Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_Jujin233000_Battle, "Jujin233000Battle")
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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 = 2.5
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local Att3002_Dist_max = 6.5
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local Att3004_Dist_min = 0
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local Att3004_Dist_max = 1.8
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local Att3005_Dist_min = 0
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local Att3005_Dist_max = 3.8
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local Att3006_Dist_min = 0
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local Att3006_Dist_max = 4
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REGISTER_GOAL_NO_UPDATE(GOAL_Jujin233000_Battle, 1)
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Att3000_Dist_min = Att3005_Dist_max
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Att3000_Dist_min = Att3000_Dist_max
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Att3000_Dist_min = Att3006_Dist_max
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Att3000_Dist_min = Att3002_Dist_max
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function Jujin233000Battle_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 8 <= targetDist then
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actPerArr[1] = 20
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actPerArr[2] = 20
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actPerArr[3] = 15
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actPerArr[4] = 5
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actPerArr[9] = 40
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elseif 2.5 <= targetDist then
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actPerArr[1] = 20
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actPerArr[2] = 20
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actPerArr[3] = 15
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actPerArr[4] = 15
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actPerArr[9] = 30
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else
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actPerArr[1] = 30
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actPerArr[2] = 20
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actPerArr[3] = 20
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actPerArr[4] = 30
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actPerArr[9] = 0
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end
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local local0 = {Att3005_Dist_max, 0, 3005, DIST_Middle}
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defFuncParamTbl[1] = local0
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local0 = {}
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local local1, local2, local3, local4 = nil
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local0[1] = Att3000_Dist_max
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local0[2] = 0
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local0[3] = 30
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local0[4] = 70
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local0[5] = local1
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local0[6] = local2
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local0[7] = local3
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local0[8] = local4
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defFuncParamTbl[2] = local0
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local0 = {Att3006_Dist_max, 0, 3006, DIST_Middle}
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defFuncParamTbl[3] = local0
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actFuncArr[4] = REGIST_FUNC(ai, goal, Jujin233000_Act04)
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local0 = {}
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local3, local4 = nil
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local0[1] = Att3002_Dist_max
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local0[2] = 0
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local0[3] = 30
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local0[4] = 70
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local0[5] = 3002
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local0[6] = 3003
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local0[7] = local3
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local0[8] = local4
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defFuncParamTbl[9] = local0
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local0 = {0, 50, 0, 5, 20, 15, 10}
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local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace_IncludeSidestep, local0)
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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 = Att3004_Dist_max
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function Jujin233000_Act04(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 = 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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local AttID = 3004
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local AttDist = DIST_Middle
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Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 2)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Jujin233000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function Jujin233000Battle_Terminate(ai, goal)
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return
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end
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function Jujin233000Battle_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 superStepDist = 3
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local superStepPer = 15
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local bkStepPer = 30
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local leftStepPer = 35
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local rightStepPer = 35
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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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end
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local distDamagedStep = 3
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local oddsDamagedStep = 25
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local bkStepPer = 30
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local leftStepPer = 35
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local rightStepPer = 35
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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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end
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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 <= 3.8 then
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
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end
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
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end
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return true
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end
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local distMissSwing_Int = 6.5
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local oddsMissSwing_Int = 30
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if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
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if targetDist <= 3.8 then
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
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end
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
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end
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return true
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end
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local distResNear = 7
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local distResFar = 18
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local oddsResNear = 0
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local oddsResFar = 40
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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, 3004, TARGET_ENE_0, DIST_Middle, 0)
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elseif ResBehavID == 2 then
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if fate <= 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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end
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local oddsResponse = 30
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local bkStepPer = 30
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local leftStepPer = 35
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local rightStepPer = 35
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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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return
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