Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_Husi_Bow250005_Battle, "Husi_Bow250005Battle")
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REGISTER_GOAL_NO_UPDATE(GOAL_Husi_Bow250005_Battle, 1)
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function Husi_Bow250005Battle_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 eventNo = ai:GetEventRequest()
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local myThinkId = ai:GetNpcThinkParamID()
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local RunawayArea = 0
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if myThinkId == 250021 then
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ai:AddObserveRegion(0, TARGET_ENE_0, 1812101)
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end
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if 15 <= targetDist then
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actPerArr[1] = 100
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actPerArr[2] = 0
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actPerArr[3] = 0
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elseif 8 <= targetDist then
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actPerArr[1] = 80
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actPerArr[2] = 20
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actPerArr[3] = 0
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elseif 4 <= targetDist then
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actPerArr[1] = 20
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actPerArr[2] = 60
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actPerArr[3] = 20
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else
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actPerArr[1] = 0
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actPerArr[2] = 40
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actPerArr[3] = 60
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, Husi_Bow250005_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, Husi_Bow250005_Act02)
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actFuncArr[3] = REGIST_FUNC(ai, goal, Husi_Bow250005_Act03)
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local local0 = {0, 0, 0, 0, 0, 0}
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local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace, 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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function Husi_Bow250005_Act02(ai, goal, paramTbl)
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local FirstAttID = 3000
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local ComAttID = 3001
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local ShootNum = ai:GetRandam_Int(2, 4)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 20, TARGET_ENE_0, true, -1)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Husi_Bow250005_Act01(ai, goal, paramTbl)
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local FirstAttID = 3000
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local ComAttID = 3001
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local ShootNum = ai:GetRandam_Int(1, 2)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_ENE_0)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Husi_Bow250005_Act02(ai, goal, paramTbl)
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local FirstAttID = 3000
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local ComAttID = 3001
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local ShootNum = ai:GetRandam_Int(1, 2)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_ENE_0)
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 20, TARGET_ENE_0, true, -1)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Husi_Bow250005_Act03(ai, goal, paramTbl)
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local FirstAttID = 3000
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local ComAttID = 3001
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local ShootNum = ai:GetRandam_Int(1, 1)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_ENE_0)
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 20, TARGET_SELF, false, -1)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Husi_Bow250005Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function Husi_Bow250005Battle_Terminate(ai, goal)
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return
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end
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function Husi_Bow250005Battle_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 ThinkID = ai:GetNpcThinkParamID()
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if ai:IsInterupt(INTERUPT_Inside_ObserveArea) and ThinkID == 250021 then
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local playerRegion = 1812101
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local newhome = 1812102
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if ai:IsInsideTargetRegion(TARGET_ENE_0, playerRegion) then
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goal:ClearSubGoal()
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ai:SetEventMoveTarget(newhome)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 30, POINT_EVENT, 1, TARGET_SELF, false, -1)
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return true
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end
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end
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local distDamagedStep = 3
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local oddsDamagedStep = 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 = 4
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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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