Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_COMMON_TopGoal, "TopGoal")
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REGISTER_GOAL_NO_UPDATE(GOAL_COMMON_TopGoal, 1)
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function TopGoal_Activate(ai, goal)
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return
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end
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function TopGoal_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function TopGoal_Terminate(ai, goal)
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return
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end
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function TopGoal_Interupt(ai, goal)
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if ai:IsInterupt(INTERUPT_CANNOT_MOVE) then
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local idAction = ai:GetExcelParam(AI_EXCEL_THINK_PARAM_TYPE__CannotMoveAction)
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if ai:IsTouchBreakableObject() and 0 <= idAction and ai:IsLookToTarget(POINT_CurrRequestPosition, 90) then
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, -1, idAction, TARGET_NONE, DIST_None)
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return true
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end
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end
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if ai:IsInterupt(INTERUPT_CANNOT_MOVE_DisableInterupt) then
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local idAction = ai:GetExcelParam(AI_EXCEL_THINK_PARAM_TYPE__CannotMoveAction)
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if ai:IsTouchBreakableObject() and 0 <= idAction and ai:IsLookToTarget(POINT_CurrRequestPosition, 90) then
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goal:AddSubGoal_Front(GOAL_COMMON_NonspinningAttack, -1, idAction, TARGET_NONE, DIST_None)
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return true
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end
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end
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if ai:IsInterupt(INTERUPT_HitEnemyWall) then
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local backhome_life = ai:GetExcelParam(AI_EXCEL_THINK_PARAM_TYPE__BackHomeLife_OnHitEnemyWall)
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if 0 < backhome_life then
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_BackToHome, backhome_life, 0)
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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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