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