Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_ArmoredTask346000_Battle, "ArmoredTask346000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 2
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local Att3001_Dist_min = 0
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local Att3001_Dist_max = 10
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local Att3002_Dist_min = 0
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local Att3002_Dist_max = 1.4
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local Att3004_Dist_min = 0
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local Att3004_Dist_max = 1.6
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local Att3005_Dist_min = 0
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local Att3005_Dist_max = 1.6
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local Att3006_Dist_min = 0
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local Att3006_Dist_max = 1.1
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local Att3007_Dist_min = 0
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local Att3007_Dist_max = 3.5
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local Att3008_Dist_min = 0
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local Att3008_Dist_max = 8
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local Att3009_Dist_min = 2.5
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local Att3009_Dist_max = 4
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REGISTER_GOAL_NO_UPDATE(GOAL_ArmoredTask346000_Battle, 1)
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Att3000_Dist_min = Att3009_Dist_max
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Att3000_Dist_min = Att3009_Dist_min
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Att3000_Dist_min = Att3000_Dist_max
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Att3000_Dist_min = Att3008_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 = Att3007_Dist_max
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function ArmoredTask346000Battle_Activate(ai, goal)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local kakutimer = ai:GetRandam_Int(120, 180)
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local eventNo = ai:GetEventRequest(0)
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local FlagGoHome = 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 GetWellSpace_Odds = 0
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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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ai:SetEventMoveTarget(1012772)
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local DistToPointA = ai:GetDistAtoB(POINT_EVENT, TARGET_SELF)
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ai:SetEventMoveTarget(1012773)
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local DistToPointB = ai:GetDistAtoB(POINT_EVENT, TARGET_SELF)
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if eventNo == 1 then
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if ai:IsInsideTargetRegion(TARGET_SELF, 1012770) and not ai:IsInsideTargetRegion(TARGET_ENE_0, 1012770) then
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FlagGoHome = 1
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Act09Per = 100
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elseif ai:IsInsideTargetRegion(TARGET_SELF, 1012771) and not ai:IsInsideTargetRegion(TARGET_ENE_0, 1012771) then
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FlagGoHome = 1
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Act10Per = 100
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end
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elseif not ai:IsInsideTargetRegion(TARGET_ENE_0, 1012770) and not ai:IsInsideTargetRegion(TARGET_ENE_0, 1012771) then
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FlagGoHome = 1
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Act09Per = 100
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end
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if FlagGoHome == 0 then
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if ai:IsFinishTimer(0) == true and 12 <= targetDist then
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ai:SetTimer(0, kakutimer)
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Act04Per = 100
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elseif targetDist <= 1.1 and fate <= 80 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 45) then
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Act07Per = 100
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elseif targetDist <= 2 and fate <= 80 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 90) then
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Act05Per = 100
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elseif targetDist <= 2 and fate <= 80 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 90) then
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Act06Per = 100
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elseif 12 <= targetDist then
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Act01Per = 25
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Act02Per = 55
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Act03Per = 20
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Act08Per = 0
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elseif 4 <= targetDist then
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Act01Per = 40
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Act02Per = 35
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Act03Per = 20
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Act08Per = 5
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else
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Act01Per = 35
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Act02Per = 10
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Act03Per = 35
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Act08Per = 20
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end
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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)
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if fateAct <= Act01Per then
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if 6 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3009_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, 1.5, 30)
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elseif 4.5 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3009_Dist_min, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, 1.5, 30)
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else
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, true, -1)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, 1.5, -1)
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end
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goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_NONE, 0, 0, 0)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per then
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if 10 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3008_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, DIST_Middle, 1.5, 30)
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else
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, TARGET_ENE_0, Att3001_Dist_max, TARGET_SELF, true, -1)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, DIST_Middle, 1.5, 30)
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end
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goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_NONE, 0, 0, 0)
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GetWellSpace_Odds = 0
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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 + 2
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local Odds_Guard = 0
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BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_Middle, 1, 20)
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goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_NONE, 0, 0, 0)
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GetWellSpace_Odds = 100
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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_None)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3008_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, DIST_Middle, 1.5, 30)
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goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_NONE, 0, 0, 0)
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GetWellSpace_Odds = 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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GetWellSpace_Odds = 100
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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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GetWellSpace_Odds = 100
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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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GetWellSpace_Odds = 0
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then
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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 = 0
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BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, DIST_Middle, 1.5, 10)
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goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_NONE, 0, 0, 0)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then
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if 2 <= DistToPointA then
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ai:SetEventMoveTarget(1012772)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, POINT_EVENT, 1, TARGET_SELF, true, -1)
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end
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goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_SELF)
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goal:AddSubGoal(GOAL_COMMON_Turn, 2, TARGET_ENE_0, 0, 0, 0)
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else
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if 2 <= DistToPointB then
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ai:SetEventMoveTarget(1012773)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, POINT_EVENT, 1, TARGET_SELF, true, -1)
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end
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goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_SELF)
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goal:AddSubGoal(GOAL_COMMON_Turn, 2, TARGET_ENE_0, 0, 0, 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 then
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ArmoredTask346000_ActAfter_AdjustSpace(ai, goal)
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end
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return
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end
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function ArmoredTask346000_ActAfter_AdjustSpace(ai, goal)
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local KN_fate = ai:GetRandam_Int(1, 100)
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if KN_fate > 80 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 3)
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end
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return
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end
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function ArmoredTask346000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function ArmoredTask346000Battle_Terminate(ai, goal)
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return
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end
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function ArmoredTask346000Battle_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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return false
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end
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return
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