Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_Sk_LarFal_non_scr290004_Battle, "Sk_LarFal_non_scr290004Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 2.7
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local Att3003_Dist_min = 0
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local Att3003_Dist_max = 3
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local Att3004_Dist_min = 0
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local Att3004_Dist_max = 2.5
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local Att3008_Dist_min = 3.9
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local Att3008_Dist_max = 6.9
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REGISTER_GOAL_NO_UPDATE(GOAL_Sk_LarFal_non_scr290004_Battle, 1)
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Att3000_Dist_min = Att3008_Dist_max
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function Sk_LarFal_non_scr290004Battle_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 ai:IsLadderAct(TARGET_SELF) then
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actPerArr[3] = 100
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elseif 12 <= targetDist then
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actPerArr[1] = 10
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actPerArr[2] = 10
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actPerArr[3] = 5
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actPerArr[7] = 75
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elseif 8 <= targetDist then
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actPerArr[1] = 15
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actPerArr[2] = 15
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actPerArr[3] = 5
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actPerArr[7] = 65
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elseif 5 <= targetDist then
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actPerArr[1] = 25
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actPerArr[2] = 25
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actPerArr[3] = 10
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actPerArr[7] = 40
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elseif 1 <= targetDist then
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actPerArr[1] = 35
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actPerArr[2] = 35
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actPerArr[3] = 30
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else
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actPerArr[1] = 25
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actPerArr[2] = 25
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actPerArr[3] = 50
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, Sk_LarFal_non_scr290004_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, Sk_LarFal_non_scr290004_Act02)
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actFuncArr[3] = REGIST_FUNC(ai, goal, Sk_LarFal_non_scr290004_Act03)
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local local0 = {Att3008_Dist_max, 75, 3008, DIST_Middle}
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defFuncParamTbl[7] = local0
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local atkAfterFunc = REGIST_FUNC(ai, goal, Sk_LarFal_non_scr290004_ActAfter_AdjustSpace, atkAfterOddsTbl)
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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 = Att3004_Dist_max
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function Sk_LarFal_non_scr290004_Act01(ai, goal, paramTbl)
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local AppDist = Att3004_Dist_max
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local DashDist = Att3004_Dist_max + 2
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local Odds_Guard = 0
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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_ApproachStep, 5, 700, TARGET_ENE_0, Att3004_Dist_max, 0)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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if fate <= 40 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, 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 = Att3000_Dist_max
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function Sk_LarFal_non_scr290004_Act02(ai, goal, paramTbl)
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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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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 10 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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elseif fate <= 40 then
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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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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_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
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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 Sk_LarFal_non_scr290004_Act03(ai, goal, paramTbl)
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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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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, 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 Sk_LarFal_non_scr290004_ActAfter_AdjustSpace(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local KN_fate = ai:GetRandam_Int(1, 100)
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if KN_fate > 25 then
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if KN_fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0)
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return true
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elseif KN_fate <= 75 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0)
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return true
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elseif KN_fate <= 0 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
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return true
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 0)
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return true
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end
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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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function Sk_LarFal_non_scr290004Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function Sk_LarFal_non_scr290004Battle_Terminate(ai, goal)
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return
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end
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function Sk_LarFal_non_scr290004Battle_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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if ai:IsLadderAct(TARGET_SELF) then
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return false
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else
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local superStepDist = 3
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local superStepPer = 25
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local bkStepPer = 40
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local leftStepPer = 30
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local rightStepPer = 30
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local safetyDist = 3.5
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if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer, safetyDist) 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 = 40
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local leftStepPer = 30
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local rightStepPer = 30
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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 distMissSwing_Int = 3.1
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local oddsMissSwing_Int = 50
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if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
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if targetDist <= 2.2 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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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, 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 = 6
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local oddsUseItem_Act = 5
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if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
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if targetDist <= 3 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, 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 = 6
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local distResFar = 18
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local oddsResNear = 20
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local oddsResFar = 30
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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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local oddsResponse = 20
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local bkStepPer = 40
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local leftStepPer = 30
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local rightStepPer = 30
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local safetyDist = 3.5
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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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end
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return
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