Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_HusiHeavy_Bow_only255006_Battle, "HusiHeavy_Bow_only255006Battle")
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REGISTER_GOAL_NO_UPDATE(GOAL_HusiHeavy_Bow_only255006_Battle, 1)
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function OnIf_255006(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_Bow_only255006Battle_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 hprate = ai:GetHpRate(TARGET_SELF)
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local myThinkId = ai:GetNpcThinkParamID()
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if hprate <= 0.4 and ai:IsFinishTimer(0) == true then
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if 20 <= targetDist then
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actPerArr[1] = 25
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actPerArr[2] = 0
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actPerArr[3] = 0
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actPerArr[4] = 75
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elseif 10 <= targetDist then
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actPerArr[1] = 15
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actPerArr[2] = 10
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actPerArr[3] = 0
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actPerArr[4] = 75
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elseif 4.5 <= targetDist then
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actPerArr[1] = 0
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actPerArr[2] = 15
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actPerArr[3] = 10
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actPerArr[4] = 75
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elseif 3 <= targetDist then
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actPerArr[1] = 0
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actPerArr[2] = 15
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actPerArr[3] = 35
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actPerArr[4] = 50
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else
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actPerArr[1] = 0
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actPerArr[2] = 0
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actPerArr[3] = 65
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actPerArr[4] = 35
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end
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elseif 20 <= targetDist then
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actPerArr[1] = 100
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elseif 10 <= targetDist then
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actPerArr[1] = 70
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actPerArr[2] = 30
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elseif 5 <= targetDist then
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actPerArr[2] = 60
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actPerArr[3] = 40
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else
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actPerArr[3] = 100
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, HusiHeavy_Bow_only255006_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, HusiHeavy_Bow_only255006_Act02)
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actFuncArr[3] = REGIST_FUNC(ai, goal, HusiHeavy_Bow_only255006_Act03)
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actFuncArr[4] = REGIST_FUNC(ai, goal, HusiHeavy_Bow_only255006_Act04)
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local local0 = {0, 100, 0, 0, 0, 0, 0}
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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_Bow_only255006_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 myThinkId = ai:GetNpcThinkParamID()
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if myThinkId == 255004 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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else
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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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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_Bow_only255006_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 myThinkId = ai:GetNpcThinkParamID()
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if myThinkId == 255004 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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else
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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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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 20, TARGET_ENE_0, true, -1)
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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_Bow_only255006_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 myThinkId = ai:GetNpcThinkParamID()
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if myThinkId == 255004 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 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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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_Bow_only255006_Act04(ai, goal, paramTbl)
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local fate = ai:GetRandam_Int(1, 100)
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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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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_Bow_only255006Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function HusiHeavy_Bow_only255006Battle_Terminate(ai, goal)
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return
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end
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function HusiHeavy_Bow_only255006Battle_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 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 = 15
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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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return
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