Add decompiled Lua AI scripts + full datasheet findings report
This commit is contained in:
@@ -0,0 +1,371 @@
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REGISTER_GOAL(GOAL_Ninja6420_Battle, "Ninja6420Battle")
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local NormalR_min = 0
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local NormalR_max = 2
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local Guard_NormalR_min = 0
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local Guard_NormalR_max = 1.5
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local LargeR_min = 0
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local LargeR_max = 3.8
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local Whand_jyaku_min = 0
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local Whand_jyaku_max = 2.1
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local Whand_kyou_min = 0
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local Whand_kyou_max = 3.3
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local PushR_min = 0
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local PushR_max = 1.1
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local Magic_min = 0
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local Magic_max = 3.4
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local Backstep_Atk_min = 0
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local Backstep_Atk_max = 0.5
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local Rolling_Atk_min = 4.1
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local Rolling_Atk_max = 5.1
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REGISTER_GOAL_NO_UPDATE(GOAL_Ninja6420_Battle, 1)
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function Ninja6420Battle_Activate(ai, goal)
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ai:StartDash()
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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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ai:AddObserveArea(0, TARGET_ENE_0, TARGET_SELF, AI_DIR_TYPE_B, 40, 4)
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if 8 <= targetDist then
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actPerArr[1] = 11
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actPerArr[3] = 12
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actPerArr[5] = 5
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actPerArr[7] = 22
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actPerArr[11] = 50
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elseif 5.1 <= targetDist then
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actPerArr[1] = 10
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actPerArr[3] = 15
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actPerArr[5] = 10
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actPerArr[7] = 15
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actPerArr[11] = 50
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elseif 2 <= targetDist then
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if ai:IsTargetGuard(TARGET_ENE_0) == true then
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actPerArr[1] = 2
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actPerArr[3] = 3
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actPerArr[5] = 35
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actPerArr[9] = 10
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actPerArr[11] = 50
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else
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actPerArr[1] = 20
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actPerArr[3] = 20
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actPerArr[5] = 10
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actPerArr[9] = 10
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actPerArr[11] = 40
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end
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elseif 1 <= targetDist then
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if ai:IsTargetGuard(TARGET_ENE_0) == true then
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actPerArr[1] = 2
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actPerArr[3] = 3
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actPerArr[5] = 35
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actPerArr[8] = 40
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actPerArr[9] = 10
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else
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actPerArr[1] = 10
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actPerArr[3] = 15
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actPerArr[5] = 15
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actPerArr[8] = 50
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actPerArr[9] = 10
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end
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elseif ai:IsTargetGuard(TARGET_ENE_0) == true then
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actPerArr[1] = 2
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actPerArr[3] = 2
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actPerArr[5] = 34
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actPerArr[6] = 2
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actPerArr[8] = 50
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actPerArr[9] = 10
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else
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actPerArr[1] = 15
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actPerArr[3] = 20
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actPerArr[5] = 10
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actPerArr[6] = 10
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actPerArr[8] = 40
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actPerArr[9] = 5
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, Ninja6420_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, Ninja6420_Act02)
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actFuncArr[3] = REGIST_FUNC(ai, goal, Ninja6420_Act03)
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actFuncArr[4] = REGIST_FUNC(ai, goal, Ninja6420_Act04)
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actFuncArr[5] = REGIST_FUNC(ai, goal, Ninja6420_Act05)
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actFuncArr[6] = REGIST_FUNC(ai, goal, Ninja6420_Act06)
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actFuncArr[7] = REGIST_FUNC(ai, goal, Ninja6420_Act07)
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actFuncArr[8] = REGIST_FUNC(ai, goal, Ninja6420_Act08)
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actFuncArr[9] = REGIST_FUNC(ai, goal, Ninja6420_Act09)
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actFuncArr[10] = REGIST_FUNC(ai, goal, Ninja6420_Act10)
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actFuncArr[11] = REGIST_FUNC(ai, goal, Ninja6420_Act11)
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local atkAfterFunc = REGIST_FUNC(ai, goal, Ninja6420_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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NormalR_min = NormalR_max
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function Ninja6420_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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CommonNPC_ChangeWepR1(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, NormalR_max, TARGET_SELF, false, -1)
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if fate <= 30 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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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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elseif 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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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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else
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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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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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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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NormalR_min = Guard_NormalR_max
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function Ninja6420_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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CommonNPC_ChangeWepR1(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Guard_NormalR_max, TARGET_SELF, false, 4)
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if fate <= 30 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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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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elseif 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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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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else
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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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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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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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NormalR_min = LargeR_max
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function Ninja6420_Act03(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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CommonNPC_ChangeWepR1(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, LargeR_max, TARGET_SELF, false, 4)
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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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GetWellSpace_Odds = 100
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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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GetWellSpace_Odds = 100
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end
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return GetWellSpace_Odds
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end
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NormalR_min = PushR_max
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function Ninja6420_Act04(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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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, PushR_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_PushR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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NormalR_min = Magic_max
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NormalR_min = Magic_min
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function Ninja6420_Act05(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_ChangeWepR2(ai, goal)
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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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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Middle, 1.5, 10)
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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_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Middle, 1.5, 10)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Middle, 1.5, 10)
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end
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Ninja6420_Act06(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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CommonNPC_ChangeWepR1(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_BackstepB, TARGET_ENE_0, 6, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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NormalR_min = Rolling_Atk_max
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function Ninja6420_Act07(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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CommonNPC_ChangeWepR1(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Rolling_Atk_max, TARGET_SELF, false, 4)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_StepF, TARGET_ENE_0, 3, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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function Ninja6420_Act08(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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CommonNPC_ChangeWepR1(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_TurnAround, 3, TARGET_ENE_0, AI_DIR_TYPE_B, 10, false, true, 4)
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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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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Ninja6420_Act09(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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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Ninja6420_Act10(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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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_SwitchWep, TARGET_ENE_0, DIST_Middle, 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 Ninja6420_Act11(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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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, 2, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_TurnAround, 3, TARGET_ENE_0, AI_DIR_TYPE_B, 10, false, true, 4)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Ninja6420_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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CommonNPC_ChangeWepL1(ai, goal)
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if fate <= 25 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 fate2 <= 10 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_SidewayMove, 2, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(90, 120), false, true, 4)
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end
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return
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end
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function Ninja6420Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function Ninja6420Battle_Terminate(ai, goal)
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return
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end
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function Ninja6420Battle_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 = 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_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
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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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if ai:IsInterupt(INTERUPT_ReboundByOpponentGuard) then
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local ResDist = 3
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local ResPer = 30
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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()
|
||||
goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
|
||||
ai:Replaning()
|
||||
return true
|
||||
end
|
||||
else
|
||||
goal:ClearSubGoal()
|
||||
goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
|
||||
ai:Replaning()
|
||||
return true
|
||||
end
|
||||
end
|
||||
if ai:IsInterupt(INTERUPT_Inside_ObserveArea) and ai:IsFinishTimer(0) == true then
|
||||
ai:SetTimer(0, 4)
|
||||
goal:ClearSubGoal()
|
||||
CommonNPC_ChangeWepR1(ai, goal)
|
||||
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, 0.6, TARGET_SELF, false, -1)
|
||||
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 10)
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
return
|
||||
Reference in New Issue
Block a user