Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_HeavyKnight_Sword257000_Battle, "HeavyKnight_Sword257000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 3.3
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local Att3001_Dist_min = 0
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local Att3001_Dist_max = 3.9
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local Att3003_Dist_min = 0
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local Att3003_Dist_max = 3
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local Att3005_Dist_min = 6
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local Att3005_Dist_max = 7.8
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local Att3007_Dist_min = 0
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local Att3007_Dist_max = 1.2
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REGISTER_GOAL_NO_UPDATE(GOAL_HeavyKnight_Sword257000_Battle, 1)
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function OnIf_257000(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 HeavyKnight_Sword257000Battle_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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if hprate <= 0.4 and ai:IsFinishTimer(0) == true then
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if 6.5 <= targetDist then
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actPerArr[5] = 200
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elseif 3 <= targetDist then
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actPerArr[5] = 100
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else
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actPerArr[5] = 50
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end
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end
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if 12 <= targetDist then
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if ai:IsTargetGuard(TARGET_ENE_0) == true then
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actPerArr[1] = 0
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actPerArr[2] = 0
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actPerArr[3] = 5
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actPerArr[4] = 20
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actPerArr[6] = 0
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actPerArr[7] = 75
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else
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actPerArr[1] = 10
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actPerArr[2] = 10
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actPerArr[3] = 10
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actPerArr[4] = 0
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actPerArr[6] = 0
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actPerArr[7] = 70
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end
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elseif 6.5 <= targetDist then
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if ai:IsTargetGuard(TARGET_ENE_0) == true then
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actPerArr[1] = 5
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actPerArr[2] = 5
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actPerArr[3] = 10
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actPerArr[4] = 50
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actPerArr[6] = 0
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actPerArr[7] = 30
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else
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actPerArr[1] = 20
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actPerArr[2] = 20
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actPerArr[3] = 20
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actPerArr[4] = 0
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actPerArr[6] = 0
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actPerArr[7] = 40
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end
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elseif ai:IsTargetGuard(TARGET_ENE_0) == true then
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actPerArr[1] = 20
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actPerArr[2] = 20
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actPerArr[3] = 10
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actPerArr[4] = 50
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actPerArr[6] = 0
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actPerArr[7] = 0
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else
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actPerArr[1] = 40
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actPerArr[2] = 40
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actPerArr[3] = 20
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actPerArr[4] = 0
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actPerArr[6] = 0
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actPerArr[7] = 0
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, HeavyKnight_Sword257000_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, HeavyKnight_Sword257000_Act02)
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actFuncArr[3] = REGIST_FUNC(ai, goal, HeavyKnight_Sword257000_Act03)
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actFuncArr[4] = REGIST_FUNC(ai, goal, HeavyKnight_Sword257000_Act04)
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actFuncArr[5] = REGIST_FUNC(ai, goal, HeavyKnight_Sword257000_Act05)
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actFuncArr[6] = REGIST_FUNC(ai, goal, HeavyKnight_Sword257000_Act06)
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actFuncArr[7] = REGIST_FUNC(ai, goal, HeavyKnight_Sword257000_Act07)
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local local0 = {100, 80, 10, 10, 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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Att3000_Dist_min = Att3000_Dist_max
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function HeavyKnight_Sword257000_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 AppDist = Att3000_Dist_max
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local DashDist = Att3000_Dist_max + 2
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local Odds_Guard = 100
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 40 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 90)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, 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 HeavyKnight_Sword257000_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 AppDist = Att3003_Dist_max
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local DashDist = Att3003_Dist_max + 2
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local Odds_Guard = 100
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 40 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 90)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 90)
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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 = Att3001_Dist_max
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function HeavyKnight_Sword257000_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 = Att3001_Dist_max
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local DashDist = Att3001_Dist_max + 2
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local Odds_Guard = 100
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, DIST_Middle, -1, 40)
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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_max
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function HeavyKnight_Sword257000_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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local AppDist = Att3007_Dist_max
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local DashDist = Att3007_Dist_max + 2
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local Odds_Guard = 100
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_GuardBreakTunable, 10, 3007, TARGET_ENE_0, DIST_Middle, -1, 40)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, 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 HeavyKnight_Sword257000_Act05(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, 9910)
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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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Att3000_Dist_min = Att3007_Dist_max
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function HeavyKnight_Sword257000_Act06(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 = Att3007_Dist_max
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local DashDist = Att3007_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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if fate <= 30 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, 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 = Att3005_Dist_max
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function HeavyKnight_Sword257000_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 AppDist = Att3005_Dist_max
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local DashDist = Att3005_Dist_max + 2
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local Odds_Guard = 100
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, DIST_Middle, -1, 60)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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function HeavyKnight_Sword257000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function HeavyKnight_Sword257000Battle_Terminate(ai, goal)
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return
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end
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Att3000_Dist_min = Att3003_Dist_max
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Att3000_Dist_min = Att3005_Dist_max
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function HeavyKnight_Sword257000Battle_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 distGuard = 3
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local oddsGuard = 5
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local oddsLeaveAndSide = 50
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local timeSide = 4.5
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local distLeave = 2.5
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if Damaged_Guard(ai, goal, distGuard, oddsGuard, oddsLeaveAndSide, timeSide, distLeave) then
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end
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local distUseItem_Act = 10
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local oddsUseItem_Act = 60
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if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
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if targetDist <= 5.9 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, false, -1)
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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_ApproachTarget, 10, TARGET_ENE_0, Att3005_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
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end
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return true
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end
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local distResNear = 7.8
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local distResFar = 14
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local oddsResNear = 0
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local oddsResFar = 60
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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 targetDist = ai:GetDist(TARGET_ENE_0)
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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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elseif ResBehavID == 2 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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end
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local distSuccessGuard_Act = 3
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local oddsSuccessGuard_Act = 50
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if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 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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return
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