Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_HonebutoSk_Senshi292001_Battle, "HonebutoSk_Senshi292001Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 2.7
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local Att3001_Dist_min = 0
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local Att3001_Dist_max = 1.6
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local Att3002_Dist_min = 0
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local Att3002_Dist_max = 2.2
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local Att3003_Dist_min = 0
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local Att3003_Dist_max = 2.2
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local Att3004_Dist_min = 0
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local Att3004_Dist_max = 5.5
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local Att3005_Dist_min = 0
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local Att3005_Dist_max = 2.5
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local Att3006_Dist_min = 0
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local Att3006_Dist_max = 6.5
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local Att3007_Dist_min = 0
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local Att3007_Dist_max = 0.7
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REGISTER_GOAL_NO_UPDATE(GOAL_HonebutoSk_Senshi292001_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 HonebutoSk_Senshi292001Battle_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 5.5 <= targetDist then
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actPerArr[1] = 10
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actPerArr[2] = 5
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actPerArr[3] = 40
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actPerArr[4] = 40
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actPerArr[5] = 0
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actPerArr[9] = 5
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elseif 2.7 <= targetDist then
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actPerArr[1] = 50
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actPerArr[2] = 25
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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[9] = 25
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else
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actPerArr[1] = 35
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actPerArr[2] = 17
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actPerArr[3] = 0
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actPerArr[4] = 0
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actPerArr[5] = 30
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actPerArr[9] = 18
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, HonebutoSk_Senshi292001_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] = 75
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local0[3] = 33
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local0[4] = 33
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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, 75, 3004, DIST_Middle}
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defFuncParamTbl[3] = local0
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actFuncArr[4] = REGIST_FUNC(ai, goal, HonebutoSk_Senshi292001_Act04)
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actFuncArr[5] = REGIST_FUNC(ai, goal, HonebutoSk_Senshi292001_Act05)
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local0 = {Att3000_Dist_max, 75, 33, 33, 3000, 3001, 3003, nil}
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defFuncParamTbl[9] = local0
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local0 = {100, 40, 15, 15, 0, 15, 15}
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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 = Att3005_Dist_max
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function HonebutoSk_Senshi292001_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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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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local AttID = 3005
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local AttDist = DIST_Middle
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, DIST_Middle, 0, 180)
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GetWellSpace_Odds = 75
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return GetWellSpace_Odds
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end
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Att3000_Dist_min = Att3006_Dist_max
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function HonebutoSk_Senshi292001_Act04(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local AppDist = Att3006_Dist_max
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local DashDist = Att3006_Dist_max + 2
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local Odds_Guard = 75
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, 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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Att3000_Dist_min = Att3007_Dist_max
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function HonebutoSk_Senshi292001_Act05(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 = 75
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, 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 HonebutoSk_Senshi292001Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function HonebutoSk_Senshi292001Battle_Terminate(ai, goal)
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return
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end
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function HonebutoSk_Senshi292001Battle_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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local distResponse = 3
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local oddsResponse = 50
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local oddsStep = 30
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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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local oddsLeaveAndSide = 50
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local timeSide = 4.5
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local distLeave = 2.5
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if Damaged_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then
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return true
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else
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local distGuardBreak_Act = 2.2
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local oddsGuardBreak_Act = 50
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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_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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return true
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else
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local distMissSwing_Int = 2.2
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local oddsMissSwing_Int = 30
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if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) 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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return true
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else
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local oddsResponse = 1
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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 = 4
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if MissSwingSelf_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
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return true
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else
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local oddsResponse = 20
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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 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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local distSuccessGuard_Act = 2.2
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local oddsSuccessGuard_Act = 50
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if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) 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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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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