Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_HaikaiDemon230000_Battle, "HaikaiDemon230000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 3.8
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local Att3002_Dist_min = 0
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local Att3002_Dist_max = 4
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local Att3003_Dist_min = 0
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local Att3003_Dist_max = 8
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local Att3005_Dist_min = 0
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local Att3005_Dist_max = 7.5
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local Att3006_Dist_min = -1.3
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local Att3006_Dist_max = 0
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local Att3007_Dist_min = 6.5
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local Att3007_Dist_max = 8.7
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local Att3008_Dist_min = 11.8
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local Att3008_Dist_max = 13.5
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local Att3009_Dist_min = 5.5
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local Att3009_Dist_max = 25
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REGISTER_GOAL_NO_UPDATE(GOAL_HaikaiDemon230000_Battle, 1)
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Att3000_Dist_min = Att3000_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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Att3000_Dist_min = Att3008_Dist_min
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Att3000_Dist_min = Att3008_Dist_max
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Att3000_Dist_min = Att3007_Dist_max
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function HaikaiDemon230000Battle_Activate(ai, goal)
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local role = ai:GetTeamOrder(ORDER_TYPE_Role)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local hprate = ai:GetHpRate(TARGET_SELF)
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local myThinkId = ai:GetNpcThinkParamID()
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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 BattleArea01 = 0
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local BattleArea02 = 0
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local BattleArea03 = 0
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local BattleArea04 = 0
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local BattleArea05 = 0
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local ShootBattleArea01 = 0
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local ShootBattleArea02 = 0
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local CanStep = 1
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local LJump = 1
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if myThinkId == 230000 then
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BattleArea01 = 1302750
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BattleArea02 = 1302750
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BattleArea03 = 1302750
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BattleArea04 = 1302750
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BattleArea05 = 1302751
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ShootBattleArea01 = 1302752
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ShootBattleArea02 = 1302752
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elseif myThinkId == 230001 then
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BattleArea01 = 1502734
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BattleArea02 = 1502734
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BattleArea03 = 1502734
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BattleArea04 = 1502734
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BattleArea05 = 1502735
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ShootBattleArea01 = 1502731
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ShootBattleArea02 = 1502732
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elseif myThinkId == 230002 then
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BattleArea01 = 1502733
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BattleArea02 = 1502733
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BattleArea03 = 1502733
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BattleArea04 = 1502733
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BattleArea05 = 1502733
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ShootBattleArea01 = 1502731
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ShootBattleArea02 = 1502731
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elseif myThinkId == 230003 then
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BattleArea01 = 1012795
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BattleArea02 = 1012795
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BattleArea03 = 1012795
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BattleArea04 = 1012795
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BattleArea05 = 1012795
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ShootBattleArea01 = 1012796
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ShootBattleArea02 = 1012797
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LJump = 0
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if not ai:IsInsideTargetRegion(TARGET_SELF, BattleArea01) then
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CanStep = 0
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end
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elseif myThinkId == 230004 then
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BattleArea01 = 1512760
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BattleArea02 = 1512760
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BattleArea03 = 1512760
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BattleArea04 = 1512760
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BattleArea05 = 1512760
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ShootBattleArea01 = 1512761
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ShootBattleArea02 = 1512762
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if not ai:IsInsideTargetRegion(TARGET_SELF, BattleArea01) then
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CanStep = 0
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LJump = 0
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end
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elseif myThinkId == 230005 then
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BattleArea01 = 1412740
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BattleArea02 = 1412740
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BattleArea03 = 1412740
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BattleArea04 = 1412740
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BattleArea05 = 1412740
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ShootBattleArea01 = 1412741
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ShootBattleArea02 = 1412742
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end
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if not not ai:IsInsideTargetRegion(TARGET_ENE_0, BattleArea01) or not not ai:IsInsideTargetRegion(TARGET_ENE_0, BattleArea02) or not not ai:IsInsideTargetRegion(TARGET_ENE_0, BattleArea03) or not not ai:IsInsideTargetRegion(TARGET_ENE_0, BattleArea04) or ai:IsInsideTargetRegion(TARGET_ENE_0, BattleArea05) then
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 160) and targetDist <= 0.8 then
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Act04Per = 85
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Act05Per = 15
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elseif 12.3 <= targetDist then
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Act01Per = 5
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Act02Per = 10
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Act04Per = 75
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Act06Per = 10
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elseif 7 <= targetDist then
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Act02Per = 40
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Act03Per = 5
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Act04Per = 40
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Act06Per = 15
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elseif 4 <= targetDist then
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Act01Per = 55
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Act02Per = 25
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Act03Per = 20
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elseif 2.2 <= targetDist then
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Act01Per = 70
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Act03Per = 20
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Act05Per = 10
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else
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Act01Per = 55
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Act03Per = 15
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Act05Per = 30
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end
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elseif not not ai:IsInsideTargetRegion(TARGET_ENE_0, ShootBattleArea01) or ai:IsInsideTargetRegion(TARGET_ENE_0, ShootBattleArea02) then
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 160) and targetDist <= 0.8 then
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Act04Per = 85
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Act05Per = 15
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elseif 8 <= targetDist then
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Act06Per = 75
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Act07Per = 25
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elseif 5.5 <= targetDist then
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Act02Per = 40
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Act06Per = 45
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Act07Per = 15
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elseif 3.8 <= targetDist then
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Act02Per = 85
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Act07Per = 15
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else
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Act01Per = 50
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Act02Per = 45
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Act07Per = 5
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end
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else
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Act07Per = 100
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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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if fateAct <= Act01Per then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, false, -1)
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if fate <= 10 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, 2, 70)
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elseif fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, 2, 70)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, 2, 70)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
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end
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, false, -1)
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if fate <= 10 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, 2, 70)
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elseif fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, 2, 70)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, 2, 70)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
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end
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, TARGET_ENE_0, Att3006_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
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if Att3008_Dist_min <= targetDist and fate <= 40 and LJump == 1 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, TARGET_ENE_0, Att3008_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0)
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GetWellSpace_Odds = 100
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else
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, TARGET_ENE_0, Att3007_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
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GetWellSpace_Odds = 100
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end
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_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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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0)
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if myThinkId == 230003 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 10, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(15, 30), true, true, -1)
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end
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GetWellSpace_Odds = 0
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elseif myThinkId == 230003 then
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ai:SetEventMoveTarget(1012798)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, POINT_EVENT, 1, TARGET_ENE_0, True, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, POINT_INITIAL, 1, TARGET_ENE_0, True, -1)
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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 CanStep == 1 then
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local Odds_Guard = 0
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local Odds_NoAct = 70
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local Odds_BackAndSide = 0
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local Odds_Back = 0
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local Odds_BitWait = 0
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local Odds_Backstep = 30
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GetWellSpace_Act(ai, goal, Odds_Guard, Odds_NoAct, Odds_BackAndSide, Odds_Back, Odds_BitWait, Odds_Backstep)
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end
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return
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end
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function HaikaiDemon230000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function HaikaiDemon230000Battle_Terminate(ai, goal)
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return
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end
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function HaikaiDemon230000Battle_Interupt(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 fate3 = ai:GetRandam_Int(1, 100)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local distDamagedStep = 3
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local oddsDamagedStep = 15
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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 = 6
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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_Attack = 4.3
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local oddsGuardBreak_Attack = 60
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local AttID = 3000
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if GuardBreak_Attack(ai, goal, distGuardBreak_Attack, oddsGuardBreak_Attack, AttID) then
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return true
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else
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local distUseItem_Act = 9.5
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local oddsUseItem_Act = 15
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if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
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if 4.4 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, 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 oddsResponse = 20
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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 = 6
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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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return
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