Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_Hammer_m11_225001_Battle, "Hammer_m11_225001Battle")
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local Att3000_Dist_min = -0.5
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local Att3000_Dist_max = 3.4
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local Att3001_Dist_min = 0
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local Att3001_Dist_max = 2.6
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local Att3002_Dist_min = 2.3
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local Att3002_Dist_max = 4.5
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local Att3003_Dist_min = -1.5
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local Att3003_Dist_max = 4.5
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local Att3004_Dist_min = 5.5
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local Att3004_Dist_max = 9.2
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local Att3005_Dist_min = -1
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local Att3005_Dist_max = 3.5
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local Att3006_Dist_min = -1.4
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local Att3006_Dist_max = 1.1
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REGISTER_GOAL_NO_UPDATE(GOAL_Hammer_m11_225001_Battle, 1)
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function Hammer_m11_225001Battle_Activate(ai, goal)
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local targetDist = ai:GetDist(TARGET_ENE_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 GetWellSpace_Odds = 0
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if not ai:IsInsideTargetRegion(TARGET_ENE_0, 1812990) then
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Act07Per = 100
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elseif 15 <= targetDist then
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Act01Per = 0
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Act02Per = 0
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Act03Per = 25
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Act04Per = 75
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Act05Per = 0
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Act06Per = 0
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elseif 7 <= targetDist then
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Act01Per = 0
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Act02Per = 0
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Act03Per = 40
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Act04Per = 60
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Act05Per = 0
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Act06Per = 0
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elseif 3 <= targetDist then
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Act01Per = 20
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Act02Per = 15
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Act03Per = 35
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Act04Per = 0
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Act05Per = 15
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Act06Per = 15
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else
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Act01Per = 20
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Act02Per = 20
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Act03Per = 20
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Act04Per = 0
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Act05Per = 20
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Act06Per = 20
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end
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local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per)
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local flag = ai:GetNumber(0)
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if ai:IsInsideTargetRegion(TARGET_ENE_0, 1812350) and flag == 0 then
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Hammer225001_Act08(ai, goal)
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ai:SetNumber(0, 1)
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elseif ai:IsInsideTargetRegion(TARGET_ENE_0, 1812350) and flag == 1 and ai:GetNumber(1) <= 2 then
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Hammer225001_Act09(ai, goal)
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local StateNo = ai:GetNumber(1)
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ai:SetNumber(1, StateNo + 1)
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elseif ai:IsInsideTargetRegion(TARGET_ENE_0, 1812996) and flag == 1 then
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Hammer225001_Act10(ai, goal)
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ai:SetNumber(0, 0)
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ai:SetNumber(1, 0)
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elseif ai:IsInsideTargetRegion(TARGET_ENE_0, 1812350) and flag == 1 and ai:GetNumber(1) == 3 then
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Hammer225001_Act11(ai, goal)
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ai:SetNumber(0, 0)
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ai:SetNumber(1, 0)
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elseif ai:IsInsideTargetRegion(TARGET_ENE_0, 1812351) then
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Hammer225001_Act12(ai, goal)
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elseif ai:IsInsideTargetRegion(TARGET_ENE_0, 1812352) then
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Hammer225001_Act12(ai, goal)
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elseif fateAct <= Act01Per then
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Hammer225001_Act01(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per then
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Hammer225001_Act02(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per then
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Hammer225001_Act03(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
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Hammer225001_Act04(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
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Hammer225001_Act05(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
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Hammer225001_Act06(ai, goal)
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GetWellSpace_Odds = 100
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else
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Hammer225001_Act07(ai, goal)
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GetWellSpace_Odds = 0
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end
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local fateGWS = ai:GetRandam_Int(1, 100)
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if fateGWS <= GetWellSpace_Odds then
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Hammer225001_GetWellSpace_Act(ai, goal)
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end
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return
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end
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Att3000_Dist_min = Att3000_Dist_max
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function Hammer225001_Act01(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 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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BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 25)
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GetWellSpace_Odds = 100
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return
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end
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Att3000_Dist_min = Att3001_Dist_max
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function Hammer225001_Act02(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 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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BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, DIST_Middle, -1, 20)
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GetWellSpace_Odds = 100
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return
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end
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Att3000_Dist_min = Att3002_Dist_max
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function Hammer225001_Act03(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 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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BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_Middle, -1, 45)
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else
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 45)
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end
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GetWellSpace_Odds = 100
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return
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end
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Att3000_Dist_min = Att3004_Dist_max
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function Hammer225001_Act04(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 AppDist = Att3004_Dist_max
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local DashDist = Att3004_Dist_max + 2
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local Odds_Guard = 0
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BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, DIST_Middle, -1, 25)
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GetWellSpace_Odds = 100
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return
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end
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Att3000_Dist_min = Att3005_Dist_max
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function Hammer225001_Act05(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 AppDist = Att3005_Dist_max
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local DashDist = Att3005_Dist_max + 2
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local Odds_Guard = 0
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BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, DIST_Middle, -1, 25)
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GetWellSpace_Odds = 100
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return
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end
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Att3000_Dist_min = Att3006_Dist_max
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function Hammer225001_Act06(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 AppDist = Att3006_Dist_max
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local DashDist = Att3006_Dist_max + 2
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local Odds_Guard = 0
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BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, DIST_Middle, -1, 25)
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GetWellSpace_Odds = 100
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return
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end
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function Hammer225001_Act07(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, POINT_INITIAL, 2, TARGET_SELF, true, -1)
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goal:AddSubGoal(GOAL_COMMON_Wait, 3, TARGET_SELF)
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GetWellSpace_Odds = 0
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return
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end
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function Hammer225001_Act08(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3010, TARGET_ENE_0, DIST_Middle)
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GetWellSpace_Odds = 0
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return
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end
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function Hammer225001_Act09(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3011, TARGET_ENE_0, DIST_Middle)
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GetWellSpace_Odds = 0
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return
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end
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function Hammer225001_Act10(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3012, TARGET_ENE_0, DIST_Middle)
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GetWellSpace_Odds = 0
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return
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end
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function Hammer225001_Act11(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3013, TARGET_ENE_0, DIST_Middle)
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GetWellSpace_Odds = 0
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return
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end
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function Hammer225001_Act12(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 AppDist = 6
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local DashDist = 8
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local Odds_Guard = 0
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BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, DIST_Middle, -1, 20)
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GetWellSpace_Odds = 100
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return
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end
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function Hammer225001_GetWellSpace_Act(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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if fate > 75 then
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if fate <= 90 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
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return true
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elseif fate <= 95 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2.5, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(15, 30), true, true, -1)
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return true
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 6, TARGET_ENE_0, true, -1)
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return true
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end
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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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function Hammer_m11_225001Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function Hammer_m11_225001Battle_Terminate(ai, goal)
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return
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end
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function Hammer_m11_225001Battle_Interupt(ai, goal)
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local distDamagedStep = 3
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local oddsDamagedStep = 30
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local bkStepPer = 100
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local leftStepPer = 0
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local rightStepPer = 0
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local safetyDist = 5
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if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
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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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