Add decompiled Lua AI scripts + full datasheet findings report
This commit is contained in:
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REGISTER_GOAL(GOAL_Kyu_Jujin413000_Battle, "Kyu_Jujin413000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 2.5
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local Att3001_Dist_min = 0
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local Att3001_Dist_max = 2
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local Att3002_Dist_min = 0
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local Att3002_Dist_max = 2
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local Att3003_Dist_min = 0
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local Att3003_Dist_max = 2.5
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local Att3004_Dist_min = 4
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local Att3004_Dist_max = 9
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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 = 100
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local Att3007_Dist_min = 0
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local Att3007_Dist_max = 2.5
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local Att3010_Dist_min = 0
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local Att3010_Dist_max = 2
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local Att3011_Dist_min = 0
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local Att3011_Dist_max = 2
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local Att3012_Dist_min = 0
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local Att3012_Dist_max = 1
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local Att3013_Dist_min = 2
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local Att3013_Dist_max = 4
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local Att3014_Dist_min = 0
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local Att3014_Dist_max = 2
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local Att3015_Dist_min = 0
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local Att3015_Dist_max = 2
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local Att3016_Dist_min = 0
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local Att3016_Dist_max = 100
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REGISTER_GOAL_NO_UPDATE(GOAL_Kyu_Jujin413000_Battle, 1)
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function OnIf_413000(ai, goal, codeNo)
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if codeNo == 0 then
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Kyu_Jujin413000_ActAfter_RealTime(ai, goal)
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end
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return
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end
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function Kyu_Jujin413000Battle_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 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 Act09Per = 0
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local Act07Per = 0
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local Act08Per = 0
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local Act10Per = 0
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local Act11Per = 0
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local Act13Per = 0
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local Act14Per = 0
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local Act15Per = 0
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local Act16Per = 0
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local Act20Per = 0
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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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local eventNo = ai:GetEventRequest()
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if eventNo == 10 then
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Act10Per = 100
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elseif 20 <= distY then
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Act20Per = 100
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elseif ai:GetNpcThinkParamID() <= 413009 then
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if ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Attack then
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if ai:GetNumber(0) == 0 then
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ai:SetTimer(0, ai:GetRandam_Int(8, 12))
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ai:SetNumber(0, 1)
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end
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if 4 <= targetDist then
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Act01Per = 20
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Act02Per = 0
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Act03Per = 0
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Act04Per = 10
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Act05Per = 40
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Act06Per = 10
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Act09Per = 20
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 270) then
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Act05Per = 0
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end
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elseif 2 <= targetDist then
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Act01Per = 25
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Act02Per = 0
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Act03Per = 0
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Act04Per = 25
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Act05Per = 0
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Act06Per = 25
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Act09Per = 25
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elseif 1 <= targetDist then
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Act01Per = 20
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Act02Per = 30
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Act03Per = 30
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Act04Per = 0
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Act05Per = 0
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Act06Per = 0
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Act09Per = 20
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else
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Act01Per = 20
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Act02Per = 30
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Act03Per = 50
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Act04Per = 0
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Act05Per = 0
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Act06Per = 0
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Act09Per = 0
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end
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elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Torimaki then
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if ai:GetNumber(0) == 0 then
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ai:SetTimer(0, ai:GetRandam_Int(18, 22))
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ai:SetNumber(0, 1)
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end
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Act01Per = 3
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Act04Per = 2
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Act05Per = 3
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Act06Per = 2
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Act07Per = 45
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Act08Per = 45
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Act09Per = 0
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elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Kankyaku then
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if ai:GetNumber(0) == 0 then
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ai:SetTimer(0, ai:GetRandam_Int(38, 42))
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ai:SetNumber(0, 1)
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end
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Act07Per = 50
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Act08Per = 50
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end
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elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Attack then
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if ai:GetNumber(0) == 0 then
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ai:SetTimer(0, ai:GetRandam_Int(8, 12))
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ai:SetNumber(0, 1)
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end
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if 6 <= targetDist then
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Act11Per = 25
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Act13Per = 25
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Act14Per = 50
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Act15Per = 0
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Act16Per = 0
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 270) then
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Act14Per = 0
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end
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elseif 4 <= targetDist then
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Act11Per = 33
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Act13Per = 33
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Act14Per = 34
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Act15Per = 0
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Act16Per = 0
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 270) then
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Act14Per = 0
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end
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elseif 2 <= targetDist then
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Act11Per = 50
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Act13Per = 50
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Act14Per = 0
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Act15Per = 0
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Act16Per = 0
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elseif 1 <= targetDist then
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Act11Per = 50
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Act13Per = 50
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Act14Per = 0
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Act15Per = 0
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Act16Per = 0
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 150) then
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Act15Per = 50
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elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 150) then
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Act16Per = 50
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end
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else
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Act11Per = 50
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Act13Per = 50
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Act14Per = 0
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Act15Per = 0
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Act16Per = 0
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end
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elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Torimaki then
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if ai:GetNumber(0) == 0 then
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ai:SetTimer(0, ai:GetRandam_Int(18, 22))
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ai:SetNumber(0, 1)
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end
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Act11Per = 20
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Act07Per = 40
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Act08Per = 40
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elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Kankyaku then
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if ai:GetNumber(0) == 0 then
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ai:SetTimer(0, ai:GetRandam_Int(38, 42))
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ai:SetNumber(0, 1)
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end
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Act07Per = 50
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Act08Per = 50
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end
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if ai:GetNpcThinkParamID() <= 413009 then
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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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Kyu_Jujin413000_Act01(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per then
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Kyu_Jujin413000_Act02(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per then
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Kyu_Jujin413000_Act03(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
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Kyu_Jujin413000_Act04(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
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Kyu_Jujin413000_Act05(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
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Kyu_Jujin413000_Act06(ai, goal)
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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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Kyu_Jujin413000_Act07(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then
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Kyu_Jujin413000_Act08(ai, goal)
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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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Kyu_Jujin413000_Act09(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per then
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Kyu_Jujin413000_Act10(ai, goal)
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GetWellSpace_Odds = 0
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else
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Kyu_Jujin413000_Act20(ai, goal)
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GetWellSpace_Odds = 0
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end
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else
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local fateAct = ai:GetRandam_Int(1, Act11Per + Act13Per + Act14Per + Act15Per + Act16Per + Act07Per + Act08Per)
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if fateAct <= Act11Per then
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Kyu_Jujin413000_Act11(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act11Per + Act13Per then
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Kyu_Jujin413000_Act13(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act11Per + Act13Per + Act14Per then
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Kyu_Jujin413000_Act14(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act11Per + Act13Per + Act14Per + Act15Per then
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Kyu_Jujin413000_Act15(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act11Per + Act13Per + Act14Per + Act15Per + Act16Per then
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Kyu_Jujin413000_Act16(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act11Per + Act13Per + Act14Per + Act15Per + Act16Per + Act07Per then
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Kyu_Jujin413000_Act07(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act11Per + Act13Per + Act14Per + Act15Per + Act16Per + Act07Per + Act08Per then
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Kyu_Jujin413000_Act08(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act11Per + Act13Per + Act14Per + Act15Per + Act16Per + Act07Per + Act08Per + Act10Per then
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Kyu_Jujin413000_Act10(ai, goal)
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GetWellSpace_Odds = 0
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else
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Kyu_Jujin413000_Act20(ai, goal)
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GetWellSpace_Odds = 0
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end
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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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Kyu_Jujin413000_ActAfter_AdjustSpace(ai, goal)
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end
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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_Jujin413000_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 + 4
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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 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, AppDist, 1, 90)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AppDist, 1, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3007, TARGET_ENE_0, AppDist, 0)
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end
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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 = Att3001_Dist_max
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function Kyu_Jujin413000_Act02(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local AppDist = Att3001_Dist_max
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local DashDist = Att3001_Dist_max + 4
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local Odds_Guard = 0
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, AppDist, 1, 90)
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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 = Att3002_Dist_max
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function Kyu_Jujin413000_Act03(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local AppDist = Att3002_Dist_max
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local DashDist = Att3002_Dist_max + 4
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local Odds_Guard = 0
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AppDist, 1, 90)
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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 = Att3003_Dist_max
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function Kyu_Jujin413000_Act04(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local AppDist = Att3003_Dist_max
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local DashDist = Att3003_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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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, AppDist, 1, 90)
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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 = Att3004_Dist_max
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Att3000_Dist_min = Att3004_Dist_min
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function Kyu_Jujin413000_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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local AppDist = Att3004_Dist_max
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local DashDist = Att3004_Dist_max
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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 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3004, TARGET_ENE_0, 0, AI_DIR_TYPE_F, Att3004_Dist_min)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 3008, TARGET_ENE_0, 0, AI_DIR_TYPE_F, Att3004_Dist_min)
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end
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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_Jujin413000_Act06(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local AppDist = Att3005_Dist_max
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local DashDist = Att3005_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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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, AppDist, 1, 90)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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function Kyu_Jujin413000_Act07(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local AppDist = 10
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local DashDist = 12
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local Odds_Guard = 0
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
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goal:AddSubGoal(GOAL_COMMON_KeepDist, 3, TARGET_ENE_0, 8, 12, TARGET_ENE_0, true, -1)
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return
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end
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function Kyu_Jujin413000_Act08(ai, goal, paramTbl)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1)
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return
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end
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Att3000_Dist_min = Att3007_Dist_max
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function Kyu_Jujin413000_Act09(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 = Att3007_Dist_max
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local DashDist = Att3007_Dist_max + 4
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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, AppDist, 1, 90)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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function Kyu_Jujin413000_Act10(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_ApproachTarget, 30, POINT_INITIAL, 2, TARGET_SELF, false, -1)
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return
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end
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Att3000_Dist_min = Att3010_Dist_max
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function Kyu_Jujin413000_Act11(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 = Att3010_Dist_max
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local DashDist = Att3010_Dist_max + 0
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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 <= 25 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, AppDist, 1, 90)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AppDist, 1, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, AppDist, 0)
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end
|
||||
GetWellSpace_Odds = 100
|
||||
return GetWellSpace_Odds
|
||||
end
|
||||
|
||||
Att3000_Dist_min = Att3012_Dist_max
|
||||
function Kyu_Jujin413000_Act13(ai, goal, paramTbl)
|
||||
local targetDist = ai:GetDist(TARGET_ENE_0)
|
||||
local AppDist = Att3012_Dist_max
|
||||
local DashDist = Att3012_Dist_max + 0
|
||||
local Odds_Guard = 0
|
||||
if AppDist <= targetDist then
|
||||
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
|
||||
end
|
||||
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AppDist, 1, 90)
|
||||
GetWellSpace_Odds = 100
|
||||
return GetWellSpace_Odds
|
||||
end
|
||||
|
||||
Att3000_Dist_min = Att3013_Dist_max
|
||||
function Kyu_Jujin413000_Act14(ai, goal, paramTbl)
|
||||
local targetDist = ai:GetDist(TARGET_ENE_0)
|
||||
local AppDist = Att3013_Dist_max
|
||||
local DashDist = Att3013_Dist_max + 0
|
||||
local Odds_Guard = 0
|
||||
if AppDist <= targetDist then
|
||||
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
|
||||
end
|
||||
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, AppDist, 1, 90)
|
||||
GetWellSpace_Odds = 100
|
||||
return GetWellSpace_Odds
|
||||
end
|
||||
|
||||
Att3000_Dist_min = Att3014_Dist_max
|
||||
function Kyu_Jujin413000_Act15(ai, goal, paramTbl)
|
||||
local targetDist = ai:GetDist(TARGET_ENE_0)
|
||||
local AppDist = Att3014_Dist_max
|
||||
local DashDist = Att3014_Dist_max + 0
|
||||
local Odds_Guard = 0
|
||||
if AppDist <= targetDist then
|
||||
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
|
||||
end
|
||||
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, AppDist, 1, 90)
|
||||
GetWellSpace_Odds = 100
|
||||
return GetWellSpace_Odds
|
||||
end
|
||||
|
||||
Att3000_Dist_min = Att3015_Dist_max
|
||||
function Kyu_Jujin413000_Act16(ai, goal, paramTbl)
|
||||
local targetDist = ai:GetDist(TARGET_ENE_0)
|
||||
local AppDist = Att3015_Dist_max
|
||||
local DashDist = Att3015_Dist_max + 0
|
||||
local Odds_Guard = 0
|
||||
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
|
||||
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, AppDist, 1, 90)
|
||||
GetWellSpace_Odds = 100
|
||||
return GetWellSpace_Odds
|
||||
end
|
||||
|
||||
function Kyu_Jujin413000_Act20(ai, goal, paramTbl)
|
||||
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, POINT_INITIAL, 2, TARGET_ENE_0, false, -1)
|
||||
return
|
||||
end
|
||||
|
||||
function Kyu_Jujin413000_ActAfter_AdjustSpace(ai, goal, paramTbl)
|
||||
goal:AddSubGoal(GOAL_COMMON_If, 10, 0)
|
||||
return
|
||||
end
|
||||
|
||||
function Kyu_Jujin413000_ActAfter_RealTime(ai, goal)
|
||||
local fate = ai:GetRandam_Int(1, 100)
|
||||
local fate2 = ai:GetRandam_Int(1, 100)
|
||||
local bRight = ai:GetRandam_Int(0, 1)
|
||||
local targetDist = ai:GetDist(TARGET_ENE_0)
|
||||
local targetDist_F = ai:GetDist(TARGET_FRI_0)
|
||||
local GW_time = ai:GetRandam_Int(3, 5)
|
||||
local GW_angle = ai:GetRandam_Int(45, 60)
|
||||
if ai:GetNpcThinkParamID() <= 413009 then
|
||||
if ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Attack then
|
||||
if ai:IsFinishTimer(0) == true then
|
||||
if fate <= 33 then
|
||||
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
|
||||
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3006, TARGET_ENE_0, DIST_None)
|
||||
elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_L, 120) then
|
||||
if fate2 <= 20 then
|
||||
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
|
||||
else
|
||||
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
|
||||
end
|
||||
elseif fate2 <= 80 then
|
||||
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
|
||||
else
|
||||
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
|
||||
end
|
||||
ai:SetNumber(0, 0)
|
||||
elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_L, 120) then
|
||||
if fate > 15 then
|
||||
if fate <= 30 then
|
||||
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, GW_time, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1)
|
||||
elseif fate <= 90 then
|
||||
goal:AddSubGoal(GOAL_COMMON_SidewayMove, GW_time, TARGET_ENE_0, 1, GW_angle, true, true, -1)
|
||||
else
|
||||
goal:AddSubGoal(GOAL_COMMON_SidewayMove, GW_time, TARGET_ENE_0, 0, GW_angle, true, true, -1)
|
||||
end
|
||||
end
|
||||
elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_R, 90) then
|
||||
if fate > 15 then
|
||||
if fate <= 30 then
|
||||
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, GW_time, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1)
|
||||
elseif fate <= 40 then
|
||||
goal:AddSubGoal(GOAL_COMMON_SidewayMove, GW_time, TARGET_ENE_0, 1, GW_angle, true, true, -1)
|
||||
else
|
||||
goal:AddSubGoal(GOAL_COMMON_SidewayMove, GW_time, TARGET_ENE_0, 0, GW_angle, true, true, -1)
|
||||
end
|
||||
end
|
||||
else
|
||||
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, GW_time, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1)
|
||||
end
|
||||
elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Torimaki then
|
||||
if ai:IsFinishTimer(0) == true then
|
||||
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3006, TARGET_ENE_0, DIST_None)
|
||||
ai:SetNumber(0, 0)
|
||||
end
|
||||
elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Kankyaku and ai:IsFinishTimer(0) == true then
|
||||
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3006, TARGET_ENE_0, DIST_None)
|
||||
ai:SetNumber(0, 0)
|
||||
end
|
||||
elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Attack then
|
||||
if ai:IsFinishTimer(0) == true then
|
||||
if fate <= 33 then
|
||||
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
|
||||
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3006, TARGET_ENE_0, DIST_None)
|
||||
elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_L, 90) then
|
||||
if fate2 <= 20 then
|
||||
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
|
||||
else
|
||||
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
|
||||
end
|
||||
elseif fate2 <= 80 then
|
||||
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
|
||||
else
|
||||
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
|
||||
end
|
||||
ai:SetNumber(0, 0)
|
||||
elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_L, 120) then
|
||||
if fate > 15 then
|
||||
if fate <= 30 then
|
||||
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, GW_time, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1)
|
||||
elseif fate <= 90 then
|
||||
goal:AddSubGoal(GOAL_COMMON_SidewayMove, GW_time, TARGET_ENE_0, 1, GW_angle, true, true, -1)
|
||||
else
|
||||
goal:AddSubGoal(GOAL_COMMON_SidewayMove, GW_time, TARGET_ENE_0, 0, GW_angle, true, true, -1)
|
||||
end
|
||||
end
|
||||
elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_R, 120) then
|
||||
if fate > 15 then
|
||||
if fate <= 30 then
|
||||
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, GW_time, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1)
|
||||
elseif fate <= 40 then
|
||||
goal:AddSubGoal(GOAL_COMMON_SidewayMove, GW_time, TARGET_ENE_0, 1, GW_angle, true, true, -1)
|
||||
else
|
||||
goal:AddSubGoal(GOAL_COMMON_SidewayMove, GW_time, TARGET_ENE_0, 0, GW_angle, true, true, -1)
|
||||
end
|
||||
end
|
||||
else
|
||||
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, GW_time, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1)
|
||||
end
|
||||
elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Torimaki then
|
||||
if ai:IsFinishTimer(0) == true then
|
||||
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3006, TARGET_ENE_0, DIST_None)
|
||||
ai:SetNumber(0, 0)
|
||||
end
|
||||
elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Kankyaku and ai:IsFinishTimer(0) == true then
|
||||
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3006, TARGET_ENE_0, DIST_None)
|
||||
ai:SetNumber(0, 0)
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
function Kyu_Jujin413000Battle_Update(ai, goal)
|
||||
return GOAL_RESULT_Continue
|
||||
end
|
||||
|
||||
function Kyu_Jujin413000Battle_Terminate(ai, goal)
|
||||
return
|
||||
end
|
||||
|
||||
function Kyu_Jujin413000Battle_Interupt(ai, goal)
|
||||
return false
|
||||
end
|
||||
|
||||
return
|
||||
Reference in New Issue
Block a user