Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_HusiFight_Sword254000_Battle, "HusiFight_Sword254000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 1.6
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local Att3003_Dist_min = 0
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local Att3003_Dist_max = 2.2
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local Att3005_Dist_min = 2.9
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local Att3005_Dist_max = 4.2
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local Att3006_Dist_min = 5.7
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local Att3006_Dist_max = 6.8
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local Att3007_Dist_min = 8.4
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local Att3007_Dist_max = 10
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local Att3008_Dist_min = 2
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local Att3008_Dist_max = 5.7
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local Att3010_Dist_min = 1.1
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local Att3010_Dist_max = 2
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REGISTER_GOAL_NO_UPDATE(GOAL_HusiFight_Sword254000_Battle, 1)
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Att3000_Dist_min = Att3010_Dist_max
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Att3000_Dist_min = Att3000_Dist_max
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function HusiFight_Sword254000Battle_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(3)
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if eventNo == 1 then
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actPerArr[8] = 100
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elseif 8 <= targetDist then
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actPerArr[1] = 5
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actPerArr[2] = 35
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actPerArr[3] = 20
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actPerArr[5] = 0
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actPerArr[7] = 40
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elseif 4 <= targetDist then
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actPerArr[1] = 10
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actPerArr[2] = 50
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actPerArr[3] = 25
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actPerArr[5] = 0
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actPerArr[7] = 15
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elseif 2.5 <= targetDist then
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actPerArr[1] = 30
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actPerArr[2] = 50
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actPerArr[3] = 15
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actPerArr[5] = 0
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actPerArr[7] = 5
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else
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actPerArr[1] = 20
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actPerArr[2] = 50
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actPerArr[3] = 30
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actPerArr[5] = 0
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actPerArr[7] = 0
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end
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local local0 = {Att3010_Dist_max, 0, 3010, DIST_Middle}
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defFuncParamTbl[1] = local0
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local0 = {}
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local local1, local2, local3 = nil
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local0[1] = Att3000_Dist_max
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local0[2] = 50
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local0[3] = 5
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local0[4] = 15
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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] = 80
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defFuncParamTbl[2] = local0
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actFuncArr[3] = REGIST_FUNC(ai, goal, HusiFight_Sword254000_Act03)
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actFuncArr[5] = REGIST_FUNC(ai, goal, HusiFight_Sword254000_Act05)
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actFuncArr[7] = REGIST_FUNC(ai, goal, HusiFight_Sword254000_Act07)
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actFuncArr[8] = REGIST_FUNC(ai, goal, HusiFight_Sword254000_Act08)
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local0 = {100, 75, 9, 8, 0, 4, 4}
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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 = Att3003_Dist_max
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function HusiFight_Sword254000_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 = Att3003_Dist_max
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local DashDist = Att3003_Dist_max + 2
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local Odds_Guard = 50
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 20 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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elseif fate <= 55 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 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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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_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3009, 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 = Att3008_Dist_min
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Att3000_Dist_min = Att3008_Dist_max
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function HusiFight_Sword254000_Act05(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local LeaveDist = Att3008_Dist_min
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local AppDist = Att3008_Dist_max
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local DashDist = Att3008_Dist_max + 2
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local Odds_Guard = 100
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Approach_or_Leave_Act(ai, goal, LeaveDist, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3008, TARGET_ENE_0, DIST_None)
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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 = Att3007_Dist_min
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Att3000_Dist_min = Att3007_Dist_max
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Att3000_Dist_min = Att3006_Dist_min
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Att3000_Dist_min = Att3006_Dist_max
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Att3000_Dist_min = Att3005_Dist_max
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function HusiFight_Sword254000_Act07(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 fate2 = ai:GetRandam_Int(1, 100)
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local fate3 = ai:GetRandam_Int(1, 100)
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if Att3007_Dist_min <= targetDist and fate <= 20 then
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local AppDist = Att3007_Dist_max
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local DashDist = Att3007_Dist_max + 2
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local Odds_Guard = 40
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local AttID = 3007
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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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elseif Att3006_Dist_min <= targetDist and fate2 <= 50 then
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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 = 40
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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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else
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local AppDist = Att3005_Dist_max
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local DashDist = Att3005_Dist_max + 2
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local Odds_Guard = 40
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local AttID = 3005
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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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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 HusiFight_Sword254000_Act08(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 fate2 = ai:GetRandam_Int(1, 100)
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local fate3 = ai:GetRandam_Int(1, 100)
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goal:AddSubGoal(GOAL_COMMON_Wait, 1, 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 HusiFight_Sword254000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function HusiFight_Sword254000Battle_Terminate(ai, goal)
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return
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end
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function HusiFight_Sword254000Battle_Interupt(ai, goal)
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if ai:IsLadderAct(TARGET_SELF) then
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return false
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else
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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 distResponse = 3
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local oddsResponse = 15
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local oddsStep = 30
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local bkStepPer = 40
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local leftStepPer = 30
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local rightStepPer = 30
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local safetyDist = 3.5
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local oddsLeaveAndSide = 50
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local timeSide = 3.5
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local distLeave = 2.5
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if FindAttack_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then
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return true
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else
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local distResponse = 3
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local oddsResponse = 15
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local oddsStep = 30
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local bkStepPer = 40
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local leftStepPer = 30
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local rightStepPer = 30
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local safetyDist = 3.5
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local oddsLeaveAndSide = 50
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local timeSide = 3.5
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local distLeave = 2.5
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if Damaged_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then
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return true
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else
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local distMissSwing_Int = 4.2
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local oddsMissSwing_Int = 50
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if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
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if targetDist <= 2.2 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_Attack, 10, 3005, TARGET_ENE_0, DIST_None, 0)
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end
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return true
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else
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local distResNear = 5.7
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local distResFar = 15
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local oddsResNear = 0
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local oddsResFar = 30
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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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return true
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elseif ResBehavID == 2 then
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if fate <= 50 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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return true
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elseif fate <= 75 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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else
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local oddsResponse = 20
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local bkStepPer = 40
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local leftStepPer = 30
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local rightStepPer = 30
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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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local distSuccessGuard_Act = 4.2
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local oddsSuccessGuard_Act = 30
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if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then
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if targetDist <= 2.2 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_Attack, 10, 3005, TARGET_ENE_0, DIST_None, 0)
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end
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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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end
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end
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end
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return
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