Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_totem296000_Battle, "totem296000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 1.5
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local Att3001_Dist_min = 0
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local Att3001_Dist_max = 3
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local Att3002_Dist_min = 0
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local Att3002_Dist_max = 1.5
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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 = 1.5
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local Att3005_Dist_min = 0
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local Att3005_Dist_max = 3
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local Att3006_Dist_min = 0
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local Att3006_Dist_max = 1.5
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local Att3007_Dist_min = 0
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local Att3007_Dist_max = 3
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local Att3008_Dist_min = 0
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local Att3008_Dist_max = 1.5
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local Att3009_Dist_min = 0
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local Att3009_Dist_max = 2.5
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REGISTER_GOAL_NO_UPDATE(GOAL_totem296000_Battle, 1)
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function totem296000Battle_Activate(ai, goal)
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local hprate = ai:GetHpRate(TARGET_SELF)
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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 fate3 = ai:GetRandam_Int(1, 100)
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local fate4 = ai:GetRandam_Int(1, 100)
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local Act01Per = 0
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local Act02Per = 0
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local Act03Per = 0
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local Act04Per = 0
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local Act05Per = 0
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local Act06Per = 0
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local Act07Per = 0
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local Act08Per = 0
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local Act09Per = 0
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local Act10Per = 0
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local Act11Per = 0
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 20) and targetDist <= 1.5 then
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Act01Per = 55
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Act02Per = 30
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Act09Per = 10
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Act10Per = 5
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elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 15) and targetDist <= 3 then
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Act02Per = 60
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Act10Per = 20
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Act11Per = 20
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elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 20) and targetDist <= 1.5 then
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Act03Per = 55
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Act04Per = 30
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Act09Per = 10
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Act10Per = 5
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elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 15) and targetDist <= 3 then
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Act04Per = 60
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Act10Per = 20
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Act11Per = 20
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elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 20) and targetDist <= 1.5 then
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Act05Per = 55
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Act06Per = 30
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Act09Per = 10
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Act10Per = 5
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elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 15) and targetDist <= 3 then
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Act06Per = 60
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Act10Per = 20
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Act11Per = 20
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elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 20) and targetDist <= 1.5 then
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Act07Per = 55
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Act08Per = 30
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Act09Per = 10
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Act10Per = 5
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elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 15) and targetDist <= 3 then
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Act08Per = 60
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Act10Per = 20
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Act11Per = 20
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elseif targetDist <= 1.5 then
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Act09Per = 80
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Act10Per = 20
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elseif targetDist <= 2.5 then
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Act10Per = 80
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Act11Per = 20
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else
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Act11Per = 100
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end
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local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per)
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if fateAct <= Act01Per then
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0)
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elseif fateAct <= Act01Per + Act02Per then
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0)
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elseif fateAct <= Act01Per + Act02Per + Act03Per then
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per then
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, ai:GetRandam_Float(1.3, 2.8), TARGET_None, true, -1)
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end
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return
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end
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function totem296000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function totem296000Battle_Terminate(ai, goal)
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return
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end
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function totem296000Battle_Interupt(ai, goal)
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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 fate3 = ai:GetRandam_Int(1, 100)
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if ai:IsInterupt(INTERUPT_Damaged) and 7 <= targetDist and fate <= 75 then
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, 2, TARGET_None, false, -1)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1.5), TARGET_SELF, 0, 0, 0)
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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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