Add decompiled Lua AI scripts + full datasheet findings report
This commit is contained in:
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REGISTER_GOAL(GOAL_BlackIron_Knight6510_Battle, "BlackIron_Knight6510Battle")
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local NormalR_min = 0
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local NormalR_max = 2.3
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local LargeR_min = 0
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local LargeR_max = 2.6
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local Whand_jyaku_min = 0
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local Whand_jyaku_max = 2
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local Whand_kyou_min = 0
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local Whand_kyou_max = 2.5
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local Backstep_Atk_min = 0
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local Backstep_Atk_max = 1.5
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local Backstep_AtkW_min = 0
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local Backstep_AtkW_max = 1.5
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local Rolling_Atk_min = 3.5
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local Rolling_Atk_max = 4.5
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local Rolling_AtkW_min = 4
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local Rolling_AtkW_max = 5
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local PushR_min = 0
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local PushR_max = 1
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REGISTER_GOAL_NO_UPDATE(GOAL_BlackIron_Knight6510_Battle, 1)
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function BlackIron_Knight6510Battle_Activate(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 playerDist = ai:GetDist(TARGET_LOCALPLAYER)
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local isFindTarget = ai:IsSearchTarget(TARGET_ENE_0)
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local eventNo = ai:GetEventRequest(0)
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local myThinkId = ai:GetNpcThinkParamID()
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local PointFrontWall = 0
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if myThinkId == 6510 then
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PointFrontOfWall = 1502997
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elseif myThinkId == 6511 then
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PointFrontOfWall = 1412997
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end
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if eventNo == 10 then
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ai:SetEventMoveTarget(PointFrontOfWall)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 1, POINT_EVENT, 3, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 1, POINT_EVENT, 0.1, TARGET_SELF, true, -1)
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elseif playerDist <= 0.1 then
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_LOCALPLAYER, 1, TARGET_LOCALPLAYER, true, -1)
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elseif fate <= 85 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 1.5, TARGET_LOCALPLAYER, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(20, 25), true, true, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_Wait, 2, TARGET_LOCALPLAYER, 0, 0, 0)
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end
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elseif playerDist <= 0.4 then
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if fate <= 20 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_LOCALPLAYER, 1, TARGET_LOCALPLAYER, true, -1)
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elseif fate <= 30 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 1.5, TARGET_LOCALPLAYER, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(20, 25), true, true, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_Wait, 2, TARGET_LOCALPLAYER, 0, 0, 0)
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end
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elseif 20 <= playerDist or 10 <= targetDist or isFindTarget == false then
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local walk = true
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if 2.2 <= playerDist then
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walk = false
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end
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, TARGET_LOCALPLAYER, 1.2, TARGET_SELF, walk, -1)
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else
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BlackIron_Knight6510_Battle(ai, goal)
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end
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return
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end
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function BlackIron_Knight6510_Battle(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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local RYOUTE_odds = 1
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local KATATE_odds = 1
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if ai:IsTargetGuard(TARGET_ENE_0) == true then
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RYOUTE_odds = 10
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end
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if 8 <= targetDist then
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actPerArr[1] = 35 * KATATE_odds
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actPerArr[2] = 35 * KATATE_odds
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actPerArr[7] = 5 * KATATE_odds
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actPerArr[9] = 35 * RYOUTE_odds
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actPerArr[10] = 35 * RYOUTE_odds
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actPerArr[15] = 5 * RYOUTE_odds
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actPerArr[20] = 25 * RYOUTE_odds
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elseif 3.5 <= targetDist then
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actPerArr[1] = 30 * KATATE_odds
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actPerArr[2] = 30 * KATATE_odds
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actPerArr[7] = 5 * KATATE_odds
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actPerArr[9] = 30 * RYOUTE_odds
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actPerArr[10] = 30 * RYOUTE_odds
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actPerArr[15] = 5 * RYOUTE_odds
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actPerArr[20] = 35 * RYOUTE_odds
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elseif 1.5 <= targetDist then
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actPerArr[1] = 32 * KATATE_odds
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actPerArr[2] = 33 * KATATE_odds
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actPerArr[9] = 32 * RYOUTE_odds
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actPerArr[10] = 33 * RYOUTE_odds
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actPerArr[17] = 30 * RYOUTE_odds
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actPerArr[20] = 35 * RYOUTE_odds
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elseif 1 <= targetDist then
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actPerArr[1] = 18 * KATATE_odds
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actPerArr[2] = 17 * KATATE_odds
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actPerArr[5] = 15 * KATATE_odds
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actPerArr[9] = 10 * RYOUTE_odds
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actPerArr[10] = 10 * RYOUTE_odds
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actPerArr[13] = 13 * KATATE_odds
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actPerArr[17] = 30 * RYOUTE_odds
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else
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actPerArr[1] = 17 * KATATE_odds
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actPerArr[2] = 18 * KATATE_odds
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actPerArr[5] = 15 * KATATE_odds
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actPerArr[9] = 17 * RYOUTE_odds
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actPerArr[10] = 18 * RYOUTE_odds
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actPerArr[13] = 15 * KATATE_odds
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actPerArr[17] = 20 * RYOUTE_odds
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actPerArr[20] = 30 * RYOUTE_odds
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act02)
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actFuncArr[5] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act05)
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actFuncArr[7] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act07)
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actFuncArr[9] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act09)
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actFuncArr[10] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act10)
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actFuncArr[13] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act13)
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actFuncArr[15] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act15)
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actFuncArr[17] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act17)
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actFuncArr[20] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act20)
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local atkAfterFunc = REGIST_FUNC(ai, goal, BlackIron_Knight6510_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 BlackIron_Knight6510_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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NPC_KATATE_Switch(ai, goal)
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CommonNPC_ChangeWepR1(ai, goal)
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local AppDist = NormalR_max
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local DashDist = NormalR_max + 5
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local Odds_Guard = 50
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 40 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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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_ComboFinal, 10, NPC_ATK_NormalR, 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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NormalR_min = LargeR_max
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function BlackIron_Knight6510_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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NPC_KATATE_Switch(ai, goal)
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CommonNPC_ChangeWepR1(ai, goal)
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local AppDist = LargeR_max
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local DashDist = LargeR_max + 5
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local Odds_Guard = 50
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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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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return GetWellSpace_Odds
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end
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NormalR_min = Backstep_Atk_max
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function BlackIron_Knight6510_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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NPC_KATATE_Switch(ai, goal)
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CommonNPC_ChangeWepR1(ai, goal)
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local AppDist = Backstep_Atk_max
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local DashDist = Backstep_Atk_max + 5
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local Odds_Guard = 50
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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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 BlackIron_Knight6510_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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NPC_KATATE_Switch(ai, goal)
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CommonNPC_ChangeWepR1(ai, goal)
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local AppDist = Rolling_Atk_max
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local DashDist = Rolling_Atk_max + 5
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local Odds_Guard = 50
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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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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NormalR_min = Whand_jyaku_max
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function BlackIron_Knight6510_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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CommonNPC_ChangeWepR1(ai, goal)
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NPC_RYOUTE_Switch(ai, goal)
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local AppDist = Whand_jyaku_max
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local DashDist = Whand_jyaku_max + 5
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local Odds_Guard = 50
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 40 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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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_ComboFinal, 10, NPC_ATK_NormalR, 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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NormalR_min = Whand_kyou_max
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function BlackIron_Knight6510_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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CommonNPC_ChangeWepR1(ai, goal)
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NPC_RYOUTE_Switch(ai, goal)
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local AppDist = Whand_kyou_max
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local DashDist = Whand_kyou_max + 5
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local Odds_Guard = 50
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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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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return GetWellSpace_Odds
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end
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NormalR_min = Backstep_AtkW_max
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function BlackIron_Knight6510_Act13(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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NPC_RYOUTE_Switch(ai, goal)
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local AppDist = Backstep_AtkW_max
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local DashDist = Backstep_AtkW_max + 5
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local Odds_Guard = 100
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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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_AtkW_max
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function BlackIron_Knight6510_Act15(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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NPC_RYOUTE_Switch(ai, goal)
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local AppDist = Rolling_AtkW_max
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local DashDist = Rolling_AtkW_max + 5
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local Odds_Guard = 100
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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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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NormalR_min = PushR_max
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function BlackIron_Knight6510_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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local AppDist = PushR_max
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local DashDist = PushR_max + 5
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local Odds_Guard = 100
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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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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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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function BlackIron_Knight6510_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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if 3 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(2, 2.5), TARGET_SELF, true, 4)
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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, 4)
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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_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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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function BlackIron_Knight6510_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 <= 100 then
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if fate2 <= 50 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, 4)
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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, 4)
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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 BlackIron_Knight6510Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function BlackIron_Knight6510Battle_Terminate(ai, goal)
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return
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end
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NormalR_min = LargeR_max
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function BlackIron_Knight6510Battle_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_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, combRunDist, TARGET_ENE_0, true, 4)
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else
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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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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_SuccessGuard) then
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local Suc_GuardDist = 3
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local Suc_GuardPer = 80
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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
|
||||
local combRunPer = 10
|
||||
if targetDist < combRunDist and fate <= combRunPer then
|
||||
goal:ClearSubGoal()
|
||||
if fate <= 50 then
|
||||
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, combRunDist, TARGET_ENE_0, true, 4)
|
||||
else
|
||||
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)
|
||||
end
|
||||
return true
|
||||
end
|
||||
end
|
||||
if ai:IsInterupt(INTERUPT_GuardBreak) then
|
||||
local distGuardBreak_Act = 2
|
||||
local oddsGuardBreak_Act = 100
|
||||
if targetDist <= distGuardBreak_Act and fate <= oddsGuardBreak_Act then
|
||||
goal:ClearSubGoal()
|
||||
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
|
||||
return true
|
||||
end
|
||||
end
|
||||
if ai:IsInterupt(INTERUPT_ReboundByOpponentGuard) then
|
||||
local ResDist = 3
|
||||
local ResPer = 10
|
||||
if targetDist < ResDist then
|
||||
if fate <= ResPer then
|
||||
goal:ClearSubGoal()
|
||||
if fate2 <= ResPer then
|
||||
if fate <= 50 then
|
||||
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, combRunDist, TARGET_ENE_0, true, 4)
|
||||
else
|
||||
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)
|
||||
end
|
||||
return true
|
||||
else
|
||||
ai:Replaning()
|
||||
goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
|
||||
return true
|
||||
end
|
||||
else
|
||||
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
|
||||
elseif ai:IsInterupt(INTERUPT_Shoot) then
|
||||
local shootIntPer = 50
|
||||
if fate <= shootIntPer then
|
||||
goal:ClearSubGoal()
|
||||
local AppDist = LargeR_max
|
||||
local DashDist = LargeR_max + 5
|
||||
local Odds_Guard = 100
|
||||
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
|
||||
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
return
|
||||
Reference in New Issue
Block a user