Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_SpearDemon226000_Battle, "SpearDemon226000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 4.5
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local Att3003_Dist_min = 4
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local Att3003_Dist_max = 6.5
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local Att3004_Dist_min = 6.5
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local Att3004_Dist_max = 10
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local Att3005_Dist_min = 0
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local Att3005_Dist_max = 4.5
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local Att3006_Dist_min = 12
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local Att3006_Dist_max = 25
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local Att3007_Dist_min = 0
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local Att3007_Dist_max = 4
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local Att3008_Dist_min = 0
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local Att3008_Dist_max = 4.5
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REGISTER_GOAL_NO_UPDATE(GOAL_SpearDemon226000_Battle, 1)
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Att3000_Dist_min = Att3008_Dist_max
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Att3000_Dist_min = Att3000_Dist_max
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Att3000_Dist_min = Att3007_Dist_max
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function SpearDemon226000Battle_Activate(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 targetDist = ai:GetDist(TARGET_ENE_0)
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if 12 <= targetDist then
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actPerArr[1] = 5
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actPerArr[2] = 5
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actPerArr[9] = 5
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actPerArr[5] = 75
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actPerArr[6] = 0
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actPerArr[7] = 10
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elseif 6.5 <= targetDist then
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actPerArr[1] = 10
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actPerArr[2] = 10
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actPerArr[9] = 10
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actPerArr[5] = 0
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actPerArr[6] = 0
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actPerArr[7] = 70
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elseif 4 <= targetDist then
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actPerArr[1] = 25
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actPerArr[2] = 35
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actPerArr[9] = 25
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actPerArr[5] = 0
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actPerArr[6] = 0
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actPerArr[7] = 15
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else
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actPerArr[1] = 15
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actPerArr[2] = 20
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actPerArr[9] = 15
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actPerArr[5] = 0
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actPerArr[6] = 50
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actPerArr[7] = 0
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end
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local local0 = {Att3008_Dist_max, 0, 3008, DIST_Middle}
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defFuncParamTbl[1] = local0
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local0 = {Att3000_Dist_max, 0, 10, 40}
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defFuncParamTbl[2] = local0
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local0 = {Att3007_Dist_max, 0, 10, 20, 3007, 3009, 3010}
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defFuncParamTbl[9] = local0
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actFuncArr[5] = REGIST_FUNC(ai, goal, SpearDemon226000_Act05)
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local0 = {3005, DIST_Far}
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defFuncParamTbl[6] = local0
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actFuncArr[7] = REGIST_FUNC(ai, goal, SpearDemon226000_Act07)
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local atkAfterFunc = REGIST_FUNC(ai, goal, SpearDemon226000_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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Att3000_Dist_min = Att3006_Dist_max
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function SpearDemon226000_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 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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local AttID = 3006
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local AttDist = DIST_None
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local TurnTime = 1.5
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local TurnFaceAngle = 20
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Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist, TurnTime, TurnFaceAngle)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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Att3000_Dist_min = Att3003_Dist_max
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Att3000_Dist_min = Att3004_Dist_max
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function SpearDemon226000_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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if targetDist <= 6.5 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_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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elseif fate <= 30 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_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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else
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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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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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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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function SpearDemon226000_ActAfter_AdjustSpace(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 fate2 = ai:GetRandam_Int(1, 100)
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if fate > 45 then
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if fate <= 65 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 fate2 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
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end
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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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function SpearDemon226000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function SpearDemon226000Battle_Terminate(ai, goal)
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return
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end
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Att3000_Dist_min = Att3003_Dist_max
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function SpearDemon226000Battle_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 superStepDist = 3
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local superStepPer = 25
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local bkStepPer = 60
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local leftStepPer = 20
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local rightStepPer = 20
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local safetyDist = 3.5
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if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
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return true
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else
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local distDamagedStep = 3
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local oddsDamagedStep = 25
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local bkStepPer = 60
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local leftStepPer = 20
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local rightStepPer = 20
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local safetyDist = 3.5
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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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local distGuardBreak_Act = 6.5
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local oddsGuardBreak_Act = 30
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if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
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if targetDist <= 4 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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end
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return true
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else
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local distMissSwing_Int = 6.5
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local oddsMissSwing_Int = 50
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if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
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if targetDist <= 4 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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end
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return true
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else
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local distUseItem_Act = 8
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local oddsUseItem_Act = 60
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if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
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if targetDist <= 4 then
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0)
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end
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else
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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end
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return true
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else
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local distResNear = 8
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local distResFar = 18
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local oddsResNear = 0
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local oddsResFar = 60
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local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
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if ResBehavID == 1 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
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return true
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elseif ResBehavID == 2 then
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if fate <= 25 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
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local local0 = true
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return true
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elseif fate2 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
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end
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return true
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else
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local oddsResponse = 50
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local bkStepPer = 60
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local leftStepPer = 20
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local rightStepPer = 20
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local safetyDist = 3.5
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if RebByOpGuard_Step(ai, goal, oddsResponse, 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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end
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end
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end
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end
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end
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end
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return
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