Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_COMMON_ContinueAttack, "ContinueAttack")
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REGISTER_DBG_GOAL_PARAM(GOAL_COMMON_ContinueAttack, 0, "EzState番号", 0)
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REGISTER_DBG_GOAL_PARAM(GOAL_COMMON_ContinueAttack, 1, "攻撃対象【Type】", 0)
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REGISTER_DBG_GOAL_PARAM(GOAL_COMMON_ContinueAttack, 2, "成功距離【m】", 0)
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REGISTER_DBG_GOAL_PARAM(GOAL_COMMON_ContinueAttack, 3, "命中したら成功?", 0)
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function ContinueAttack_Activate(ai, goal)
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local behaviorNo = goal:GetParam(0)
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local target = goal:GetParam(1)
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ai:TurnTo(target)
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ai:SetAttackRequest(behaviorNo)
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goal:AddGoalScopedTeamRecord(COORDINATE_TYPE_Attack, target, 0)
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return
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end
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function ContinueAttack_Update(ai, goal)
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local behaviorNo = goal:GetParam(0)
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local target = goal:GetParam(1)
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local distType = goal:GetParam(2)
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local successType = goal:GetParam(3)
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local targetDist = ai:GetDist(target)
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if distType <= targetDist then
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return GOAL_RESULT_Failed
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elseif goal:GetLife() <= 0 then
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return GOAL_RESULT_Success
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elseif successType == true and ai:IsHitAttack() == true then
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return GOAL_RESULT_Success
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else
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ai:TurnTo(target)
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ai:SetAttackRequest(behaviorNo)
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return GOAL_RESULT_Continue
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end
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end
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function ContinueAttack_Terminate(ai, goal)
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return
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end
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REGISTER_GOAL_NO_INTERUPT(GOAL_COMMON_ContinueAttack, true)
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function ContinueAttack_Interupt(ai, goal)
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return false
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end
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return
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