Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_HebibitoB_shot270001_Battle, "HebibitoB_shot270001Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 1
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local Att3003_Dist_min = 0
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local Att3003_Dist_max = 1.5
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local Att3004_Dist_min = 0
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local Att3004_Dist_max = 1
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local Att3005_Dist_min = 0
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local Att3005_Dist_max = 3.5
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local Att3006_Dist_min = 3
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local Att3006_Dist_max = 5.6
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local Att3007_Dist_min = 4
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local Att3007_Dist_max = 14
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local Att3008_Dist_min = 0
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local Att3008_Dist_max = 0.9
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local Att3009_Dist_min = 0
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local Att3009_Dist_max = 20
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REGISTER_GOAL_NO_UPDATE(GOAL_HebibitoB_shot270001_Battle, 1)
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Att3000_Dist_min = Att3000_Dist_max
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Att3000_Dist_min = Att3004_Dist_max
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function HebibitoB_shot270001Battle_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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local fate = ai:GetRandam_Int(30, 60)
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if 10 <= targetDist then
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actPerArr[1] = 0
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actPerArr[2] = 0
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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] = 100
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actPerArr[7] = 0
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elseif 8 <= targetDist then
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if ai:IsFinishTimer(0) == true then
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ai:SetTimer(0, fate)
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actPerArr[1] = 0
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actPerArr[2] = 0
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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] = 15
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actPerArr[7] = 0
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actPerArr[9] = 85
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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] = 0
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actPerArr[4] = 0
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actPerArr[5] = 0
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actPerArr[6] = 100
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actPerArr[7] = 0
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actPerArr[9] = 0
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end
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elseif 5.7 <= targetDist then
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if ai:IsFinishTimer(0) == true then
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ai:SetTimer(0, fate)
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actPerArr[1] = 0
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actPerArr[2] = 0
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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] = 10
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actPerArr[7] = 0
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actPerArr[9] = 90
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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] = 0
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actPerArr[4] = 0
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actPerArr[5] = 0
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actPerArr[6] = 100
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actPerArr[7] = 0
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end
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elseif 2.5 <= targetDist then
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actPerArr[1] = 0
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actPerArr[2] = 0
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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] = 100
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actPerArr[7] = 0
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else
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actPerArr[1] = 20
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actPerArr[2] = 25
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actPerArr[3] = 25
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actPerArr[4] = 0
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actPerArr[5] = 25
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actPerArr[6] = 0
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actPerArr[7] = 5
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, HebibitoB_shot270001_Act01)
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local local0 = {}
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local local1, local2, local3, local4 = nil
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local0[1] = Att3000_Dist_max
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local0[2] = 0
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local0[3] = 0
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local0[4] = 0
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local0[5] = local1
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local0[6] = local2
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local0[7] = local3
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local0[8] = local4
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defFuncParamTbl[2] = local0
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local0 = {Att3004_Dist_max, 0, 3004, DIST_Middle}
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defFuncParamTbl[3] = local0
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actFuncArr[4] = REGIST_FUNC(ai, goal, HebibitoB_shot270001_Act04)
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actFuncArr[5] = REGIST_FUNC(ai, goal, HebibitoB_shot270001_Act05)
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local0 = {3007, DIST_Far, nil}
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defFuncParamTbl[6] = local0
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actFuncArr[7] = REGIST_FUNC(ai, goal, HebibitoB_shot270001_Act07)
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actFuncArr[9] = REGIST_FUNC(ai, goal, HebibitoB_shot270001_Act09)
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local0 = {0, 50, 5, 5, 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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Att3000_Dist_min = Att3003_Dist_max
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function HebibitoB_shot270001_Act01(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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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_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 5)
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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 HebibitoB_shot270001_Act04(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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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_None, 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 = Att3008_Dist_max
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function HebibitoB_shot270001_Act05(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local AppDist = Att3008_Dist_max
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local DashDist = Att3008_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, 5, 3008, TARGET_ENE_0, DIST_None, 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 HebibitoB_shot270001_Act07(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_None, 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 HebibitoB_shot270001_Act09(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_None, 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 HebibitoB_shot270001Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function HebibitoB_shot270001Battle_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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function HebibitoB_shot270001Battle_Interupt(ai, goal)
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local superStepDist = 3
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local superStepPer = 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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if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer) then
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return true
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end
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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 = 3
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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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end
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local distGuardBreak_Act = 10
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local oddsGuardBreak_Act = 50
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local fate = ai:GetRandam_Int(1, 100)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
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if 2.5 <= targetDist 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_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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end
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return true
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end
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local distUseItem_Act = 10
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local oddsUseItem_Act = 40
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local targetDist = ai:GetDist(TARGET_ENE_0)
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if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
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if 2.5 <= targetDist 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_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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end
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return true
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end
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local distResNear = 10.5
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local distResFar = 20
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local oddsResNear = 0
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local oddsResFar = 40
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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_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
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elseif ResBehavID == 2 then
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if fate <= 40 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
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local local0 = true
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return true
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elseif fate2 <= 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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return true
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end
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local oddsResponse = 15
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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 = 3
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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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return
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