302 lines
12 KiB
Lua
302 lines
12 KiB
Lua
REGISTER_GOAL(GOAL_BanditE6805_Battle, "BanditE6805Battle")
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local NormalR_min = 0
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local NormalR_max = 1.6
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local LargeR_min = 0
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local LargeR_max = 2.1
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local Backstep_Atk_min = 0
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local Backstep_Atk_max = 1
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local PushR_min = 0
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local PushR_max = 1
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local Magic_min = 8
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local Magic_max = 8
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local Magic2_min = 0
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local Magic2_max = 1.7
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REGISTER_GOAL_NO_UPDATE(GOAL_BanditE6805_Battle, 1)
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function BanditE6805Battle_Activate(ai, goal)
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local actPerArr = {}
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local actFuncArr = {}
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local defFuncParamTbl = {}
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Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
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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 BothHandOff = ai:GetRandam_Int(1, 100)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local RYOUTE_odds = 1
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local KATATE_odds = 1
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local MagicValue1 = 1
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local Magic1Limit = ai:GetNumber(0)
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if 5 <= Magic1Limit then
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MagicValue1 = 0
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end
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local GuardTaiou = 0
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if ai:IsTargetGuard(TARGET_ENE_0) == true then
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GuardTaiou = 1
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end
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local hprate = ai:GetHpRate(TARGET_SELF)
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local Kaifuku = 0
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if hprate <= 0.7 or ai:ChkNearLowHpFriend(0.7, 2.9) then
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Kaifuku = 1
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end
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if 4 <= targetDist then
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actPerArr[1] = 35
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actPerArr[2] = 35
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actPerArr[18] = 1000 * MagicValue1 * Kaifuku
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actPerArr[19] = 50 * GuardTaiou
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actPerArr[20] = 30
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elseif 1 <= targetDist then
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actPerArr[1] = 30
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actPerArr[2] = 30
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actPerArr[17] = 20 * GuardTaiou
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actPerArr[18] = 1000 * MagicValue1 * Kaifuku
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actPerArr[19] = 50 * GuardTaiou
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actPerArr[20] = 40
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else
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actPerArr[1] = 20
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actPerArr[2] = 20
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actPerArr[5] = 20
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actPerArr[17] = 20 * GuardTaiou
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actPerArr[18] = 1000 * MagicValue1 * Kaifuku
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actPerArr[19] = 50 * GuardTaiou
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actPerArr[20] = 40
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, BanditE6805_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, BanditE6805_Act02)
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actFuncArr[5] = REGIST_FUNC(ai, goal, BanditE6805_Act05)
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actFuncArr[17] = REGIST_FUNC(ai, goal, BanditE6805_Act17)
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actFuncArr[18] = REGIST_FUNC(ai, goal, BanditE6805_Act18)
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actFuncArr[19] = REGIST_FUNC(ai, goal, BanditE6805_Act19)
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actFuncArr[20] = REGIST_FUNC(ai, goal, BanditE6805_Act20)
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local atkAfterFunc = REGIST_FUNC(ai, goal, BanditE6805_ActAfter_AdjustSpace, atkAfterOddsTbl)
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Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
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return
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end
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NormalR_min = NormalR_max
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function BanditE6805_Act01(ai, goal, paramTbl)
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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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NPC_KATATE_Switch(ai, goal)
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CommonNPC_ChangeWepR1(ai, goal)
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local AppDist = NormalR_max
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local DashDist = NormalR_max + 5
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local Odds_Guard = 100
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 30 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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elseif fate <= 60 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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end
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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NormalR_min = LargeR_max
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function BanditE6805_Act02(ai, goal, paramTbl)
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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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NPC_KATATE_Switch(ai, goal)
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CommonNPC_ChangeWepR1(ai, goal)
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local AppDist = LargeR_max
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local DashDist = LargeR_max + 5
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local Odds_Guard = 100
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 30 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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GetWellSpace_Odds = 100
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 0, -1)
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GetWellSpace_Odds = 100
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end
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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NormalR_min = Backstep_Atk_max
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function BanditE6805_Act05(ai, goal, paramTbl)
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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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NPC_KATATE_Switch(ai, goal)
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CommonNPC_ChangeWepR1(ai, goal)
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local AppDist = Backstep_Atk_max
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local DashDist = Backstep_Atk_max + 5
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local Odds_Guard = 100
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_BackstepB, TARGET_ENE_0, 6, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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NormalR_min = PushR_max
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function BanditE6805_Act17(ai, goal, paramTbl)
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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 AppDist = PushR_max
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local DashDist = PushR_max + 5
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local Odds_Guard = 100
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_PushR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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NormalR_min = Magic_min
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function BanditE6805_Act18(ai, goal, paramTbl)
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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 R_Wep = ai:GetWepCateRight(TARGET_SELF)
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local Magic1Limit = ai:GetNumber(0)
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local hprate = ai:GetHpRate(TARGET_SELF)
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CommonNPC_ChangeWepR2(ai, goal)
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ai:ChangeEquipMagic(0)
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if ai:ChkNearLowHpFriend(0.7, 2.9) then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 0, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 7, TARGET_ENE_0, Magic_min, TARGET_ENE_0, false, 4)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 0, -1)
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end
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ai:SetNumber(0, Magic1Limit + 1)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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NormalR_min = LargeR_max
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function BanditE6805_Act19(ai, goal, paramTbl)
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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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CommonNPC_ChangeWepR1(ai, goal)
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local AppDist = LargeR_max
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local DashDist = LargeR_max + 5
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local Odds_Guard = 100
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_TurnAround, 2, TARGET_ENE_0, AI_DIR_TYPE_B, 10, false, true, 4)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function BanditE6805_Act20(ai, goal, paramTbl)
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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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if 3 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(2, 2.5), TARGET_SELF, true, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(1.5, 2), TARGET_ENE_0, true, 4)
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end
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function BanditE6805_ActAfter_AdjustSpace(ai, goal, paramTbl)
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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 MoveDist = 3
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if fate <= 80 then
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if fate2 <= 70 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, ai:GetRandam_Float(2.5, 3.5), TARGET_ENE_0, true, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 6, TARGET_ENE_0, ai:GetRandam_Float(1.5, 3), TARGET_ENE_0, true, 4)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 4)
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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 BanditE6805Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function BanditE6805Battle_Terminate(ai, goal)
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return
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end
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NormalR_min = LargeR_max
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function BanditE6805Battle_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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local fate3 = ai:GetRandam_Int(1, 100)
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if ai:IsInterupt(INTERUPT_FindAttack) then
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local FindATKDist = 3
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local FindATKPer = 40
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local MoveDist = 3
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if targetDist <= FindATKDist and fate <= FindATKPer then
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goal:ClearSubGoal()
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, combRunDist, TARGET_ENE_0, true, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 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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if ai:IsInterupt(INTERUPT_SuccessGuard) then
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local Suc_GuardDist = 3
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local Suc_GuardPer = 80
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if targetDist <= Suc_GuardDist and fate <= Suc_GuardPer then
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_None, 0, -1)
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return true
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end
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end
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if ai:IsInterupt(INTERUPT_Damaged) then
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local combRunDist = 3
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local combRunPer = 50
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if targetDist < combRunDist and fate <= combRunPer then
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goal:ClearSubGoal()
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, combRunDist, TARGET_ENE_0, true, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 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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if ai:IsInterupt(INTERUPT_GuardBreak) then
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local distGuardBreak_Act = 2
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local oddsGuardBreak_Act = 60
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if targetDist <= distGuardBreak_Act and fate <= oddsGuardBreak_Act then
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goal:ClearSubGoal()
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CommonNPC_ChangeWepR1(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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return true
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end
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end
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if ai:IsInterupt(INTERUPT_ReboundByOpponentGuard) then
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goal:ClearSubGoal()
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ai:Replaning()
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goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
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return true
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elseif ai:IsInterupt(INTERUPT_Shoot) then
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local shootIntPer = 75
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if fate <= shootIntPer then
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
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else
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local AppDist = LargeR_max
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local DashDist = LargeR_max + 5
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local Odds_Guard = 100
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NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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end
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return true
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else
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return true
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end
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else
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return false
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end
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end
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return
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