Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_Kyu_DoguKishi412000_Battle, "Kyu_DoguKishi412000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 1.6
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local Att3003_Dist_min = 0
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local Att3003_Dist_max = 3.5
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local Att3005_Dist_min = 4
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local Att3005_Dist_max = 5.5
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local Att3006_Dist_min = 4
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local Att3006_Dist_max = 6.2
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local Att3007_Dist_min = 0
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local Att3007_Dist_max = 2
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REGISTER_GOAL_NO_UPDATE(GOAL_Kyu_DoguKishi412000_Battle, 1)
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function Kyu_DoguKishi412000Battle_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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local distY = ai:GetDistY(TARGET_ENE_0)
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if 20 <= distY then
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actPerArr[6] = 100
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elseif 8 <= targetDist then
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actPerArr[1] = 0
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actPerArr[2] = 0
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actPerArr[3] = 50
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actPerArr[4] = 50
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actPerArr[5] = 0
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elseif 4 <= targetDist then
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actPerArr[1] = 0
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actPerArr[2] = 0
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actPerArr[3] = 50
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actPerArr[4] = 50
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actPerArr[5] = 0
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elseif 2.5 <= targetDist then
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actPerArr[1] = 35
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actPerArr[2] = 35
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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] = 40
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actPerArr[2] = 40
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actPerArr[3] = 0
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actPerArr[4] = 0
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actPerArr[5] = 20
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, Kyu_DoguKishi412000_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, Kyu_DoguKishi412000_Act02)
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actFuncArr[3] = REGIST_FUNC(ai, goal, Kyu_DoguKishi412000_Act03)
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actFuncArr[4] = REGIST_FUNC(ai, goal, Kyu_DoguKishi412000_Act04)
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actFuncArr[5] = REGIST_FUNC(ai, goal, Kyu_DoguKishi412000_Act05)
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actFuncArr[6] = REGIST_FUNC(ai, goal, Kyu_DoguKishi412000_Act06)
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local local0 = {0, 20, 30, 35, 15, 0, 0}
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local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace_IncludeSidestep, local0)
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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 = Att3000_Dist_max
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function Kyu_DoguKishi412000_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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local AppDist = Att3000_Dist_max
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local DashDist = Att3000_Dist_max + 30
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local AttDist = Att3000_Dist_max + 2
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local Odds_Guard = 0
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if AppDist <= targetDist then
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
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end
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if fate <= 20 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 1, 90)
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elseif fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 1, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, AttDist, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 1, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, AttDist, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, AttDist, 0)
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end
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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Att3000_Dist_min = Att3003_Dist_max
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function Kyu_DoguKishi412000_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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local AppDist = Att3003_Dist_max
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local DashDist = Att3003_Dist_max + 30
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local AttDist = Att3003_Dist_max - 0.2
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local Odds_Guard = 0
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if AppDist <= targetDist then
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
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end
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, AttDist, 1, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, AttDist, 0)
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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 = Att3005_Dist_max
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function Kyu_DoguKishi412000_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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local AppDist = Att3005_Dist_max
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local DashDist = Att3005_Dist_max + 30
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local AttDist = Att3005_Dist_max - 2.2
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local Odds_Guard = 0
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if AppDist <= targetDist then
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
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end
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3005, TARGET_ENE_0, AttDist, 1, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, AttDist, 0)
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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 Kyu_DoguKishi412000_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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local AppDist = Att3006_Dist_max
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local DashDist = Att3006_Dist_max + 30
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local AttDist = Att3006_Dist_max + 1
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local Odds_Guard = 0
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if AppDist <= targetDist then
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
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end
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if ai:IsFinishTimer(0) == false then
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goal:AddSubGoal(GOAL_COMMON_Wait, 0.35, TARGET_ENE_0, 0, 0, 0)
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end
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, AttDist, 1, 90)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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Att3000_Dist_min = Att3007_Dist_max
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function Kyu_DoguKishi412000_Act05(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local AppDist = Att3007_Dist_max
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local DashDist = Att3007_Dist_max + 30
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local AttDist = Att3007_Dist_max + 0.5
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local Odds_Guard = 0
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if AppDist <= targetDist then
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
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end
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, AttDist, 1, 90)
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ai:SetTimer(0, 7)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Kyu_DoguKishi412000_Act06(ai, goal, paramTbl)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, POINT_INITIAL, 2, TARGET_ENE_0, false, -1)
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return
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end
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function Kyu_DoguKishi412000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function Kyu_DoguKishi412000Battle_Terminate(ai, goal)
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return
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end
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Att3000_Dist_min = Att3005_Dist_max
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Att3000_Dist_min = Att3006_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 Kyu_DoguKishi412000Battle_Interupt(ai, goal)
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local distGuardBreak_Act = 6.5
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local oddsGuardBreak_Act = 35
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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 Odds_Guard = 0
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if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
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if 4 <= targetDist then
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if fate <= 50 then
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local AttDist = Att3005_Dist_max + 0.8
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local DashDist = Att3005_Dist_max + 30
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 1, 3005, TARGET_ENE_0, AttDist, 1, 90)
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else
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local AttDist = Att3006_Dist_max + 1
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local DashDist = Att3006_Dist_max + 30
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 1, 3006, TARGET_ENE_0, AttDist, 1, 90)
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end
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elseif fate <= 50 then
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local AttDist = Att3000_Dist_max + 0.5
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local DashDist = Att3000_Dist_max + 30
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 1, 3000, TARGET_ENE_0, AttDist, 1, 90)
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else
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local AttDist = Att3003_Dist_max + 0.8
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local DashDist = Att3003_Dist_max + 30
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 1, 3003, TARGET_ENE_0, AttDist, 1, 90)
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end
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return true
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else
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local distResNear = 6.5
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local distResFar = 20
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local oddsResNear = 60
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local oddsResFar = 85
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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 targetDist = ai:GetDist(TARGET_ENE_0)
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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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if 4 <= targetDist then
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if fate <= 50 then
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local AttDist = Att3005_Dist_max + 0.8
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local DashDist = Att3005_Dist_max + 30
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 1, 3005, TARGET_ENE_0, AttDist, 1, 90)
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else
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local AttDist = Att3006_Dist_max + 1
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local DashDist = Att3006_Dist_max + 30
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 1, 3006, TARGET_ENE_0, AttDist, 1, 90)
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end
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elseif fate <= 50 then
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local AppDist = Att3000_Dist_max
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local AttDist = Att3000_Dist_max + 0.5
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local DashDist = Att3000_Dist_max + 30
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 1, 3000, TARGET_ENE_0, AttDist, 1, 90)
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else
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local AppDist = Att3003_Dist_max
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local AttDist = Att3003_Dist_max + 0.8
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local DashDist = Att3003_Dist_max + 30
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 1, 3003, TARGET_ENE_0, AttDist, 1, 90)
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end
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return true
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elseif ResBehavID == 2 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, TARGET_ENE_0, 4, TARGET_SELF, false, -1)
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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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