Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_Skeleton_Beast295000_Battle, "Skeleton_Beast295000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 2.2
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local Att3001_Dist_min = 0
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local Att3001_Dist_max = 2.9
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local Att3002_Dist_min = 0
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local Att3002_Dist_max = 2.7
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local Att3003_Dist_min = 0
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local Att3003_Dist_max = 6.1
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local Att3004_Dist_min = 4.8
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local Att3004_Dist_max = 6.1
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local Att3005_Dist_min = 9
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local Att3005_Dist_max = 10.7
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local Att3006_Dist_min = 0
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local Att3006_Dist_max = 5.8
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REGISTER_GOAL_NO_UPDATE(GOAL_Skeleton_Beast295000_Battle, 1)
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Att3000_Dist_min = Att3002_Dist_max
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Att3000_Dist_min = Att3000_Dist_max
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Att3000_Dist_min = Att3003_Dist_max
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function Skeleton_Beast295000Battle_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 9 <= targetDist then
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actPerArr[1] = 15
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actPerArr[2] = 15
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actPerArr[3] = 45
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actPerArr[5] = 25
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actPerArr[6] = 0
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elseif 4 <= targetDist then
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actPerArr[1] = 25
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actPerArr[2] = 25
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actPerArr[3] = 25
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actPerArr[5] = 10
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actPerArr[6] = 15
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elseif 2.5 <= targetDist then
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actPerArr[1] = 40
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actPerArr[2] = 30
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actPerArr[3] = 10
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actPerArr[5] = 0
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actPerArr[6] = 20
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else
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actPerArr[1] = 30
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actPerArr[2] = 50
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actPerArr[3] = 10
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actPerArr[5] = 0
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actPerArr[6] = 10
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end
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local local0 = {Att3002_Dist_max, 0, 3002, DIST_Near}
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defFuncParamTbl[1] = local0
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local0 = {Att3000_Dist_max, 0, 40, 60, 3000, 3001, 3000, nil}
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defFuncParamTbl[2] = local0
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local0 = {Att3003_Dist_max, 0, 3003, DIST_Middle}
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defFuncParamTbl[3] = local0
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actFuncArr[5] = REGIST_FUNC(ai, goal, Skeleton_Beast295000_Act05)
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actFuncArr[6] = REGIST_FUNC(ai, goal, Skeleton_Beast295000_Act06)
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local atkAfterFunc = REGIST_FUNC(ai, goal, Skeleton_Beast295000_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 = Att3005_Dist_min
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Att3000_Dist_min = Att3005_Dist_max
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Att3000_Dist_min = Att3004_Dist_max
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function Skeleton_Beast295000_Act05(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 fate2 = ai:GetRandam_Int(1, 100)
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if Att3005_Dist_min <= targetDist and fate <= 40 then
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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_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
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else
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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 AttID = 3004
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local AttDist = DIST_Middle
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Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
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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 = Att3006_Dist_max
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function Skeleton_Beast295000_Act06(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 fate2 = ai:GetRandam_Int(1, 100)
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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 = 0
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local AttID = 3006
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local AttDist = DIST_Middle
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Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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function Skeleton_Beast295000_ActAfter_AdjustSpace(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 fate2 = ai:GetRandam_Int(1, 100)
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local SpinTime = 0
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local SafeDist = 4
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if fate > 20 then
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 10, TARGET_ENE_0, 3, TARGET_ENE_0, false, -1)
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return true
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elseif fate <= 80 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, SpinTime, AI_DIR_TYPE_B, SafeDist)
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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, SpinTime, AI_DIR_TYPE_L, SafeDist)
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return true
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, SpinTime, AI_DIR_TYPE_R, SafeDist)
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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 Skeleton_Beast295000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function Skeleton_Beast295000Battle_Terminate(ai, goal)
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return
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end
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function Skeleton_Beast295000Battle_Interupt(ai, goal)
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local distGuardBreak_Act = 3
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local oddsGuardBreak_Act = 25
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local fate = ai:GetRandam_Int(1, 100)
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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, 3001, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, 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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return
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