253 lines
11 KiB
Lua
253 lines
11 KiB
Lua
REGISTER_GOAL(GOAL_BigSk_Sword291000_Battle, "BigSk_Sword291000Battle")
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local Att3000_Dist_min = 2.7
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local Att3000_Dist_max = 5.2
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local Att3002_Dist_min = 4.1
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local Att3002_Dist_max = 6
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local Att3003_Dist_min = 3.2
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local Att3003_Dist_max = 5.1
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local Att3005_Dist_min = 0
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local Att3005_Dist_max = 1.5
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local Att3006_Dist_min = 0
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local Att3006_Dist_max = 2.2
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REGISTER_GOAL_NO_UPDATE(GOAL_BigSk_Sword291000_Battle, 1)
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Att3000_Dist_min = Att3002_Dist_max
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function BigSk_Sword291000Battle_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 targetDist = ai:GetDist(TARGET_ENE_0)
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if 6 <= targetDist then
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actPerArr[2] = 25
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actPerArr[3] = 35
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actPerArr[4] = 25
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actPerArr[5] = 10
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actPerArr[6] = 5
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elseif 4.1 <= targetDist then
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actPerArr[2] = 25
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actPerArr[3] = 25
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actPerArr[4] = 25
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actPerArr[5] = 15
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actPerArr[6] = 10
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elseif 3.1 <= targetDist then
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actPerArr[2] = 20
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actPerArr[3] = 30
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actPerArr[4] = 20
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actPerArr[5] = 10
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actPerArr[6] = 20
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elseif 2.7 <= targetDist then
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actPerArr[2] = 15
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actPerArr[3] = 25
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actPerArr[4] = 15
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actPerArr[5] = 20
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actPerArr[6] = 25
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else
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actPerArr[2] = 0
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actPerArr[3] = 0
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actPerArr[4] = 0
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actPerArr[5] = 50
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actPerArr[6] = 50
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end
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actFuncArr[2] = REGIST_FUNC(ai, goal, BigSk_Sword291000_Act02)
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local local0 = {Att3002_Dist_max, 75, 3002, DIST_Middle}
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defFuncParamTbl[3] = local0
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actFuncArr[4] = REGIST_FUNC(ai, goal, BigSk_Sword291000_Act04)
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actFuncArr[5] = REGIST_FUNC(ai, goal, BigSk_Sword291000_Act05)
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actFuncArr[6] = REGIST_FUNC(ai, goal, BigSk_Sword291000_Act06)
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local atkAfterFunc = REGIST_FUNC(ai, goal, BigSkSword291000_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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Att3000_Dist_min = Att3000_Dist_max
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function BigSk_Sword291000_Act02(ai, goal, paramTbl)
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local AppDist = Att3000_Dist_max
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local DashDist = Att3000_Dist_max + 2
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local Odds_Guard = 70
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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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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 40 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
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elseif fate <= 75 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
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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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Att3000_Dist_min = Att3003_Dist_max
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function BigSk_Sword291000_Act04(ai, goal, paramTbl)
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local AppDist = Att3003_Dist_max
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local DashDist = Att3003_Dist_max + 2
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local Odds_Guard = 70
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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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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 10 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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elseif fate <= 40 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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elseif fate <= 70 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
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elseif fate <= 85 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
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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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Att3000_Dist_min = Att3005_Dist_max
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function BigSk_Sword291000_Act05(ai, goal, paramTbl)
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local AppDist = Att3005_Dist_max
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local DashDist = Att3005_Dist_max + 2
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local Odds_Guard = 70
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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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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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Att3000_Dist_min = Att3006_Dist_max
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function BigSk_Sword291000_Act06(ai, goal, paramTbl)
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local AppDist = Att3006_Dist_max
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local DashDist = Att3006_Dist_max + 2
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local Odds_Guard = 70
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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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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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function BigSkSword291000_ActAfter_AdjustSpace(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local KN_fate = ai:GetRandam_Int(1, 100)
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if KN_fate > 40 then
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if KN_fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 0)
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return true
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elseif KN_fate <= 60 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 0)
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return true
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elseif KN_fate <= 70 then
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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, 9910)
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return true
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elseif KN_fate <= 80 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 10, TARGET_ENE_0, 4, TARGET_ENE_0, true, 9910)
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return true
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 0)
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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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function BigSk_Sword291000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function BigSk_Sword291000Battle_Terminate(ai, goal)
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return
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end
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Att3000_Dist_min = Att3005_Dist_max
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Att3000_Dist_min = Att3002_Dist_max
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function BigSk_Sword291000Battle_Interupt(ai, goal)
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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 targetDist = ai:GetDist(TARGET_ENE_0)
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local distResponse = 3
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local oddsResponse = 25
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local oddsStep = 20
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local bkStepPer = 40
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local leftStepPer = 30
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local rightStepPer = 30
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local safetyDist = 5
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local oddsLeaveAndSide = 50
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local timeSide = 4.5
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local distLeave = 2.5
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if Damaged_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then
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return true
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else
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local distGuardBreak_Act = 8
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local oddsGuardBreak_Act = 50
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if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
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if targetDist <= 3.5 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3005_Dist_max, TARGET_SELF, false, 9910)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
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elseif targetDist <= 5.4 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3002_Dist_max, TARGET_SELF, false, 9910)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
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end
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return true
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else
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local distUseItem_Act = 8
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local oddsUseItem_Act = 15
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if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
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if targetDist <= 1.8 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
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elseif targetDist <= 5.4 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3002_Dist_max, TARGET_SELF, false, 9910)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
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end
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return true
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else
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local distResNear = 8
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local distResFar = 20
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local oddsResNear = 0
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local oddsResFar = 15
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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 ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
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if ResBehavID == 1 then
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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, 9910)
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return true
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elseif ResBehavID == 2 then
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if fate <= 50 then
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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, 9910)
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elseif fate <= 75 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
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end
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return true
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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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end
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end
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end
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return
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