Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_Healer6180_Battle, "Healer6180Battle")
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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 = 7
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local Magic2_max = 7
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local Magic3_min = 8
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local Magic3_max = 8
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REGISTER_GOAL_NO_UPDATE(GOAL_Healer6180_Battle, 1)
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function Healer6180Battle_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 targetDist = ai:GetDist(TARGET_ENE_0)
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local RYOUTE_odds = 1
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local KATATE_odds = 1
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local MagicValue1 = 1
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local Magic1Limit = ai:GetNumber(0)
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if 20 <= Magic1Limit then
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MagicValue1 = 0
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end
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local MagicValue2 = 1
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local Magic2Limit = ai:GetNumber(1)
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if 20 <= Magic2Limit then
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MagicValue2 = 0
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end
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local MagicValue3 = 1
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local Magic3Limit = ai:GetNumber(2)
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if 5 <= Magic3Limit then
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MagicValue3 = 0
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end
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local GuardTaiou = 0
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if ai:IsTargetGuard(TARGET_ENE_0) == true then
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GuardTaiou = 1
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end
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local hprate = ai:GetHpRate(TARGET_SELF)
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local Kaifuku = 0
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if (not not ai:HasSpecialEffectAttribute(TARGET_SELF, SP_EFFECT_TYPE_POIZON) or not not ai:HasSpecialEffectAttribute(TARGET_SELF, SP_EFFECT_TYPE_ILLNESS) or ai:HasSpecialEffectAttribute(TARGET_SELF, SP_EFFECT_TYPE_BLOOD)) and ai:IsFinishTimer(3) == true then
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Kaifuku = 1
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end
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if 7 <= targetDist then
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actPerArr[1] = 5
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actPerArr[2] = 5
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actPerArr[18] = 45 * MagicValue1
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actPerArr[19] = 45 * MagicValue2
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actPerArr[20] = 10000 * MagicValue3 * Kaifuku
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elseif 1.1 <= targetDist then
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actPerArr[1] = 7
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actPerArr[2] = 8
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actPerArr[17] = 15
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actPerArr[18] = 35 * MagicValue1
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actPerArr[19] = 35 * MagicValue2
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actPerArr[20] = 10000 * MagicValue3 * Kaifuku
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else
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actPerArr[1] = 35
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actPerArr[2] = 35
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actPerArr[17] = 20
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actPerArr[18] = 5 * MagicValue1
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actPerArr[19] = 5 * MagicValue2
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actPerArr[20] = 10000 * MagicValue3 * Kaifuku
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, Healer6180_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, Healer6180_Act02)
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actFuncArr[17] = REGIST_FUNC(ai, goal, Healer6180_Act17)
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actFuncArr[18] = REGIST_FUNC(ai, goal, Healer6180_Act18)
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actFuncArr[19] = REGIST_FUNC(ai, goal, Healer6180_Act19)
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actFuncArr[20] = REGIST_FUNC(ai, goal, Healer6180_Act20)
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local atkAfterFunc = REGIST_FUNC(ai, goal, Healer6180_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 = NormalR2_max
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function Healer6180_Act01(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 AppDist = NormalR2_max
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local DashDist = NormalR2_max + 5
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local Odds_Guard = 0
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 30 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalL, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalL, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalL, TARGET_ENE_0, DIST_Middle, 0, -1)
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end
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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PushR_min = LargeR2_max
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function Healer6180_Act02(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 AppDist = LargeR2_max
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local DashDist = LargeR2_max + 5
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local Odds_Guard = 0
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 30 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 0, -1)
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end
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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function Healer6180_Act17(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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if 7 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(2, 2.5), TARGET_SELF, true, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(1.5, 2), TARGET_ENE_0, true, -1)
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end
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, -1)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, -1)
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GetWellSpace_Odds = 100
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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 = Magic_min
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function Healer6180_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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local Magic1Limit = ai:GetNumber(0)
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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_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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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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ai:SetNumber(0, Magic1Limit + 1)
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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 = Magic2_max
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PushR_min = Magic2_min
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function Healer6180_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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local Magic2Limit = ai:GetNumber(1)
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CommonNPC_ChangeWepR1(ai, goal)
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ai:ChangeEquipMagic(1)
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if Magic2_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 <= Magic2_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_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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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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ai:SetNumber(1, Magic2Limit + 1)
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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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PushR_min = Magic3_min
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function Healer6180_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 R_Wep = ai:GetWepCateRight(TARGET_SELF)
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local Magic3Limit = ai:GetNumber(2)
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CommonNPC_ChangeWepR1(ai, goal)
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ai:ChangeEquipMagic(2)
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if Magic3_max <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic3_max, TARGET_SELF, false, -1)
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elseif targetDist <= Magic3_min then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic3_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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ai:SetNumber(2, Magic3Limit + 1)
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ai:SetTimer(3, 5)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Healer6180_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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if fate <= 80 then
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if fate2 <= 70 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, -1)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, -1)
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else
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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 Healer6180Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function Healer6180Battle_Terminate(ai, goal)
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return
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end
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function Healer6180Battle_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, 4)
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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, 4)
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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, 4)
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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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