REGISTER_GOAL(GOAL_Kyu_Jujin413000_Battle, "Kyu_Jujin413000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 2.5 local Att3001_Dist_min = 0 local Att3001_Dist_max = 2 local Att3002_Dist_min = 0 local Att3002_Dist_max = 2 local Att3003_Dist_min = 0 local Att3003_Dist_max = 2.5 local Att3004_Dist_min = 4 local Att3004_Dist_max = 9 local Att3005_Dist_min = 0 local Att3005_Dist_max = 3 local Att3006_Dist_min = 0 local Att3006_Dist_max = 100 local Att3007_Dist_min = 0 local Att3007_Dist_max = 2.5 local Att3010_Dist_min = 0 local Att3010_Dist_max = 2 local Att3011_Dist_min = 0 local Att3011_Dist_max = 2 local Att3012_Dist_min = 0 local Att3012_Dist_max = 1 local Att3013_Dist_min = 2 local Att3013_Dist_max = 4 local Att3014_Dist_min = 0 local Att3014_Dist_max = 2 local Att3015_Dist_min = 0 local Att3015_Dist_max = 2 local Att3016_Dist_min = 0 local Att3016_Dist_max = 100 REGISTER_GOAL_NO_UPDATE(GOAL_Kyu_Jujin413000_Battle, 1) function OnIf_413000(ai, goal, codeNo) if codeNo == 0 then Kyu_Jujin413000_ActAfter_RealTime(ai, goal) end return end function Kyu_Jujin413000Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local Act01Per = 0 local Act02Per = 0 local Act03Per = 0 local Act04Per = 0 local Act05Per = 0 local Act06Per = 0 local Act09Per = 0 local Act07Per = 0 local Act08Per = 0 local Act10Per = 0 local Act11Per = 0 local Act13Per = 0 local Act14Per = 0 local Act15Per = 0 local Act16Per = 0 local Act20Per = 0 local targetDist = ai:GetDist(TARGET_ENE_0) local distY = ai:GetDistY(TARGET_ENE_0) local eventNo = ai:GetEventRequest() if eventNo == 10 then Act10Per = 100 elseif 20 <= distY then Act20Per = 100 elseif ai:GetNpcThinkParamID() <= 413009 then if ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Attack then if ai:GetNumber(0) == 0 then ai:SetTimer(0, ai:GetRandam_Int(8, 12)) ai:SetNumber(0, 1) end if 4 <= targetDist then Act01Per = 20 Act02Per = 0 Act03Per = 0 Act04Per = 10 Act05Per = 40 Act06Per = 10 Act09Per = 20 if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 270) then Act05Per = 0 end elseif 2 <= targetDist then Act01Per = 25 Act02Per = 0 Act03Per = 0 Act04Per = 25 Act05Per = 0 Act06Per = 25 Act09Per = 25 elseif 1 <= targetDist then Act01Per = 20 Act02Per = 30 Act03Per = 30 Act04Per = 0 Act05Per = 0 Act06Per = 0 Act09Per = 20 else Act01Per = 20 Act02Per = 30 Act03Per = 50 Act04Per = 0 Act05Per = 0 Act06Per = 0 Act09Per = 0 end elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Torimaki then if ai:GetNumber(0) == 0 then ai:SetTimer(0, ai:GetRandam_Int(18, 22)) ai:SetNumber(0, 1) end Act01Per = 3 Act04Per = 2 Act05Per = 3 Act06Per = 2 Act07Per = 45 Act08Per = 45 Act09Per = 0 elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Kankyaku then if ai:GetNumber(0) == 0 then ai:SetTimer(0, ai:GetRandam_Int(38, 42)) ai:SetNumber(0, 1) end Act07Per = 50 Act08Per = 50 end elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Attack then if ai:GetNumber(0) == 0 then ai:SetTimer(0, ai:GetRandam_Int(8, 12)) ai:SetNumber(0, 1) end if 6 <= targetDist then Act11Per = 25 Act13Per = 25 Act14Per = 50 Act15Per = 0 Act16Per = 0 if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 270) then Act14Per = 0 end elseif 4 <= targetDist then Act11Per = 33 Act13Per = 33 Act14Per = 34 Act15Per = 0 Act16Per = 0 if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 270) then Act14Per = 0 end elseif 2 <= targetDist then Act11Per = 50 Act13Per = 50 Act14Per = 0 Act15Per = 0 Act16Per = 0 elseif 1 <= targetDist then Act11Per = 50 Act13Per = 50 Act14Per = 0 Act15Per = 0 Act16Per = 0 if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 150) then Act15Per = 50 elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 150) then Act16Per = 50 end else Act11Per = 50 Act13Per = 50 Act14Per = 0 Act15Per = 0 Act16Per = 0 end elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Torimaki then if ai:GetNumber(0) == 0 then ai:SetTimer(0, ai:GetRandam_Int(18, 22)) ai:SetNumber(0, 1) end Act11Per = 20 Act07Per = 40 Act08Per = 40 elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Kankyaku then if ai:GetNumber(0) == 0 then ai:SetTimer(0, ai:GetRandam_Int(38, 42)) ai:SetNumber(0, 1) end Act07Per = 50 Act08Per = 50 end if ai:GetNpcThinkParamID() <= 413009 then local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per) if fateAct <= Act01Per then Kyu_Jujin413000_Act01(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per then Kyu_Jujin413000_Act02(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per then Kyu_Jujin413000_Act03(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then Kyu_Jujin413000_Act04(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then Kyu_Jujin413000_Act05(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then Kyu_Jujin413000_Act06(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then Kyu_Jujin413000_Act07(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then Kyu_Jujin413000_Act08(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then Kyu_Jujin413000_Act09(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per then Kyu_Jujin413000_Act10(ai, goal) GetWellSpace_Odds = 0 else Kyu_Jujin413000_Act20(ai, goal) GetWellSpace_Odds = 0 end else local fateAct = ai:GetRandam_Int(1, Act11Per + Act13Per + Act14Per + Act15Per + Act16Per + Act07Per + Act08Per) if fateAct <= Act11Per then Kyu_Jujin413000_Act11(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act11Per + Act13Per then Kyu_Jujin413000_Act13(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act11Per + Act13Per + Act14Per then Kyu_Jujin413000_Act14(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act11Per + Act13Per + Act14Per + Act15Per then Kyu_Jujin413000_Act15(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act11Per + Act13Per + Act14Per + Act15Per + Act16Per then Kyu_Jujin413000_Act16(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act11Per + Act13Per + Act14Per + Act15Per + Act16Per + Act07Per then Kyu_Jujin413000_Act07(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act11Per + Act13Per + Act14Per + Act15Per + Act16Per + Act07Per + Act08Per then Kyu_Jujin413000_Act08(ai, goal) GetWellSpace_Odds = 100 elseif fateAct <= Act11Per + Act13Per + Act14Per + Act15Per + Act16Per + Act07Per + Act08Per + Act10Per then Kyu_Jujin413000_Act10(ai, goal) GetWellSpace_Odds = 0 else Kyu_Jujin413000_Act20(ai, goal) GetWellSpace_Odds = 0 end end local fateGWS = ai:GetRandam_Int(1, 100) if fateGWS <= GetWellSpace_Odds then Kyu_Jujin413000_ActAfter_AdjustSpace(ai, goal) end return end Att3000_Dist_min = Att3000_Dist_max function Kyu_Jujin413000_Act01(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3000_Dist_max local DashDist = Att3000_Dist_max + 4 local Odds_Guard = 0 if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, AppDist, 1, 90) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AppDist, 1, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3007, TARGET_ENE_0, AppDist, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3001_Dist_max function Kyu_Jujin413000_Act02(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3001_Dist_max local DashDist = Att3001_Dist_max + 4 local Odds_Guard = 0 goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, AppDist, 1, 90) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3002_Dist_max function Kyu_Jujin413000_Act03(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3002_Dist_max local DashDist = Att3002_Dist_max + 4 local Odds_Guard = 0 goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AppDist, 1, 90) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3003_Dist_max function Kyu_Jujin413000_Act04(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3003_Dist_max local DashDist = Att3003_Dist_max + 2 local Odds_Guard = 0 if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, AppDist, 1, 90) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3004_Dist_max Att3000_Dist_min = Att3004_Dist_min function Kyu_Jujin413000_Act05(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3004_Dist_max local DashDist = Att3004_Dist_max local Odds_Guard = 0 if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3004, TARGET_ENE_0, 0, AI_DIR_TYPE_F, Att3004_Dist_min) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3008, TARGET_ENE_0, 0, AI_DIR_TYPE_F, Att3004_Dist_min) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3005_Dist_max function Kyu_Jujin413000_Act06(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3005_Dist_max local DashDist = Att3005_Dist_max + 2 local Odds_Guard = 0 if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, AppDist, 1, 90) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function Kyu_Jujin413000_Act07(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = 10 local DashDist = 12 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) goal:AddSubGoal(GOAL_COMMON_KeepDist, 3, TARGET_ENE_0, 8, 12, TARGET_ENE_0, true, -1) return end function Kyu_Jujin413000_Act08(ai, goal, paramTbl) goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1) return end Att3000_Dist_min = Att3007_Dist_max function Kyu_Jujin413000_Act09(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3007_Dist_max local DashDist = Att3007_Dist_max + 4 local Odds_Guard = 0 if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, AppDist, 1, 90) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function Kyu_Jujin413000_Act10(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 30, POINT_INITIAL, 2, TARGET_SELF, false, -1) return end Att3000_Dist_min = Att3010_Dist_max function Kyu_Jujin413000_Act11(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local AppDist = Att3010_Dist_max local DashDist = Att3010_Dist_max + 0 local Odds_Guard = 0 if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end if fate <= 25 then goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, AppDist, 1, 90) else goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AppDist, 1, 90) goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, AppDist, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3012_Dist_max function Kyu_Jujin413000_Act13(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3012_Dist_max local DashDist = Att3012_Dist_max + 0 local Odds_Guard = 0 if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AppDist, 1, 90) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3013_Dist_max function Kyu_Jujin413000_Act14(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3013_Dist_max local DashDist = Att3013_Dist_max + 0 local Odds_Guard = 0 if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, AppDist, 1, 90) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3014_Dist_max function Kyu_Jujin413000_Act15(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3014_Dist_max local DashDist = Att3014_Dist_max + 0 local Odds_Guard = 0 if AppDist <= targetDist then Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) end goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, AppDist, 1, 90) GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3015_Dist_max function Kyu_Jujin413000_Act16(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local AppDist = Att3015_Dist_max local DashDist = Att3015_Dist_max + 0 local Odds_Guard = 0 Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3) goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, AppDist, 1, 90) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function Kyu_Jujin413000_Act20(ai, goal, paramTbl) goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, POINT_INITIAL, 2, TARGET_ENE_0, false, -1) return end function Kyu_Jujin413000_ActAfter_AdjustSpace(ai, goal, paramTbl) goal:AddSubGoal(GOAL_COMMON_If, 10, 0) return end function Kyu_Jujin413000_ActAfter_RealTime(ai, goal) local fate = ai:GetRandam_Int(1, 100) local fate2 = 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(3, 5) local GW_angle = ai:GetRandam_Int(45, 60) if ai:GetNpcThinkParamID() <= 413009 then if ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Attack then if ai:IsFinishTimer(0) == true then if fate <= 33 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3006, TARGET_ENE_0, DIST_None) elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_L, 120) then if fate2 <= 20 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end elseif fate2 <= 80 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end ai:SetNumber(0, 0) elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_L, 120) then if fate > 15 then if fate <= 30 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, GW_time, TARGET_ENE_0, 4, 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 end elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_R, 90) then if fate > 15 then if fate <= 30 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, GW_time, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1) elseif fate <= 40 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 end else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, GW_time, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1) end elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Torimaki then if ai:IsFinishTimer(0) == true then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3006, TARGET_ENE_0, DIST_None) ai:SetNumber(0, 0) end elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Kankyaku and ai:IsFinishTimer(0) == true then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3006, TARGET_ENE_0, DIST_None) ai:SetNumber(0, 0) end elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Attack then if ai:IsFinishTimer(0) == true then if fate <= 33 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5) goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3006, TARGET_ENE_0, DIST_None) elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_L, 90) then if fate2 <= 20 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end elseif fate2 <= 80 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5) else goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5) end ai:SetNumber(0, 0) elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_L, 120) then if fate > 15 then if fate <= 30 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, GW_time, TARGET_ENE_0, 4, 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 end elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_R, 120) then if fate > 15 then if fate <= 30 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, GW_time, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1) elseif fate <= 40 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 end else goal:AddSubGoal(GOAL_COMMON_LeaveTarget, GW_time, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1) end elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Torimaki then if ai:IsFinishTimer(0) == true then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3006, TARGET_ENE_0, DIST_None) ai:SetNumber(0, 0) end elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Kankyaku and ai:IsFinishTimer(0) == true then goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3006, TARGET_ENE_0, DIST_None) ai:SetNumber(0, 0) end return end function Kyu_Jujin413000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function Kyu_Jujin413000Battle_Terminate(ai, goal) return end function Kyu_Jujin413000Battle_Interupt(ai, goal) return false end return