Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_ClayDoll238000_Battle, "ClayDoll238000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 3.4
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local Att3003_Dist_min = 0
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local Att3003_Dist_max = 3.3
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local Att3005_Dist_min = 5.5
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local Att3005_Dist_max = 8.3
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local Att3006_Dist_min = 5.6
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local Att3006_Dist_max = 8
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local Att3007_Dist_min = 0
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local Att3007_Dist_max = 10
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REGISTER_GOAL_NO_UPDATE(GOAL_ClayDoll238000_Battle, 1)
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function ClayDoll238000Battle_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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local Act05_Odds = 0
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if ai:IsFinishTimer(0) == true then
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Act05_Odds = 1
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end
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if 8 <= targetDist then
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actPerArr[1] = 40
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actPerArr[2] = 10
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actPerArr[3] = 45
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actPerArr[5] = 0 * Act05_Odds
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actPerArr[9] = 5
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elseif 4 <= targetDist then
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actPerArr[1] = 25
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actPerArr[2] = 20
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actPerArr[3] = 25
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actPerArr[5] = 10 * Act05_Odds
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actPerArr[9] = 20
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elseif 2.5 <= targetDist then
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actPerArr[1] = 0
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actPerArr[2] = 30
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actPerArr[3] = 0
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actPerArr[5] = 40 * Act05_Odds
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actPerArr[9] = 30
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else
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actPerArr[1] = 0
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actPerArr[2] = 30
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actPerArr[3] = 0
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actPerArr[5] = 50 * Act05_Odds
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actPerArr[9] = 20
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, ClayDoll238000_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, ClayDoll238000_Act02)
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actFuncArr[3] = REGIST_FUNC(ai, goal, ClayDoll238000_Act03)
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actFuncArr[5] = REGIST_FUNC(ai, goal, ClayDoll238000_Act05)
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actFuncArr[9] = REGIST_FUNC(ai, goal, ClayDoll238000_Act09)
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local local0 = {100, 10, 30, 25, 20, 8, 7}
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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 = Att3005_Dist_max
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function ClayDoll238000_Act01(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 = Att3005_Dist_max
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local DashDist = Att3005_Dist_max + 30
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local Odds_Guard = 30
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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Att3000_Dist_min = Att3000_Dist_max
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function ClayDoll238000_Act02(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 = Att3000_Dist_max
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local DashDist = Att3000_Dist_max + 30
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local Odds_Guard = 30
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 10 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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elseif fate <= 30 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
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elseif fate <= 60 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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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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elseif fate <= 80 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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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_ComboRepeat, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
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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_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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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, 3003, 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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Att3000_Dist_min = Att3006_Dist_max
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function ClayDoll238000_Act03(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 + 30
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local Odds_Guard = 30
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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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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return GetWellSpace_Odds
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end
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function ClayDoll238000_Act05(ai, goal, paramTbl)
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ai:SetTimer(0, 75)
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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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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3007, TARGET_ENE_0, DIST_Middle)
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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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function ClayDoll238000_Act09(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 = Att3003_Dist_max
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local DashDist = Att3003_Dist_max + 30
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local Odds_Guard = 30
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 40 then
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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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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 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 ClayDoll238000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function ClayDoll238000Battle_Terminate(ai, goal)
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return
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end
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Att3000_Dist_min = Att3000_Dist_max
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Att3000_Dist_min = Att3003_Dist_max
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function ClayDoll238000Battle_Interupt(ai, goal)
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local distGuardBreak_Act = 8
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local oddsGuardBreak_Act = 35
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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 GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
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if 5.5 <= targetDist 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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elseif fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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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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end
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local distResNear = 8.3
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local distResFar = 20
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local oddsResNear = 0
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local oddsResFar = 100
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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 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_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
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elseif ResBehavID == 2 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
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end
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local distSuccessGuard_Act = 3.4
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local oddsSuccessGuard_Act = 40
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if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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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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