Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_Roaming_Chaos6170_Battle, "Roaming_Chaos6170Battle")
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local PushR_min = 0
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local PushR_max = 1
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local NormalR2_min = 0
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local NormalR2_max = 1
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local LargeR2_min = 0
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local LargeR2_max = 1.1
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local Backstep_Atk2_min = 0
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local Backstep_Atk2_max = 1
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local Magic_min = 7
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local Magic_max = 7
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local Magic2_min = 4
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local Magic2_max = 4
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local Magic3_min = 1.5
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local Magic3_max = 1.5
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REGISTER_GOAL_NO_UPDATE(GOAL_Roaming_Chaos6170_Battle, 1)
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function Roaming_Chaos6170Battle_Activate(ai, goal)
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local actPerArr = {}
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local actFuncArr = {}
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local defFuncParamTbl = {}
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Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local BothHandOff = ai:GetRandam_Int(1, 100)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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if 4 <= targetDist then
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actPerArr[18] = 30
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actPerArr[19] = 50
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actPerArr[20] = 20
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elseif 1 <= targetDist then
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actPerArr[18] = 35
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actPerArr[19] = 30
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actPerArr[20] = 35
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else
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actPerArr[18] = 30
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actPerArr[19] = 30
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actPerArr[20] = 40
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end
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actFuncArr[18] = REGIST_FUNC(ai, goal, Roaming_Chaos6170_Act18)
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actFuncArr[19] = REGIST_FUNC(ai, goal, Roaming_Chaos6170_Act19)
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actFuncArr[20] = REGIST_FUNC(ai, goal, Roaming_Chaos6170_Act20)
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local atkAfterFunc = REGIST_FUNC(ai, goal, Roaming_Chaos6170_ActAfter_AdjustSpace, atkAfterOddsTbl)
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Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
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return
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end
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PushR_min = Magic_max
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PushR_min = Magic_min
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function Roaming_Chaos6170_Act18(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local R_Wep = ai:GetWepCateRight(TARGET_SELF)
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CommonNPC_ChangeWepR1(ai, goal)
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ai:ChangeEquipMagic(0)
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if Magic_max <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic_max, TARGET_SELF, false, -1)
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elseif targetDist <= Magic_min then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic_min, TARGET_ENE_0, false, -1)
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end
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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PushR_min = Magic_max
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PushR_min = Magic2_max
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PushR_min = Magic_min
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PushR_min = Magic2_min
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function Roaming_Chaos6170_Act19(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local R_Wep = ai:GetWepCateRight(TARGET_SELF)
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CommonNPC_ChangeWepR1(ai, goal)
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ai:ChangeEquipMagic(1)
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if Magic_max <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic2_max, TARGET_SELF, false, -1)
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elseif targetDist <= Magic_min then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic2_min, TARGET_ENE_0, false, -1)
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end
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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PushR_min = Magic3_max
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function Roaming_Chaos6170_Act20(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local R_Wep = ai:GetWepCateRight(TARGET_SELF)
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CommonNPC_ChangeWepR1(ai, goal)
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ai:ChangeEquipMagic(2)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Magic3_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Roaming_Chaos6170_ActAfter_AdjustSpace(ai, goal, paramTbl)
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local MoveDist = 3
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if fate <= 5 then
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if fate2 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2)
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elseif fate2 <= 75 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepL, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 2)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepR, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 2)
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end
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elseif fate <= 10 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_BackstepB, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2)
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elseif fate <= 50 then
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if fate2 <= 70 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, ai:GetRandam_Float(2.5, 3.5), TARGET_ENE_0, true, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 6, TARGET_ENE_0, ai:GetRandam_Float(1.5, 3), TARGET_ENE_0, true, -1)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1)
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end
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end
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return
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end
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function Roaming_Chaos6170Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function Roaming_Chaos6170Battle_Terminate(ai, goal)
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return
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end
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function Roaming_Chaos6170Battle_Interupt(ai, goal)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local fate3 = ai:GetRandam_Int(1, 100)
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if ai:IsInterupt(INTERUPT_FindAttack) then
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local FindATKDist = 3
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local FindATKPer = 10
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local MoveDist = 3
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if targetDist <= FindATKDist and fate <= FindATKPer then
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goal:ClearSubGoal()
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
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end
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return true
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end
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end
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if ai:IsInterupt(INTERUPT_Damaged) then
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local combRunDist = 3
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local combRunPer = 10
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if targetDist < combRunDist and fate <= combRunPer then
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goal:ClearSubGoal()
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
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end
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end
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end
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if ai:IsInterupt(INTERUPT_ReboundByOpponentGuard) then
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local ResDist = 3
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local ResPer = 10
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if targetDist < ResDist then
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if fate <= ResPer then
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goal:ClearSubGoal()
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if fate2 <= ResPer then
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if fate3 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
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end
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else
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ai:Replaning()
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goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
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return true
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end
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else
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
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ai:Replaning()
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return true
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end
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else
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
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ai:Replaning()
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return true
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end
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end
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if ai:IsInterupt(INTERUPT_Shoot) then
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local shootIntPer = 50
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if fate <= shootIntPer then
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
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return true
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end
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end
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return false
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end
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return
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