Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_Ghost_Male267000_Battle, "Ghost_Male267000Battle")
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local Att3000_Dist_min = 3.2
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local Att3000_Dist_max = 4.1
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local Att3001_Dist_min = 3.2
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local Att3001_Dist_max = 4.4
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local Att3002_Dist_min = 0
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local Att3002_Dist_max = 1.5
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local Att3003_Dist_min = 2.6
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local Att3003_Dist_max = 4
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local Att3004_Dist_min = 5
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local Att3004_Dist_max = 10
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local Att3008_Dist_min = 0
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local Att3008_Dist_max = 2
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REGISTER_GOAL_NO_UPDATE(GOAL_Ghost_Male267000_Battle, 1)
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function Ghost_Male267000Battle_Activate(ai, goal)
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local myThinkId = ai:GetNpcThinkParamID()
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local DoObserveRegion = 0
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local ObserveRegion01 = 0
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local ObserveRegion02 = 0
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if myThinkId == 267010 or myThinkId == 267011 then
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ObserveRegion01 = 1602850
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ObserveRegion02 = 1602850
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DoObserveRegion = 1
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elseif myThinkId == 267020 or myThinkId == 267021 then
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ObserveRegion01 = 1602851
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ObserveRegion02 = 1602851
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DoObserveRegion = 1
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elseif myThinkId == 267030 or myThinkId == 267031 then
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ObserveRegion01 = 1602852
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ObserveRegion02 = 1602852
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DoObserveRegion = 1
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elseif myThinkId == 267040 or myThinkId == 267041 then
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ObserveRegion01 = 1602853
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ObserveRegion02 = 1602853
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DoObserveRegion = 1
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elseif myThinkId == 267050 then
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ObserveRegion01 = 1602854
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ObserveRegion02 = 1602854
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DoObserveRegion = 1
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end
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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 Kisou = 0
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if DoObserveRegion == 1 then
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if not ai:IsInsideTargetRegion(TARGET_SELF, ObserveRegion01) and not ai:IsInsideTargetRegion(TARGET_SELF, ObserveRegion02) then
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actPerArr[8] = 100
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Kisou = 1
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elseif not ai:IsInsideTargetRegion(TARGET_ENE_0, ObserveRegion01) and not ai:IsInsideTargetRegion(TARGET_ENE_0, ObserveRegion02) then
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actPerArr[8] = 100
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Kisou = 1
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end
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end
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if Kisou == 0 then
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if 8 <= targetDist then
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actPerArr[1] = 20
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actPerArr[2] = 40
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actPerArr[3] = 30
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actPerArr[7] = 10
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elseif 5 <= targetDist then
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if ai:IsTargetGuard(TARGET_ENE_0) == true then
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actPerArr[1] = 30
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actPerArr[2] = 35
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actPerArr[3] = 25
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actPerArr[7] = 10
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else
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actPerArr[1] = 30
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actPerArr[2] = 35
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actPerArr[3] = 25
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actPerArr[7] = 10
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end
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elseif 2.6 <= targetDist then
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if ai:IsTargetGuard(TARGET_ENE_0) == true then
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actPerArr[1] = 15
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actPerArr[2] = 15
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actPerArr[3] = 60
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actPerArr[7] = 10
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else
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actPerArr[1] = 0
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actPerArr[2] = 35
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actPerArr[3] = 30
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actPerArr[7] = 35
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end
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else
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actPerArr[1] = 0
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actPerArr[2] = 50
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actPerArr[7] = 50
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end
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, Ghost_Male267000_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, Ghost_Male267000_Act02)
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actFuncArr[3] = REGIST_FUNC(ai, goal, Ghost_Male267000_Act03)
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actFuncArr[7] = REGIST_FUNC(ai, goal, Ghost_Male267000_Act07)
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actFuncArr[8] = REGIST_FUNC(ai, goal, Ghost_Male267000_Act08)
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local local0 = {0, 60, 20, 10, 10, 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 = Att3002_Dist_max
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function Ghost_Male267000_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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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3002_Dist_max, TARGET_SELF, true, 0)
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goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3002, TARGET_ENE_0, DIST_Middle)
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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 Ghost_Male267000_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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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, true, 0)
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if fate <= 25 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3000, TARGET_ENE_0, DIST_Middle)
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else
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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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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 Ghost_Male267000_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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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, true, 0)
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goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3003, TARGET_ENE_0, DIST_Middle)
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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 Ghost_Male267000_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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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, true, 0)
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if fate <= 40 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3008, TARGET_ENE_0, DIST_Middle)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3008, 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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function Ghost_Male267000_Act08(ai, goal, paramTbl)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, POINT_INITIAL, 2, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Wait, 2, TARGET_ENE_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 Ghost_Male267000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function Ghost_Male267000Battle_Terminate(ai, goal)
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return
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end
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function Ghost_Male267000Battle_Interupt(ai, goal)
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return false
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end
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return
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