Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_Skeleton_Bow290001_Battle, "Skeleton_Bow290001Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 0
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REGISTER_GOAL_NO_UPDATE(GOAL_Skeleton_Bow290001_Battle, 1)
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function Skeleton_Bow290001Battle_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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if 12 <= targetDist then
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actPerArr[1] = 100
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actPerArr[2] = 0
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actPerArr[3] = 0
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elseif 3 <= targetDist then
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actPerArr[1] = 0
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actPerArr[2] = 100
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actPerArr[3] = 0
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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] = 100
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, Skeleton_Bow290001_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, Skeleton_Bow290001_Act02)
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actFuncArr[3] = REGIST_FUNC(ai, goal, Skeleton_Bow290001_Act03)
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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 Skeleton_Bow290001_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_Attack, 10, 3000, 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 Skeleton_Bow290001_Act02(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_None, 0)
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 20, TARGET_ENE_0, true, -1)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Skeleton_Bow290001_Act03(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_None, 0)
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 20, TARGET_SELF, false, -1)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Skeleton_Bow290001Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function Skeleton_Bow290001Battle_Terminate(ai, goal)
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return
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end
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function Skeleton_Bow290001Battle_Interupt(ai, goal)
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local distDamagedStep = 3
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local oddsDamagedStep = 25
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local bkStepPer = 20
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local leftStepPer = 40
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local rightStepPer = 40
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local safetyDist = 3.5
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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 distResNear = 6
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local distResFar = 18
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local oddsResNear = 0
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local oddsResFar = 15
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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_Guard, 2, 9910, TARGET_ENE_0, false, 0)
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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_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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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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