Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_KingIzalis523000_Battle, "KingIzalis523000Battle")
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REGISTER_GOAL_NO_UPDATE(GOAL_KingIzalis523000_Battle, 1)
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function KingIzalis523000Battle_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 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 Act40Per = 0
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local Att3000flag = 0
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local Att3001flag = 0
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local Att3002flag = 0
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local Att3003flag = 0
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local Att3004flag = 0
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local Att3005flag = 0
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local Att3006flag = 0
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if ai:IsInsideTargetRegion(TARGET_ENE_0, 1412550) then
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Att3000flag = 1
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end
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if ai:IsInsideTargetRegion(TARGET_ENE_0, 1412552) then
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Att3001flag = 1
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end
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if ai:IsInsideTargetRegion(TARGET_ENE_0, 1412554) then
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Att3002flag = 1
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end
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if ai:IsInsideTargetRegion(TARGET_ENE_0, 1412555) then
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Att3003flag = 1
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end
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if not not ai:IsInsideTargetRegion(TARGET_ENE_0, 1412556) or ai:IsInsideTargetRegion(TARGET_ENE_0, 1412557) then
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Att3004flag = 1
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end
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if not not ai:IsInsideTargetRegion(TARGET_ENE_0, 1412560) or ai:IsInsideTargetRegion(TARGET_ENE_0, 1412561) then
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Att3005flag = 1
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end
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if ai:IsInsideTargetRegion(TARGET_ENE_0, 1412564) then
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Att3006flag = 1
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end
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if Att3000flag == 1 then
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Act01Per = 100
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end
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if Att3001flag == 1 then
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Act02Per = 100
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end
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if Att3002flag == 1 then
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Act03Per = 100
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end
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if Att3003flag == 1 then
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Act04Per = 100
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end
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if Att3004flag == 1 then
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Act05Per = 100
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end
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if Att3005flag == 1 then
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Act06Per = 100
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end
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if Att3006flag == 1 then
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Act07Per = 100
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end
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local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act40Per)
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if fateAct <= Act01Per then
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KingIzalis523000_Act01(ai, goal)
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elseif fateAct <= Act01Per + Act02Per then
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KingIzalis523000_Act02(ai, goal)
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elseif fateAct <= Act01Per + Act02Per + Act03Per then
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KingIzalis523000_Act03(ai, goal)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
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KingIzalis523000_Act04(ai, goal)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
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KingIzalis523000_Act05(ai, goal)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
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KingIzalis523000_Act06(ai, goal)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then
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KingIzalis523000_Act07(ai, goal)
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else
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KingIzalis523000_Act40(ai, goal)
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end
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return
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end
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function KingIzalis523000_Act01(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 20, 3000, TARGET_ENE_0, DIST_None, 0)
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return
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end
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function KingIzalis523000_Act02(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 20, 3001, TARGET_ENE_0, DIST_None, 0)
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return
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end
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function KingIzalis523000_Act03(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 20, 3002, TARGET_ENE_0, DIST_None, 0)
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return
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end
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function KingIzalis523000_Act04(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 20, 3003, TARGET_ENE_0, DIST_None, 0)
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return
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end
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function KingIzalis523000_Act05(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 20, 3004, TARGET_ENE_0, DIST_None, 0)
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return
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end
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function KingIzalis523000_Act06(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 20, 3005, TARGET_ENE_0, DIST_None, 0)
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return
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end
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function KingIzalis523000_Act07(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 20, 3006, TARGET_ENE_0, DIST_None, 0)
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return
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end
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function KingIzalis523000_Act40(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(1, 3), TARGET_NONE, 0, 0, 0)
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return
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end
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function KingIzalis523000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function KingIzalis523000Battle_Terminate(ai, goal)
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return
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end
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function KingIzalis523000Battle_Interupt(ai, goal)
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return false
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end
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return
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