Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_HolySwordWolf521000_Battle, "HolySwordWolf521000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 5.2
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local Att3003_Dist_min = 8
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local Att3003_Dist_max = 13.5
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local Att3005_Dist_min = 0
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local Att3005_Dist_max = 4.1
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local Att3006_Dist_min = 0
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local Att3006_Dist_max = 1.5
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local Att3007_Dist_min = 3.1
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local Att3007_Dist_max = 4.6
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local Att3008_Dist_min = 3.2
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local Att3008_Dist_max = 6.2
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local Att3009_Dist_min = 0
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local Att3009_Dist_max = 2
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local Att3011_Dist_min = 8
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local Att3011_Dist_max = 12
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local Att13000_Dist_min = 0
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local Att13000_Dist_max = 4.2
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local Att13002_Dist_min = 0
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local Att13002_Dist_max = 3.5
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local Att13003_Dist_min = 0
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local Att13003_Dist_max = 2.6
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local Att13004_Dist_min = 0
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local Att13004_Dist_max = 3.8
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REGISTER_GOAL_NO_UPDATE(GOAL_HolySwordWolf521000_Battle, 1)
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Att3000_Dist_min = Att3000_Dist_max
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Att3000_Dist_min = Att3003_Dist_max
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Att3000_Dist_min = Att3005_Dist_max
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Att3000_Dist_min = Att3006_Dist_max
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Att3000_Dist_min = Att13000_Dist_max
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Att3000_Dist_min = Att13002_Dist_max
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Att3000_Dist_min = Att3009_Dist_max
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Att3000_Dist_min = Att3011_Dist_max
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function HolySwordWolf521000Battle_Activate(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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local fate3 = ai:GetRandam_Int(1, 100)
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local fate4 = ai:GetRandam_Int(1, 100)
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local Act01Per = 0
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local Act02Per = 0
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local Act03Per = 0
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local Act04Per = 0
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local Act05Per = 0
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local Act06Per = 0
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local Act07Per = 0
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local Act08Per = 0
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local Act09Per = 0
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local Act10Per = 0
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local Act11Per = 0
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local Act12Per = 0
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local Act13Per = 0
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if ai:HasSpecialEffectId(TARGET_SELF, 5401) then
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if 2.6 <= targetDist then
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Act08Per = 65
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Act09Per = 35
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elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 176) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 160) then
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Act10Per = 100
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elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 176) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 160) then
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Act11Per = 100
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else
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Act08Per = 35
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Act09Per = 65
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end
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elseif 13.5 <= targetDist then
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Act01Per = 10
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Act02Per = 60
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Act03Per = 10
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Act04Per = 0
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Act07Per = 0
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Act12Per = 0
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Act13Per = 20
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elseif 10 <= targetDist then
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Act01Per = 20
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Act02Per = 0
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Act03Per = 25
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Act04Per = 5
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Act07Per = 0
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Act12Per = 0
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Act13Per = 50
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elseif 5.2 <= targetDist then
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Act01Per = 40
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Act02Per = 0
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Act03Per = 35
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Act04Per = 20
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Act07Per = 5
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Act12Per = 0
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Act13Per = 0
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elseif 1.5 <= targetDist then
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 176) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 160) and fate <= 80 then
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Act05Per = 100
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elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 176) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 160) and fate <= 80 then
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Act06Per = 100
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else
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Act01Per = 35
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Act02Per = 0
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Act03Per = 35
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Act04Per = 5
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Act07Per = 25
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Act12Per = 0
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end
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else
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Act01Per = 15
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Act02Per = 0
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Act03Per = 15
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Act04Per = 30
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Act07Per = 10
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Act12Per = 30
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end
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if fate2 <= Act01Per then
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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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BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate3 <= 10 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 39)
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elseif fate3 <= 40 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 39)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 39)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
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end
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elseif fate2 <= Act01Per + Act02Per then
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local AppDist = Att3003_Dist_max
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local DashDist = Att3003_Dist_max + 4
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local Odds_Guard = 0
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BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate3 <= 30 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 60)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 60)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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end
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elseif fate2 <= Act01Per + Act02Per + Act03Per then
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local AppDist = Att3005_Dist_max
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local DashDist = Att3005_Dist_max + 4
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local Odds_Guard = 0
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BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, DIST_Middle, -1, 50)
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elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per then
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local AppDist = Att3006_Dist_max
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local DashDist = Att3006_Dist_max + 4
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local Odds_Guard = 0
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BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, DIST_Middle, -1, 49)
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elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
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elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0)
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elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 6)
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elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then
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local AppDist = Att13000_Dist_max
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local DashDist = Att13000_Dist_max + 200
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local Odds_Guard = 0
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate3 <= 45 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 39)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 39)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
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end
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elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then
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local AppDist = Att13002_Dist_max
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local DashDist = Att13002_Dist_max + 200
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local Odds_Guard = 0
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_Middle, -1, 45)
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elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per then
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per then
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per then
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local AppDist = Att3009_Dist_max
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local DashDist = Att3009_Dist_max + 4
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local Odds_Guard = 0
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BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate3 <= 30 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, -1, 35)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, -1, 35)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3010, TARGET_ENE_0, DIST_Middle, 0)
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end
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else
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local AppDist = Att3011_Dist_max
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local DashDist = Att3011_Dist_max + 4
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local Odds_Guard = 0
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BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, -1, 45)
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end
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HolySwordWolf521000_ActAfter_AdjustSpace(ai, goal)
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return
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end
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function HolySwordWolf521000_ActAfter_AdjustSpace(ai, goal)
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local hprate = ai:GetHpRate(TARGET_SELF)
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local KN_fate = ai:GetRandam_Int(1, 100)
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local KN_fate2 = ai:GetRandam_Int(1, 100)
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if hprate <= 0.1 then
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if KN_fate > 60 then
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if KN_fate <= 80 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 10, TARGET_ENE_0, 3.6, TARGET_ENE_0, true, -1)
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return true
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else
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2.5, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(15, 30), true, true, -1)
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return true
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end
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else
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return true
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end
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elseif KN_fate > 30 then
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if KN_fate <= 40 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 10, TARGET_ENE_0, 5, TARGET_ENE_0, true, -1)
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return true
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elseif KN_fate <= 80 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 6)
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return true
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elseif KN_fate <= 100 then
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if KN_fate2 <= 60 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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return true
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end
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end
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return
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end
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function HolySwordWolf521000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function HolySwordWolf521000Battle_Terminate(ai, goal)
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return
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end
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function HolySwordWolf521000Battle_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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if not ai:HasSpecialEffectId(TARGET_SELF, 5401) then
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local distGuardBreak_Act = 5.8
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local oddsGuardBreak_Act = 80
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if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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return true
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end
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local distUseItem_Act = 5.8
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local oddsUseItem_Act = 15
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if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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return true
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end
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local distResNear = 8
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local distResFar = 25
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local oddsResNear = 0
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local oddsResFar = 30
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local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
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if ResBehavID == 1 then
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
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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 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
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end
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return true
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end
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end
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return false
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end
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return
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