Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_BigInunezumi120200_Battle, "BigInunezumi120200Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 2.1
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local Att3001_Dist_min = 0
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local Att3001_Dist_max = 1.6
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local Att3002_Dist_min = 0
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local Att3002_Dist_max = 1.7
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local Att3003_Dist_min = 0
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local Att3003_Dist_max = 1.6
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local Att3004_Dist_min = 2
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local Att3004_Dist_max = 3.5
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local Att3005_Dist_min = 2
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local Att3005_Dist_max = 3.5
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local Att3006_Dist_min = 5
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local Att3006_Dist_max = 7.3
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REGISTER_GOAL_NO_UPDATE(GOAL_BigInunezumi120200_Battle, 1)
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Att3000_Dist_min = Att3000_Dist_max
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Att3000_Dist_min = Att3001_Dist_max
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Att3000_Dist_min = Att3002_Dist_max
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Att3000_Dist_min = Att3003_Dist_max
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Att3000_Dist_min = Att3006_Dist_max
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function BigInunezumi120200Battle_Activate(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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local GetWellSpace_Odds = 0
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local Act01Per = 0
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local Act02Per = 0
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local Act03Per = 0
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local Act04Per = 0
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local Act05Per = 0
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local Act06Per = 0
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local Act07Per = 0
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local Act08Per = 0
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ai:AddObserveRegion(0, TARGET_ENE_0, 1002700)
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ai:AddObserveRegion(1, TARGET_ENE_0, 1002701)
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ai:AddObserveRegion(2, TARGET_ENE_0, 1002702)
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ai:AddObserveRegion(3, TARGET_ENE_0, 1002704)
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ai:SetEventMoveTarget(1002703)
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local Sumade = ai:GetDistAtoB(POINT_EVENT, TARGET_SELF)
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if not not ai:IsInsideTargetRegion(TARGET_ENE_0, 1002700) or not not ai:IsInsideTargetRegion(TARGET_ENE_0, 1002701) or ai:IsInsideTargetRegion(TARGET_ENE_0, 1002702) then
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Act05Per = 100
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elseif ai:IsInsideTargetRegion(TARGET_ENE_0, 1002704) then
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 90) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 170) and targetDist <= 3.5 then
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Act06Per = 100
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elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 90) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 170) and targetDist <= 3.5 then
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Act07Per = 100
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elseif 5.1 <= targetDist then
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Act01Per = 10
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Act02Per = 15
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Act03Per = 10
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Act04Per = 15
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Act08Per = 50
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else
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Act01Per = 25
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Act02Per = 25
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Act03Per = 25
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Act04Per = 25
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Act08Per = 0
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end
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else
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Act05Per = 100
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end
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local doAdmirer = ai:GetExcelParam(AI_EXCEL_THINK_PARAM_TYPE__thinkAttr_doAdmirer)
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local role = ai:GetTeamOrder(ORDER_TYPE_Role)
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local Odds_Guard = 0
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if doAdmirer == 1 and role == ROLE_TYPE_Torimaki then
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Torimaki_Act(ai, goal, Odds_Guard)
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elseif doAdmirer == 1 and role == ROLE_TYPE_Kankyaku then
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Kankyaku_Act(ai, goal, Odds_Guard)
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else
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local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per)
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if fateAct <= Act01Per then
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local AppDist = Att3000_Dist_max
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local DashDist = Att3000_Dist_max + 2
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local Odds_Guard = 0
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3000, TARGET_ENE_0, DIST_Middle, -1, 32)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per then
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local AppDist = Att3001_Dist_max
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local DashDist = Att3001_Dist_max + 2
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local Odds_Guard = 0
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3001, TARGET_ENE_0, DIST_Middle, -1, 32)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per then
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local AppDist = Att3002_Dist_max
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local DashDist = Att3002_Dist_max + 2
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local Odds_Guard = 0
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3002, TARGET_ENE_0, DIST_Middle, -1, 32)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
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local AppDist = Att3003_Dist_max
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local DashDist = Att3003_Dist_max + 2
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local Odds_Guard = 0
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3003, TARGET_ENE_0, DIST_Middle, -1, 32)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
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if 2 <= Sumade then
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ai:SetEventMoveTarget(1002703)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 1.5, POINT_EVENT, 0, TARGET_SELF, True, -1)
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end
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goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_ENE_0)
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goal:AddSubGoal(GOAL_COMMON_Turn, 2, TARGET_ENE_0, 0, 0, 0)
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GetWellSpace_Odds = 0
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
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local Odds_Guard = 0
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 5, 3004, TARGET_ENE_0, DIST_Middle, 0)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then
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local Odds_Guard = 0
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 5, 3005, TARGET_ENE_0, DIST_Middle, 0)
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GetWellSpace_Odds = 100
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else
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local AppDist = Att3006_Dist_max
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local DashDist = Att3006_Dist_max + 1.5
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local Odds_Guard = 0
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3006, TARGET_ENE_0, DIST_Middle, -1, 32)
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GetWellSpace_Odds = 100
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end
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end
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local fateGWS = ai:GetRandam_Int(1, 100)
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if fateGWS <= GetWellSpace_Odds and fate2 > 70 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
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end
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return
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end
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function BigInunezumi120200Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function BigInunezumi120200Battle_Terminate(ai, goal)
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return
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end
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function BigInunezumi120200Battle_Interupt(ai, goal)
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if ai:IsInterupt(INTERUPT_Inside_ObserveArea) and ai:IsFinishTimer(0) == true then
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ai:SetTimer(0, 2)
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ai:Replaning()
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return true
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else
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return false
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end
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end
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return
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