Add decompiled Lua AI scripts + full datasheet findings report
This commit is contained in:
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REGISTER_GOAL(GOAL_HusiHeavy_Bow255002_Battle, "HusiHeavy_Bow255002Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 2.2
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local Att3003_Dist_min = 0
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local Att3003_Dist_max = 2.4
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local Att3004_Dist_min = 0
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local Att3004_Dist_max = 2.3
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local Att3005_Dist_min = 2.5
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local Att3005_Dist_max = 4.5
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REGISTER_GOAL_NO_UPDATE(GOAL_HusiHeavy_Bow255002_Battle, 1)
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function OnIf_255002(ai, goal, codeNo)
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if ai:HasSpecialEffectId(TARGET_SELF, 3151) then
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ai:SetTimer(0, 120)
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else
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ai:SetTimer(0, 30)
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end
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return
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end
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function HusiHeavy_Bow255002Battle_Activate(ai, goal)
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ai:AddObserveArea(0, TARGET_ENE_0, TARGET_SELF, AI_DIR_TYPE_F, 180, 3)
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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 chan_to_bow1 = 10
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local chan_to_bow2 = 8
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local hprate = ai:GetHpRate(TARGET_SELF)
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if ai:HasSpecialEffectId(TARGET_SELF, 5401) then
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if hprate <= 0.4 and ai:IsFinishTimer(0) == true then
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if chan_to_bow1 <= targetDist then
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actPerArr[4] = 25
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actPerArr[6] = 0
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actPerArr[7] = 0
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actPerArr[8] = 0
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actPerArr[9] = 0
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actPerArr[10] = 75
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elseif 4.5 <= targetDist then
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actPerArr[4] = 5
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actPerArr[6] = 5
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actPerArr[7] = 5
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actPerArr[8] = 5
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actPerArr[9] = 5
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actPerArr[10] = 75
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elseif 3 <= targetDist then
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actPerArr[6] = 15
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actPerArr[7] = 15
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actPerArr[8] = 10
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actPerArr[9] = 10
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actPerArr[10] = 50
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else
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actPerArr[6] = 25
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actPerArr[7] = 20
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actPerArr[8] = 20
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actPerArr[9] = 0
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actPerArr[10] = 35
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end
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elseif chan_to_bow1 <= targetDist then
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actPerArr[4] = 100
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elseif chan_to_bow2 <= targetDist then
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actPerArr[4] = 70
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actPerArr[6] = 5
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actPerArr[7] = 5
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actPerArr[8] = 5
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actPerArr[9] = 15
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else
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actPerArr[6] = 40
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actPerArr[7] = 30
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actPerArr[8] = 30
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actPerArr[9] = 0
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end
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elseif hprate <= 0.4 and ai:IsFinishTimer(0) == true then
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if 12 <= targetDist then
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actPerArr[1] = 25
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actPerArr[2] = 0
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actPerArr[10] = 75
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elseif 4.5 <= targetDist then
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actPerArr[1] = 15
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actPerArr[2] = 10
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actPerArr[10] = 75
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elseif 3 <= targetDist then
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actPerArr[1] = 20
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actPerArr[2] = 10
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actPerArr[5] = 20
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actPerArr[10] = 50
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else
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actPerArr[5] = 65
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actPerArr[10] = 35
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end
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elseif 12 <= targetDist then
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actPerArr[1] = 100
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elseif 5 <= targetDist then
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actPerArr[1] = 70
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actPerArr[2] = 30
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elseif 3 <= targetDist then
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actPerArr[1] = 30
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actPerArr[2] = 40
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actPerArr[5] = 30
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else
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actPerArr[5] = 100
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act02)
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actFuncArr[3] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act03)
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actFuncArr[4] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act04)
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actFuncArr[5] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act05)
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actFuncArr[6] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act06)
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actFuncArr[7] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act07)
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actFuncArr[8] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act08)
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actFuncArr[9] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act09)
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actFuncArr[10] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act10)
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local local0 = {0, 60, 0, 0, 0, 20, 20}
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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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function HusiHeavy_Bow255002_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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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_Wait, ai:GetRandam_Float(1, 2), 0, 0, 0, 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 HusiHeavy_Bow255002_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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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_Wait, ai:GetRandam_Float(1, 2), 0, 0, 0, 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 HusiHeavy_Bow255002_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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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_Wait, ai:GetRandam_Float(1, 2), 0, 0, 0, 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 HusiHeavy_Bow255002_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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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3010, TARGET_SELF, DIST_Middle, 0)
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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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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function HusiHeavy_Bow255002_Act05(ai, goal, paramTbl)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3011, TARGET_SELF, DIST_None)
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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 = Att3000_Dist_max
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function HusiHeavy_Bow255002_Act06(ai, goal, paramTbl)
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local AppDist = Att3000_Dist_max
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local DashDist = Att3000_Dist_max + 2
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local Odds_Guard = 0
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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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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 <= 85 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_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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Att3000_Dist_min = Att3003_Dist_max
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function HusiHeavy_Bow255002_Act07(ai, goal, paramTbl)
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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 = 0
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, 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 = Att3004_Dist_max
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function HusiHeavy_Bow255002_Act08(ai, goal, paramTbl)
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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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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, 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 = Att3005_Dist_max
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function HusiHeavy_Bow255002_Act09(ai, goal, paramTbl)
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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 = 0
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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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function HusiHeavy_Bow255002_Act10(ai, goal, paramTbl)
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local fate = ai:GetRandam_Int(1, 100)
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if fate <= 40 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 4.5, TARGET_ENE_0, true, -1)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 3.6)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
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end
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goal:AddSubGoal(GOAL_COMMON_If, 15, 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 HusiHeavy_Bow255002Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function HusiHeavy_Bow255002Battle_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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function HusiHeavy_Bow255002Battle_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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if ai:IsInterupt(INTERUPT_Inside_ObserveArea) and ai:HasSpecialEffectId(TARGET_SELF, 5401) == false and ai:IsFinishTimer(0) == true and ai:HasSpecialEffectId(TARGET_SELF, 5401) == false then
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ai:SetTimer(0, 5)
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3011, TARGET_SELF, DIST_None)
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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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if fate <= 75 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
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end
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return true
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else
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local superStepDist = 3
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local superStepPer = 10
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local bkStepPer = 50
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local leftStepPer = 25
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local rightStepPer = 25
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if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer) then
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return true
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else
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local distDamagedStep = 3
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local oddsDamagedStep = 10
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local bkStepPer = 50
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local leftStepPer = 25
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local rightStepPer = 25
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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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end
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end
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end
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return
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Block a user