Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_Laughtrec_Helper6390_Battle, "Laughtrec_Helper6390Battle")
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REGISTER_GOAL_NO_UPDATE(GOAL_Laughtrec_Helper6390_Battle, 1)
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function Laughtrec_Helper6390Battle_Activate(ai, goal)
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Laughtrec_Helper6390_Battle_Approach(ai, goal)
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Laughtrec_Helper6390_Battle_Normal(ai, goal)
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Laughtrec_Helper6390_Battle_Attack_After(ai, goal)
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return
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end
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function Laughtrec_Helper6390_Battle_Approach(ai, goal)
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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 NormalR_Dist = 2
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if NormalR_Dist <= targetDist then
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if fate <= 50 then
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CommonNPC_ChangeWepR1(ai, goal)
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else
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CommonNPC_ChangeWepR2(ai, goal)
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end
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if fate2 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, NormalR_Dist, TARGET_SELF, false, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, NormalR_Dist, TARGET_SELF, false, -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 Laughtrec_Helper6390_Battle_Normal(ai, goal)
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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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local targetDist = ai:GetDist(TARGET_ENE_0)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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if fate <= 60 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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end
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if fate2 <= 10 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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end
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return
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end
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function Laughtrec_Helper6390_Battle_Attack_After(ai, goal)
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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 <= 50 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_F, 0)
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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_F, 0)
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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_F, 0)
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end
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elseif fate <= 50 then
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if fate2 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 6), TARGET_ENE_0, MoveDist, TARGET_ENE_0, false, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 6), TARGET_ENE_0, MoveDist, TARGET_ENE_0, false, 4)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Int(4, 6), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(25, 50), false, 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 Laughtrec_Helper6390Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function Laughtrec_Helper6390Battle_Terminate(ai, goal)
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return
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end
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function Laughtrec_Helper6390Battle_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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if ai:IsInterupt(INTERUPT_FindAttack) then
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local FindATKDist = 3
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local FindATKPer = 50
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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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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, MoveDist, TARGET_ENE_0, true, 4)
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return true
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end
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end
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if ai:IsInterupt(INTERUPT_SuccessGuard) then
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local Suc_GuardDist = 3
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local Suc_GuardPer = 100
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if targetDist <= Suc_GuardDist and fate <= Suc_GuardPer then
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_None, 0, -1)
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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 = 50
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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_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, combRunDist, TARGET_ENE_0, false, 4)
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else
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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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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_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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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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return false
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end
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return
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