET_ENE_0, true, -1)
elseif fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, GW_time, TARGET_ENE_0, 1, GW_angle, true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_SidewayMove, GW_time, TARGET_ENE_0, 0, GW_angle, true, true, -1)
end
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, GW_time, TARGET_ENE_0, 20, TARGET_ENE_0, true, -1)
end
elseif targetDist <= 2 then
if fate <= 0 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, GW_angle, true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1)
end
elseif targetDist <= 5 then
if fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, GW_angle, true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 6, TARGET_ENE_0, true, -1)
end
elseif targetDist <= 10 then
if fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, GW_angle, true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 10, TARGET_ENE_0, true, -1)
end
elseif fate <= 100 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, GW_angle, true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 10, TARGET_ENE_0, true, -1)
end
return
end
function Chainman418000_ActAfter_AdjustSpace(ai, goal, paramTbl)
goal:AddSubGoal(GOAL_COMMON_If, 10, 0)
return
end
function Chainman418000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function Chainman418000Battle_Terminate(ai, goal)
return
end
function Chainman418000Battle_Interupt(ai, goal)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local fate3 = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
if ai:IsInsideTargetRegion(TARGET_SELF, 1212650) and ai:IsInterupt(INTERUPT_HitEnemyWall) then
goal:ClearSubGoal()
ai:SetEventMoveTarget(1212651)
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 20, POINT_EVENT, 1, TARGET_ENE_0, true, -1)
ai:SetNumber(0, 1)
return true
elseif ai:IsInterupt(INTERUPT_Damaged) and ai:GetNumber(0) == 1 then
goal:ClearSubGoal()
ai:Replaning()
return false
elseif ai:IsInterupt(INTERUPT_Damaged) and fate <= 40 then
goal:ClearSubGoal()
ai:Replaning()
return false
else
local distUseItem_Act = 10
local oddsUseItem_Act = 10
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
goal:ClearSubGoal()
if targetDist <= 3 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3005, TARGET_ENE_0, DIST_None, 0, 70)
elseif targetDist <= 5 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3004, TARGET_ENE_0, DIST_None, 0, 70)
else
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, TARGET_ENE_0, 4, TARGET_SELF, false, -1)
end
return true
else
local distResNear = 4
local distResFar = 20
local oddsResNear = 40
local oddsResFar = 70
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
if ResBehavID == 1 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3000, TARGET_ENE_0, DIST_None, 0, 70)
return true
elseif ResBehavID == 2 then
if targetDist <= 5 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3004, TARGET_ENE_0, DIST_None, 2, 20)
else
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, TARGET_ENE_0, 4, TARGET_SELF, false, -1)
end
return true
else
return false
end
end
end
end
return