Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_Donsyoku526000_Battle, "Donsyoku526000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 4
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local Att3001_Dist_min = 0
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local Att3001_Dist_max = 1.5
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local Att3002_Dist_min = 0
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local Att3002_Dist_max = 4
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local Att3003_Dist_min = 0
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local Att3003_Dist_max = 6
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local Att3005_Dist_min = 0
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local Att3005_Dist_max = 8
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local Att3006_Dist_min = 0
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local Att3006_Dist_max = 8
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local Att3007_Dist_min = 0
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local Att3007_Dist_max = 5
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local Att3008_Dist_min = 0
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local Att3008_Dist_max = 25
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local Att3009_Dist_min = 8
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local Att3009_Dist_max = 14
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local Att3010_Dist_min = -6
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local Att3010_Dist_max = -3
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REGISTER_GOAL_NO_UPDATE(GOAL_Donsyoku526000_Battle, 1)
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function Donsyoku526000Battle_Activate(ai, goal)
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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 = 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 Act01PerOdds = 0
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local Act02PerOdds = 0
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local Act03PerOdds = 0
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local Act04PerOdds = 0
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local Act05PerOdds = 0
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local Act06PerOdds = 0
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local Act07PerOdds = 0
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local Act08PerOdds = 0
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local Act09PerOdds = 0
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local Act10PerOdds = 0
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 240) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 120) and targetDist <= -0.5 then
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Act01PerOdds = 3
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end
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 120) and targetDist <= -3 then
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Act06PerOdds = 3
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end
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 45) and 0 <= targetDist and targetDist <= 2 then
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Act02PerOdds = 1
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else
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Act02PerOdds = 0.5
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end
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 90) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 200) and 0 <= targetDist and targetDist <= 5 then
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Act03PerOdds = 1.5
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else
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Act03PerOdds = 0.5
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end
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 45) and 0 <= targetDist and targetDist <= 5 then
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Act04PerOdds = 1.5
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elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 220) then
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Act04PerOdds = 0
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else
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Act04PerOdds = 0.5
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end
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 240) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 330) and 0 <= targetDist and targetDist <= 10 then
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Act05PerOdds = 2.5
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end
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 170) then
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if 2 <= targetDist then
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Act07PerOdds = 2.5
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else
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Act07PerOdds = 5
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end
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elseif targetDist <= 3 then
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Act07PerOdds = 1
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end
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 45) and 8 <= targetDist and targetDist <= 14 then
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Act09PerOdds = 1
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elseif 8 <= targetDist and targetDist <= 14 then
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Act09PerOdds = 0.75
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elseif 4 <= targetDist and targetDist <= 8 then
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Act09PerOdds = 0.25
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end
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ai:AddObserveChrDmySphere(0, TARGET_ENE_0, 120, 16)
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if ai:IsInsideObserve(0) and hprate <= 0.6 and ai:IsFinishTimer(1) == true then
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Act08PerOdds = 1
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end
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if 10 <= targetDist and targetDist <= 25 then
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Act10PerOdds = 1.5
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elseif 10 <= targetDist then
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Act10PerOdds = 1
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end
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if 10 <= targetDist then
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Act01Per = 0 * Act01PerOdds
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Act02Per = 5 * Act02PerOdds
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Act03Per = 5 * Act03PerOdds
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Act04Per = 5 * Act04PerOdds
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Act05Per = 0 * Act05PerOdds
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Act06Per = 0 * Act06PerOdds
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Act07Per = 0 * Act07PerOdds
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Act08Per = 15 * Act08PerOdds
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Act09Per = 15 * Act09PerOdds
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Act10Per = 30 * Act10PerOdds
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elseif 2 <= targetDist then
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Act01Per = 0 * Act01PerOdds
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Act02Per = 30 * Act02PerOdds
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Act03Per = 30 * Act03PerOdds
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Act04Per = 30 * Act04PerOdds
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Act05Per = 15 * Act05PerOdds
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Act06Per = 0 * Act06PerOdds
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Act07Per = 15 * Act07PerOdds
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Act08Per = 15 * Act08PerOdds
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Act09Per = 15 * Act09PerOdds
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Act10Per = 0 * Act10PerOdds
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else
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Act01Per = 30 * Act01PerOdds
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Act02Per = 30 * Act02PerOdds
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Act03Per = 30 * Act03PerOdds
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Act04Per = 30 * Act04PerOdds
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Act05Per = 15 * Act05PerOdds
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Act06Per = 30 * Act06PerOdds
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Act07Per = 15 * Act07PerOdds
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Act08Per = 15 * Act08PerOdds
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Act09Per = 0 * Act09PerOdds
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Act10Per = 0 * Act10PerOdds
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end
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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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Donsyoku_Act1(ai, goal)
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elseif fateAct <= Act01Per + Act02Per then
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Donsyoku_Act2(ai, goal)
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elseif fateAct <= Act01Per + Act02Per + Act03Per then
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Donsyoku_Act3(ai, goal)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
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Donsyoku_Act4(ai, goal)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
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Donsyoku_Act5(ai, goal)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
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Donsyoku_Act6(ai, goal)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then
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Donsyoku_Act7(ai, goal)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then
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Donsyoku_Act8(ai, goal)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then
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Donsyoku_Act9(ai, goal)
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else
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Donsyoku_Act10(ai, goal)
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end
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return
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end
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function Donsyoku_Act1(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 30, 3000, TARGET_ENE_0, DIST_Middle, 0)
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return
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end
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Att3000_Dist_min = Att3001_Dist_max
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function Donsyoku_Act2(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3001_Dist_max, TARGET_SELF, true, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 30, 3001, TARGET_ENE_0, DIST_Middle, 0)
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return
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end
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Att3000_Dist_min = Att3002_Dist_max
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function Donsyoku_Act3(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3002_Dist_max, TARGET_SELF, true, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 30, 3002, TARGET_ENE_0, DIST_Middle, 0)
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return
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end
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Att3000_Dist_min = Att3003_Dist_max
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function Donsyoku_Act4(ai, goal)
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local fate = ai:GetRandam_Int(1, 100)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, true, -1)
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 30, 3003, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack_SuccessAngle180, 30, 3003, TARGET_ENE_0, 15, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 30, 3004, TARGET_ENE_0, DIST_Middle, 0)
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end
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return
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end
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function Donsyoku_Act5(ai, goal)
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local PARTS_IDX_TAIL = 0
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local tailDmgLv = ai:GetPartsDmg(PARTS_IDX_TAIL)
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if tailDmgLv == PARTS_DMG_FINAL then
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 30, 3006, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 30, 3005, TARGET_ENE_0, DIST_Middle, 0)
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end
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return
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end
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function Donsyoku_Act6(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 30, 3010, TARGET_ENE_0, DIST_Middle, 0)
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return
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end
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function Donsyoku_Act7(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 30, 3007, TARGET_ENE_0, DIST_Middle, 0, -1)
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return
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end
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function Donsyoku_Act8(ai, goal)
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ai:SetTimer(1, 30)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 30, 3008, TARGET_ENE_0, DIST_None, 0)
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return
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end
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Att3000_Dist_min = Att3009_Dist_max
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function Donsyoku_Act9(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_Turn, 3, TARGET_ENE_0, 20, 0, 0)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 30, TARGET_ENE_0, Att3009_Dist_max, TARGET_SELF, true, -1)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 30, 3009, TARGET_ENE_0, DIST_Middle, -1, 20)
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return
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end
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function Donsyoku_Act10(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_Turn, 3, TARGET_ENE_0, 20, 0, 0)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, 25, TARGET_SELF, true, -1)
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goal:AddSubGoal(GOAL_COMMON_ComboAttack_SuccessAngle180, 30, 3003, TARGET_ENE_0, DIST_None, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 30, 3004, TARGET_ENE_0, DIST_Middle, 0)
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return
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end
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function Donsyoku526000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function Donsyoku526000Battle_Terminate(ai, goal)
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return
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end
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function Donsyoku526000Battle_Interupt(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:IsInterupt(INTERUPT_SuccessThrow) then
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_Wait, 1, 0, 0, 0, 0)
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return true
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elseif ai:IsInterupt(INTERUPT_Damaged) then
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local eventNo = ai:GetEventRequest(0)
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if eventNo == 1 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 45) and targetDist <= 5 and ai:IsFinishTimer(0) == true and fate <= 100 then
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ai:SetTimer(0, 30)
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goal:ClearSubGoal()
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if fate2 <= 25 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 30, 3003, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack_SuccessAngle180, 30, 3003, TARGET_ENE_0, DIST_None, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 30, 3004, TARGET_ENE_0, DIST_Middle, 0)
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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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