Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_KajiyaAndre264000_Battle, "KajiyaAndre264000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 0.5
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local Att3001_Dist_min = 0
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local Att3001_Dist_max = 0.5
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local Att3002_Dist_min = 0
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local Att3002_Dist_max = 1.3
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local Att3003_Dist_min = 0
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local Att3003_Dist_max = 1.2
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local Att3004_Dist_min = 0
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local Att3004_Dist_max = 1.1
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local Att3005_Dist_min = 0
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local Att3005_Dist_max = 0.8
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local Att3006_Dist_min = 0
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local Att3006_Dist_max = 1.1
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local Att3007_Dist_min = 1
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local Att3007_Dist_max = 2.5
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REGISTER_GOAL_NO_UPDATE(GOAL_KajiyaAndre264000_Battle, 1)
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Att3000_Dist_min = Att3006_Dist_max
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function KajiyaAndre264000Battle_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()
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if 4.2 <= targetDist then
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actPerArr[1] = 20
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actPerArr[2] = 80
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actPerArr[3] = 0
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actPerArr[4] = 0
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actPerArr[5] = 0
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actPerArr[6] = 0
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else
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actPerArr[1] = 0
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actPerArr[2] = 20
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actPerArr[3] = 20
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actPerArr[4] = 20
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actPerArr[5] = 20
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actPerArr[6] = 20
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end
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local local0 = {Att3006_Dist_max, 0, 3006, DIST_Near}
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defFuncParamTbl[1] = local0
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actFuncArr[2] = REGIST_FUNC(ai, goal, KajiyaAndre264000_Act02)
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actFuncArr[3] = REGIST_FUNC(ai, goal, KajiyaAndre264000_Act03)
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actFuncArr[4] = REGIST_FUNC(ai, goal, KajiyaAndre264000_Act04)
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actFuncArr[5] = REGIST_FUNC(ai, goal, KajiyaAndre264000_Act05)
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actFuncArr[6] = REGIST_FUNC(ai, goal, KajiyaAndre264000_Act06)
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local atkAfterFunc = REGIST_FUNC(ai, goal, KajiyaAndre264000_ActAfter_AdjustSpace)
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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 = Att3007_Dist_max
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function KajiyaAndre264000_Act02(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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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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goal:AddSubGoal(GOAL_COMMON_Attack, 3, 3007, TARGET_ENE_0, DIST_Near, 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 = Att3000_Dist_max
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function KajiyaAndre264000_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 = 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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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Near, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Near, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3001, TARGET_ENE_0, DIST_Near, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Near, 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 = Att3000_Dist_max
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function KajiyaAndre264000_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 fate2 = 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 = 0
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Near, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3001, TARGET_ENE_0, DIST_Near, 0)
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end
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if fate2 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3000, TARGET_ENE_0, DIST_Near, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Near, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Near, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Near, 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 = Att3000_Dist_max
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function KajiyaAndre264000_Act05(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 AppDist = Att3000_Dist_max
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local DashDist = Att3000_Dist_max + 0
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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 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3004, TARGET_ENE_0, DIST_Near, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3005, TARGET_ENE_0, DIST_Near, 0)
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end
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if fate2 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Near, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Near, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3005, TARGET_ENE_0, DIST_Near, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Near, 0)
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end
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, TARGET_ENE_0, DIST_Near, 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 = Att3000_Dist_max
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function KajiyaAndre264000_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 fate2 = ai:GetRandam_Int(1, 100)
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local fate3 = ai:GetRandam_Int(1, 100)
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local fate4 = ai:GetRandam_Int(1, 100)
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local fate5 = 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 = 0
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 25 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Near, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3005, TARGET_ENE_0, DIST_Near, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Near, 0)
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elseif fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3001, TARGET_ENE_0, DIST_Near, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Near, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Near, 0)
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elseif fate <= 75 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Near, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3005, TARGET_ENE_0, DIST_Near, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, TARGET_ENE_0, DIST_Near, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3001, TARGET_ENE_0, DIST_Near, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Near, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, TARGET_ENE_0, DIST_Near, 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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function KajiyaAndre264000_ActAfter_AdjustSpace(ai, goal, paramTbl)
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local GW_fate = ai:GetRandam_Int(0, 100)
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local bRight = ai:GetRandam_Int(0, 1)
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local friendNum = ai:GetTeamRecordCount(COORDINATE_TYPE_SideWalk_L + bRight, TARGET_ENE_0, 2)
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if GW_fate <= 30 and friendNum < 2 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 2, TARGET_ENE_0, true, -1)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1)
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elseif GW_fate <= 60 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1)
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elseif GW_fate <= 80 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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else
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local fate = ai:GetRandam_Int(1, 100)
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if fate <= 50 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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end
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return
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end
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function KajiyaAndre264000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function KajiyaAndre264000Battle_Terminate(ai, goal)
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return
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end
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Att3000_Dist_min = Att3006_Dist_max
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Att3000_Dist_min = Att3007_Dist_max
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function KajiyaAndre264000Battle_Interupt(ai, goal)
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local superStepDist = 3
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local superStepPer = 35
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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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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 = 25
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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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local distGuardBreak_Act = 2
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local oddsGuardBreak_Act = 35
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local fate = ai:GetRandam_Int(1, 100)
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if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3006_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3007_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, 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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local distUseItem_Act = 5
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local oddsUseItem_Act = 30
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local fate = ai:GetRandam_Int(1, 100)
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if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3006_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3007_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, 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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local distResNear = 8.5
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local distResFar = 18
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local oddsResNear = 0
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local oddsResFar = 30
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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 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_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
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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_ApproachTarget, 10, TARGET_ENE_0, Att3007_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
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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 = 60
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local leftStepPer = 20
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local rightStepPer = 20
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local safetyDist = 4
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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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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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return
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