Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_basilisk327000_Battle, "basilisk327000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 3.2
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local Att3001_Dist_min = 5.2
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local Att3001_Dist_max = 8.2
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REGISTER_GOAL_NO_UPDATE(GOAL_basilisk327000_Battle, 1)
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function basilisk327000Battle_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 15 <= targetDist then
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actPerArr[1] = 5
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actPerArr[2] = 95
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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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elseif 10.5 <= targetDist then
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actPerArr[1] = 20
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actPerArr[2] = 80
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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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elseif 7 <= targetDist then
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actPerArr[1] = 25
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actPerArr[2] = 0
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actPerArr[3] = 70
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actPerArr[4] = 0
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actPerArr[5] = 5
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elseif 2.5 <= targetDist then
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actPerArr[1] = 70
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actPerArr[2] = 0
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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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else
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actPerArr[1] = 0
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actPerArr[2] = 0
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actPerArr[3] = 0
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actPerArr[4] = 60
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actPerArr[5] = 40
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, basilisk327000_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, basilisk327000_Act02)
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actFuncArr[3] = REGIST_FUNC(ai, goal, basilisk327000_Act03)
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actFuncArr[4] = REGIST_FUNC(ai, goal, basilisk327000_Act04)
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actFuncArr[5] = REGIST_FUNC(ai, goal, basilisk327000_Act05)
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local atkAfterFunc = REGIST_FUNC(ai, goal, basilisk327000_ActAfter_AdjustSpace)
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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 basilisk327000_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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if 18 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, 15, TARGET_SELF, true, -1)
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elseif 15 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, 13, TARGET_SELF, true, -1)
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elseif 12 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, 10, TARGET_SELF, true, -1)
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end
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, 2.5, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, 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 basilisk327000_Act02(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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if 18 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, 15, TARGET_SELF, true, -1)
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elseif 15 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, 13, TARGET_SELF, true, -1)
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elseif 12 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, 10, TARGET_SELF, true, -1)
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elseif 10 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, 8.5, TARGET_SELF, true, -1)
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end
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, 8.5, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3001, 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 basilisk327000_Act03(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, 3001, 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 basilisk327000_Act04(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_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 basilisk327000_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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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function basilisk327000_ActAfter_AdjustSpace(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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if fate > 10 then
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if fate <= 20 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2.5, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(15, 30), true, true, -1)
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return true
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elseif fate2 <= 40 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
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elseif fate2 <= 70 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 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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function basilisk327000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function basilisk327000Battle_Terminate(ai, goal)
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return
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end
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function basilisk327000Battle_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 superStepDist = 4
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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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if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer) then
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return true
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else
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local distDamagedStep = 4
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local oddsDamagedStep = 15
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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 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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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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