Add decompiled Lua AI scripts + full datasheet findings report
This commit is contained in:
@@ -0,0 +1,492 @@
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REGISTER_GOAL(GOAL_ShinenBito415000_Battle, "ShinenBito415000Battle")
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local Att3002_Dist_min = 0
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local Att3002_Dist_max = 1.5
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local Att3005_Dist_min = 0
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local Att3005_Dist_max = 1.5
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local Att3007_Dist_min = 3
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local Att3007_Dist_max = 5
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local Att3008_Dist_min = 3
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local Att3008_Dist_max = 5
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local Att3009_Dist_min = 0
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local Att3009_Dist_max = 1
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REGISTER_GOAL_NO_UPDATE(GOAL_ShinenBito415000_Battle, 1)
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function OnIf_415000(ai, goal, codeNo)
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if codeNo == 0 then
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ShinenBito415000_ActAfter_RealTime(ai, goal)
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end
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return
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end
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function ShinenBito415000Battle_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 Act07Per = 0
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local Act08Per = 0
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local Act10Per = 0
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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 insane = 1
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if ai:GetNpcThinkParamID() <= 415019 then
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insane = 0.5
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end
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if ai:GetNumber(2) == 0 then
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ai:SetTimer(2, ai:GetRandam_Int(10, 20))
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ai:SetNumber(2, 1)
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end
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if ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Attack then
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if fate <= 50 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 90) then
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Act08Per = 100
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elseif 6 <= targetDist then
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Act01Per = 10
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Act02Per = 10
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Act03Per = 50
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Act04Per = 30
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Act05Per = 0
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if ai:GetNumber(3) == 1 then
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Act03Per = 80 * insane
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Act04Per = 0
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else
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Act03Per = 0
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Act04Per = 80 * insane
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end
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elseif 4 <= targetDist then
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Act01Per = 25
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Act02Per = 25
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Act03Per = 30
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Act04Per = 20
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Act05Per = 0
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if ai:GetNumber(3) == 1 then
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Act03Per = 50 * insane
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Act04Per = 0
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else
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Act03Per = 0
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Act04Per = 50 * insane
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end
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elseif 3 <= targetDist then
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Act01Per = 25
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Act02Per = 25
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Act03Per = 20
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Act04Per = 20
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Act05Per = 10 * insane
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if ai:GetNumber(3) == 1 then
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Act03Per = 40 * insane
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Act04Per = 0
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else
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Act03Per = 0
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Act04Per = 40 * insane
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end
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elseif 2 <= targetDist then
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Act01Per = 30
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Act02Per = 30
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Act03Per = 10
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Act04Per = 10
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Act05Per = 20 * insane
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if ai:GetNumber(3) == 1 then
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Act03Per = 20 * insane
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Act04Per = 0
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else
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Act03Per = 0
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Act04Per = 20 * insane
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end
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else
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Act01Per = 40
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Act02Per = 40
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Act03Per = 0
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Act04Per = 0
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Act05Per = 20 * insane
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end
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elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Torimaki then
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Act01Per = 5
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Act02Per = 5
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Act03Per = 5
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Act04Per = 7
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Act05Per = 8
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Act06Per = 35
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Act07Per = 35
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elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Kankyaku then
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Act06Per = 50
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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 + Act10Per)
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if fateAct <= Act01Per then
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ShinenBito415000_Act01(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per then
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ShinenBito415000_Act02(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per then
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ShinenBito415000_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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ShinenBito415000_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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ShinenBito415000_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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ShinenBito415000_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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ShinenBito415000_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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ShinenBito415000_Act08(ai, goal)
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GetWellSpace_Odds = 0
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else
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ShinenBito415000_Act10(ai, goal)
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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 then
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ShinenBito415000_ActAfter_AdjustSpace(ai, goal)
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end
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return
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end
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Att3002_Dist_min = Att3002_Dist_max
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function ShinenBito415000_Act01(ai, goal, paramTbl)
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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 AppDist = Att3002_Dist_max
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local DashDist = 0
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local Odds_Guard = 0
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local AttDist = Att3002_Dist_max
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local targetDist = ai:GetDist(TARGET_ENE_0)
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if ai:GetNpcThinkParamID() <= 415019 and fate <= 60 then
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DashDist = Att3002_Dist_max + 2.5
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end
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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 fate2 <= 33 then
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, AttDist, 0)
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elseif fate2 <= 66 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, AttDist, 1, 30, 0, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, AttDist, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, AttDist, 1, 30, 0, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3003, TARGET_ENE_0, AttDist, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, AttDist, 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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Att3002_Dist_min = Att3005_Dist_max
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function ShinenBito415000_Act02(ai, goal, paramTbl)
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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 AppDist = Att3005_Dist_max
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local DashDist = 0
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local Odds_Guard = 0
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local AttDist = Att3005_Dist_max
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local targetDist = ai:GetDist(TARGET_ENE_0)
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if ai:GetNpcThinkParamID() <= 415019 and fate <= 60 then
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DashDist = Att3005_Dist_max + 2.5
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end
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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 fate2 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, AttDist, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3005, TARGET_ENE_0, AttDist, 1, 30, 0, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, TARGET_ENE_0, AttDist, 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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Att3002_Dist_min = Att3007_Dist_max
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function ShinenBito415000_Act03(ai, goal, paramTbl)
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local AppDist = Att3007_Dist_max
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local DashDist = 0
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local Odds_Guard = 0
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local AttDist = Att3007_Dist_max
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local targetDist = ai:GetDist(TARGET_ENE_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:SetNumber(3, 0)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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Att3002_Dist_min = Att3008_Dist_max
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function ShinenBito415000_Act04(ai, goal, paramTbl)
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local AppDist = Att3008_Dist_max
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local DashDist = 0
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local Odds_Guard = 0
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local AttDist = Att3008_Dist_max
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local targetDist = ai:GetDist(TARGET_ENE_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, 3008, TARGET_ENE_0, AttDist, 1, 90)
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ai:SetNumber(3, 1)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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Att3002_Dist_min = Att3009_Dist_max
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function ShinenBito415000_Act05(ai, goal, paramTbl)
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local fate = ai:GetRandam_Int(1, 100)
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local AppDist = Att3009_Dist_max
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local DashDist = 0
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local Odds_Guard = 0
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local AttDist = Att3009_Dist_max
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local targetDist = ai:GetDist(TARGET_ENE_0)
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if ai:GetNpcThinkParamID() <= 415019 and fate <= 60 then
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DashDist = Att3009_Dist_max + 2
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end
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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, 3009, TARGET_ENE_0, AttDist, 1, 30)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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function ShinenBito415000_Act06(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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local targetDist = ai:GetDist(TARGET_ENE_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_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 ShinenBito415000_Act07(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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function ShinenBito415000_Act08(ai, goal, paramTbl)
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3013, TARGET_ENE_0, DIST_None, 0, 90)
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else
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3012, TARGET_ENE_0, DIST_None, 0, 90)
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end
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return
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end
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function ShinenBito415000_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_Wait, 0.1, TARGET_NONE, 0, 0, 0)
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return
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end
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function ShinenBito415000_ActAfter_AdjustSpace(ai, goal, paramTbl)
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goal:AddSubGoal(GOAL_COMMON_If, 10, 0)
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return
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end
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function ShinenBito415000_ActAfter_RealTime(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:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Attack then
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if ai:IsFinishTimer(2) == true then
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if targetDist <= 4 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
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end
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if fate > 33 then
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if fate <= 66 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
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end
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end
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if fate2 <= 33 then
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3010, TARGET_ENE_0, DIST_None)
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end
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ai:SetNumber(2, 0)
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elseif ai:GetNpcThinkParamID() <= 415019 then
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if fate > 25 then
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
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elseif fate <= 75 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
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end
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end
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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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elseif fate > 33 then
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if fate <= 58 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
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elseif fate <= 66 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
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elseif fate <= 75 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
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elseif fate <= 87 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1)
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elseif 4 <= targetDist then
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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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end
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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:IsFinishTimer(2) == true then
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if targetDist <= 4 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
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end
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if fate > 33 then
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if fate <= 66 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
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end
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end
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if fate2 <= 66 then
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3010, TARGET_ENE_0, DIST_None)
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end
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ai:SetNumber(2, 0)
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end
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elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Kankyaku and ai:IsFinishTimer(2) == true then
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if targetDist <= 4 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
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end
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if fate > 33 then
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if fate <= 66 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
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end
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end
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3010, TARGET_ENE_0, DIST_None)
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ai:SetNumber(2, 0)
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end
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return
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end
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function ShinenBito415000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function ShinenBito415000Battle_Terminate(ai, goal)
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return
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end
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Att3002_Dist_min = Att3007_Dist_max
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Att3002_Dist_min = Att3005_Dist_max
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function ShinenBito415000Battle_Interupt(ai, goal)
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local fate3 = ai:GetRandam_Int(1, 100)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local distResponse = 3
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local oddsResponse = 15
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local oddsStep = 100
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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 = 4
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local oddsLeaveAndSide = 0
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local timeSide = 0
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local distLeave = 0
|
||||
if FindAttack_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then
|
||||
return true
|
||||
end
|
||||
local distResponse = 3
|
||||
local oddsResponse = 25
|
||||
local oddsStep = 100
|
||||
local bkStepPer = 50
|
||||
local leftStepPer = 25
|
||||
local rightStepPer = 25
|
||||
local safetyDist = 4
|
||||
local oddsLeaveAndSide = 0
|
||||
local timeSide = 0
|
||||
local distLeave = 0
|
||||
if Damaged_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then
|
||||
return true
|
||||
end
|
||||
local distGuardBreak_Act = 4
|
||||
local oddsGuardBreak_Act = 33
|
||||
if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
|
||||
local AppDist = Att3007_Dist_max
|
||||
local DashDist = Att3007_Dist_max + 2
|
||||
local Odds_Guard = 0
|
||||
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
|
||||
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
|
||||
return true
|
||||
end
|
||||
local distMissSwing_Int = 2
|
||||
local oddsMissSwing_Int = 50
|
||||
if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
|
||||
if 4 <= targetDist then
|
||||
local AppDist = Att3007_Dist_max
|
||||
local DashDist = Att3007_Dist_max + 2
|
||||
local Odds_Guard = 0
|
||||
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
|
||||
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
|
||||
else
|
||||
local AppDist = Att3005_Dist_max
|
||||
local DashDist = Att3005_Dist_max + 2
|
||||
local Odds_Guard = 0
|
||||
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
|
||||
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
|
||||
end
|
||||
return true
|
||||
end
|
||||
local distUseItem_Act = 4
|
||||
local oddsUseItem_Act = 30
|
||||
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
|
||||
if 4 <= targetDist then
|
||||
local AppDist = Att3007_Dist_max
|
||||
local DashDist = Att3007_Dist_max + 2
|
||||
local Odds_Guard = 0
|
||||
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
|
||||
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
|
||||
else
|
||||
local AppDist = Att3005_Dist_max
|
||||
local DashDist = Att3005_Dist_max + 2
|
||||
local Odds_Guard = 0
|
||||
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
|
||||
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
|
||||
end
|
||||
return true
|
||||
end
|
||||
local distResNear = 5
|
||||
local distResFar = 10
|
||||
local oddsResNear = 0
|
||||
local oddsResFar = 50
|
||||
local fate = ai:GetRandam_Int(1, 100)
|
||||
local fate2 = ai:GetRandam_Int(1, 100)
|
||||
local targetDist = ai:GetDist(TARGET_ENE_0)
|
||||
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
|
||||
if ResBehavID == 1 then
|
||||
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
|
||||
elseif ResBehavID == 2 then
|
||||
if fate <= 50 then
|
||||
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
|
||||
else
|
||||
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
|
||||
end
|
||||
end
|
||||
local oddsResponse = 10
|
||||
local bkStepPer = 50
|
||||
local leftStepPer = 25
|
||||
local rightStepPer = 25
|
||||
local safetyDist = 3
|
||||
if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
return
|
||||
Reference in New Issue
Block a user