Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_HumanityM417100_Battle, "HumanityM417100Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 0.5
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REGISTER_GOAL_NO_UPDATE(GOAL_HumanityM417100_Battle, 1)
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function OnIf_417100(ai, goal, codeNo)
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if codeNo == 0 then
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HumanityM417100_ActAfter(ai, goal)
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end
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return
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end
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function HumanityM417100Battle_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 hprate = ai:GetHpRate(TARGET_SELF)
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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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local fate3 = 1
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then
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actPerArr[10] = 100
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elseif 2 <= targetDist then
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actPerArr[2] = 100
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else
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actPerArr[1] = 100
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, HumanityM417100_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, HumanityM417100_Act02)
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actFuncArr[10] = REGIST_FUNC(ai, goal, HumanityM417100_Act10)
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local atkAfterFunc = REGIST_FUNC(ai, goal, HumanityM417100_ActAfter_AdjustSpace)
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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 HumanityM417100_Act01(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local AppDist = Att3000_Dist_max + 0
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local DashDist = Att3000_Dist_max + 0
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local Odds_Guard = 0
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local AttDist = Att3000_Dist_max + 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 fate <= 80 then
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90)
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else
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, DIST_None, 0, 90)
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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 = Att3000_Dist_max
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function HumanityM417100_Act02(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local AppDist = Att3000_Dist_max + 0
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local DashDist = Att3000_Dist_max + 0
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local Odds_Guard = 0
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local AttDist = Att3000_Dist_max + 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 fate <= 60 then
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90)
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elseif fate <= 70 then
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goal:AddSubGoal(GOAL_COMMON_KeepDist, 3, TARGET_ENE_0, 1, 4, TARGET_ENE_0, true, -1)
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elseif fate <= 80 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(120, 120), true, true, -1)
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elseif fate <= 90 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 6, TARGET_SELF, true, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, DIST_None, 0, 90)
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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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function HumanityM417100_Act10(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, 3021, TARGET_ENE_0, DIST_None, 0, 90)
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elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 180) then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3020, TARGET_ENE_0, DIST_None, 0, 90)
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else
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3021, TARGET_ENE_0, DIST_None, 0, 90)
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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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function HumanityM417100_ActAfter(ai, goal)
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local GW_fate = ai:GetRandam_Int(1, 100)
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local fate = ai:GetRandam_Int(1, 100)
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local bRight = ai:GetRandam_Int(0, 1)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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if targetDist <= 2 then
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if fate <= 10 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(120, 120), true, true, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 4, TARGET_SELF, true, -1)
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end
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elseif targetDist <= 5 then
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(120, 120), true, true, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 7, TARGET_SELF, true, -1)
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end
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elseif fate <= 100 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 4, TARGET_ENE_0, bRight, ai:GetRandam_Int(120, 120), true, true, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 4, TARGET_ENE_0, 10, TARGET_SELF, true, -1)
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end
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return
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end
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function HumanityM417100_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 HumanityM417100Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function HumanityM417100Battle_Terminate(ai, goal)
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return
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end
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function HumanityM417100Battle_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 distUseItem_Act = 20
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local oddsUseItem_Act = 100
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if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, TARGET_ENE_0, 0, TARGET_SELF, true, -1)
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return true
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else
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local distResNear = 10
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local distResFar = 30
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local oddsResNear = 100
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local oddsResFar = 100
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local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
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local bRight = ai:GetRandam_Int(0, 1)
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if ResBehavID == 1 then
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if fate <= 70 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, TARGET_ENE_0, 0, TARGET_SELF, true, -1)
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elseif fate <= 85 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(60, 90), true, true, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 3, 3001, TARGET_ENE_0, DIST_None, 0, 90)
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end
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return true
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elseif ResBehavID == 2 then
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if fate <= 80 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, 0, TARGET_SELF, true, -1)
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elseif fate <= 100 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, bRight, ai:GetRandam_Int(60, 90), true, true, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 3, 3001, TARGET_ENE_0, DIST_None, 0, 90)
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end
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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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