Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_Kinobori337000_Battle, "Kinobori337000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 3.3
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local Att3001_Dist_min = 0
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local Att3001_Dist_max = 3.35
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local Att3002_Dist_min = 1.9
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local Att3002_Dist_max = 4.7
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local Att3003_Dist_min = 1.9
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local Att3003_Dist_max = 5.55
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local Att13000_Dist_min = 0
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local Att13000_Dist_max = 10
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local Att13001_Dist_min = 0
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local Att13001_Dist_max = 10
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local Att13002_Dist_min = 0
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local Att13002_Dist_max = 10
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local Att13003_Dist_min = 0
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local Att13003_Dist_max = 10
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REGISTER_GOAL_NO_UPDATE(GOAL_Kinobori337000_Battle, 1)
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Att3000_Dist_min = Att3000_Dist_max
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Att3000_Dist_min = Att3001_Dist_max
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Att3000_Dist_min = Att3002_Dist_max
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Att3000_Dist_min = Att3003_Dist_max
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function Kinobori337000Battle_Activate(ai, goal)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local targetDistY = ai:GetDistYSigned(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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ai:AddObserveArea(0, TARGET_SELF, TARGET_ENE_0, AI_DIR_TYPE_B, 95, 2)
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if ai:HasSpecialEffectId(TARGET_SELF, 5111) then
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if targetDist <= 7.5 and targetDistY <= -2.5 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3002, TARGET_ENE_0, DIST_None, 0, -1)
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elseif targetDist <= 2.5 then
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3000, TARGET_ENE_0, DIST_None, 0, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3001, TARGET_ENE_0, DIST_None, 0, -1)
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end
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else
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goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_SELF, 0, 0, 0)
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end
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else
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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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if 4.7 <= targetDist then
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Act01Per = 5
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Act02Per = 5
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Act03Per = 45
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Act04Per = 45
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elseif 3.3 <= targetDist then
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Act01Per = 35
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Act02Per = 35
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Act03Per = 15
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Act04Per = 15
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elseif 1.9 <= targetDist then
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Act01Per = 45
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Act02Per = 45
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Act03Per = 5
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Act04Per = 5
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elseif 1 <= targetDist then
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if ai:IsFinishTimer(1) == true then
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Act01Per = 45
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Act02Per = 46
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Act05Per = 3
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Act08Per = 3
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Act09Per = 3
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else
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Act01Per = 50
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Act02Per = 50
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end
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elseif 0.6 <= targetDist then
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if ai:IsFinishTimer(1) == true then
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Act01Per = 20
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Act02Per = 20
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Act05Per = 20
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Act08Per = 20
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Act09Per = 20
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else
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Act01Per = 50
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Act02Per = 50
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end
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elseif ai:IsFinishTimer(1) == true then
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Act01Per = 15
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Act02Per = 15
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Act05Per = 20
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Act07Per = 30
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Act08Per = 10
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Act09Per = 10
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else
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Act01Per = 25
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Act02Per = 25
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Act07Per = 50
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end
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local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per)
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if fateAct <= Act01Per then
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local AppDist = Att3000_Dist_max
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local DashDist = Att3000_Dist_max + 3
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local Odds_Guard = 0
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local AttID = 3000
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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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elseif fateAct <= Act01Per + Act02Per then
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local AppDist = Att3001_Dist_max
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local DashDist = Att3001_Dist_max + 3
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local Odds_Guard = 0
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local AttID = 3001
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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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elseif fateAct <= Act01Per + Act02Per + Act03Per then
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local AppDist = Att3002_Dist_max
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local DashDist = Att3002_Dist_max + 3
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local Odds_Guard = 0
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local AttID = 3002
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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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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
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local AppDist = Att3003_Dist_max
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local DashDist = Att3003_Dist_max + 3
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local Odds_Guard = 0
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local AttID = 3003
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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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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
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ai:SetTimer(1, 3)
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2.5)
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GetWellSpace_Odds = 0
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
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ai:SetTimer(1, 3)
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 2.5)
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GetWellSpace_Odds = 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, 3004, TARGET_ENE_0, DIST_Middle)
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GetWellSpace_Odds = 0
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then
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ai:SetTimer(1, 3)
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 2.5)
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GetWellSpace_Odds = 0
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then
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ai:SetTimer(1, 3)
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 2.5)
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GetWellSpace_Odds = 0
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end
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local fateGWS = ai:GetRandam_Int(1, 100)
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if fateGWS <= GetWellSpace_Odds and fate2 > 60 then
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if fate2 <= 65 then
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goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_SELF, 0, 0, 0)
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elseif fate2 <= 85 then
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if fate3 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2.5)
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elseif fate3 <= 75 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 2.5)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 2.5)
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end
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1)
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end
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end
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end
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return
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end
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function Kinobori337000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function Kinobori337000Battle_Terminate(ai, goal)
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return
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end
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function Kinobori337000Battle_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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if ai:IsInterupt(INTERUPT_Inside_ObserveArea) then
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if ai:IsFinishTimer(0) == true then
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ai:SetTimer(0, 6)
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if fate <= 15 then
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2.5)
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elseif fate <= 30 then
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 2.5)
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elseif fate <= 45 then
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 2.5)
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elseif fate <= 60 then
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 2.5)
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else
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 5, 3004, TARGET_ENE_0, DIST_None)
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end
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end
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return true
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else
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local distDamagedStep = 5
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local oddsDamagedStep = 25
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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 = 2.5
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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 distResNear = 6
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local distResFar = 15
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local oddsResNear = 0
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local oddsResFar = 15
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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_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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return true
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elseif ResBehavID == 2 then
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if fate2 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 2.5)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 2.5)
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end
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return true
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else
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local oddsResponse = 35
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local bkStepPer = 50
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local leftStepPer = 25
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local rightStepPer = 25
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local safetyDist = 2.5
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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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return
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