Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_HusiMino_Gun253002_Battle, "HusiMino_Gun253002Battle")
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local Att3006_Dist_min = 0
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local Att3006_Dist_max = 1
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local Att3007_Dist_min = 4
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local Att3007_Dist_max = 6
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REGISTER_GOAL_NO_UPDATE(GOAL_HusiMino_Gun253002_Battle, 1)
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Att3006_Dist_min = Att3006_Dist_max
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function HusiMino_Gun253002Battle_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 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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if 20 <= targetDist then
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Act01Per = 100
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Act02Per = 0
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Act03Per = 0
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Act04Per = 0
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elseif 10 <= targetDist then
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Act01Per = 70
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Act02Per = 30
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Act03Per = 0
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Act04Per = 0
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elseif 5 <= targetDist then
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Act01Per = 0
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Act02Per = 60
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Act03Per = 40
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Act04Per = 0
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elseif 1 <= targetDist then
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Act01Per = 0
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Act02Per = 20
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Act03Per = 80
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Act04Per = 0
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else
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Act01Per = 0
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Act02Per = 0
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Act03Per = 20
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Act04Per = 80
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end
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local doAdmirer = ai:GetExcelParam(AI_EXCEL_THINK_PARAM_TYPE__thinkAttr_doAdmirer)
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local role = ai:GetTeamOrder(ORDER_TYPE_Role)
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local Odds_Guard = 0
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if doAdmirer == 1 and role == ROLE_TYPE_Torimaki then
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Torimaki_Act(ai, goal, Odds_Guard)
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elseif doAdmirer == 1 and role == ROLE_TYPE_Kankyaku then
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Kankyaku_Act(ai, goal, Odds_Guard)
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else
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local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per)
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if fateAct <= Act01Per then
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if fate <= 50 then
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local FirstAttID = 3000
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local ComAttID = 3001
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local ShootNum = ai:GetRandam_Int(2, 5)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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else
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local FirstAttID = 3002
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local ComAttID = 3003
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local ShootNum = ai:GetRandam_Int(2, 5)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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end
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elseif fateAct <= Act01Per + Act02Per then
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if fate <= 50 then
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local FirstAttID = 3000
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local ComAttID = 3001
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local ShootNum = ai:GetRandam_Int(2, 5)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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else
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local FirstAttID = 3002
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local ComAttID = 3003
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local ShootNum = ai:GetRandam_Int(2, 5)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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end
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 20, TARGET_ENE_0, true, -1)
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elseif fateAct <= Act01Per + Act02Per + Act03Per then
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if fate <= 50 then
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local FirstAttID = 3000
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local ComAttID = 3001
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local ShootNum = ai:GetRandam_Int(1, 3)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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else
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local FirstAttID = 3002
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local ComAttID = 3003
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local ShootNum = ai:GetRandam_Int(1, 3)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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end
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 20, TARGET_SELF, false, -1)
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else
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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_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_LeaveTarget, 5, TARGET_ENE_0, 20, TARGET_SELF, false, -1)
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end
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end
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return
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end
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function HusiMino_Gun253002Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function HusiMino_Gun253002Battle_Terminate(ai, goal)
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return
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end
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function HusiMino_Gun253002Battle_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 = 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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