431 lines
18 KiB
Lua
431 lines
18 KiB
Lua
REGISTER_GOAL(GOAL_Mukade520000_Battle, "mukade520000Battle")
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REGISTER_GOAL_NO_UPDATE(GOAL_Mukade520000_Battle, 1)
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local A = false
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local B = false
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function OnIf_520000(ai, goal, codeNo)
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if codeNo == 0 then
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 90) then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, DIST_None, 0, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, DIST_None, -1, -1)
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end
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elseif codeNo == 1 then
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if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 90) then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3011, TARGET_ENE_0, DIST_None, 0, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3011, TARGET_ENE_0, DIST_None, -1, -1)
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end
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end
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return
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end
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A = B
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function mukade520000Battle_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 fate5 = ai:GetRandam_Int(1, 100)
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local fate6 = ai:GetRandam_Int(1, 100)
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local fate7 = ai:GetRandam_Int(1, 100)
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local fate8 = ai:GetRandam_Int(1, 100)
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local fate9 = ai:GetRandam_Int(1, 100)
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local fate10 = ai:GetRandam_Int(1, 100)
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local fate11 = ai:GetRandam_Int(1, 100)
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local PARTS_IDX_ARM1 = 0
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local PARTS_IDX_TAIL = 1
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local arm1DmgLv = ai:GetPartsDmg(PARTS_IDX_ARM1)
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local tailDmgLv = ai:GetPartsDmg(PARTS_IDX_TAIL)
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local Att3000_Dist_min = 3
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local Att3000_Dist_max = 9
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local Att3001_Dist_min = 0
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local Att3001_Dist_max = 8
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local Att3002_Dist_min = 3
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local Att3002_Dist_max = 17.5
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local Att3003_Dist_min = 6
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local Att3003_Dist_max = 13
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local Att3004_Dist_min = -4
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local Att3004_Dist_max = 7.5
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local Att3005_Dist_min = 16
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local Att3005_Dist_max = 25
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local Att3006_Dist_min = 4
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local Att3006_Dist_max = 10
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local Att3007_Dist_min = 2.4
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local Att3007_Dist_max = 7
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local Att3008_Dist_min = -4
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local Att3008_Dist_max = 0
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local Att3009_Dist_min = -4
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local Att3009_Dist_max = 0
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local Att3010_Dist_min = 3
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local Att3010_Dist_max = 9
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local Att3011_Dist_min = 0
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local Att3011_Dist_max = 8
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local Att3012_Dist_min = 6
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local Att3012_Dist_max = 13
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local Att3017_Dist_min = 16
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local Att3017_Dist_max = 25
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local RegenerateArm1Per = 0
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local RegenerateTailPer = 0
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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 Act11Per = 0
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local Act12Per = 0
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local Act13Per = 0
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local Act14Per = 0
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local Act15Per = 0
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if arm1DmgLv == PARTS_DMG_LV1 then
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if A == false then
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local local0 = true
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SETUPVAL 64 0 0
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ai:SetTimer(0, 40)
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elseif ai:GetTimer(0) <= 0 then
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RegenerateArm1Per = 100
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local local0 = false
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SETUPVAL 64 0 0
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end
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elseif tailDmgLv == PARTS_DMG_LV1 then
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if B == false then
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local local0 = true
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SETUPVAL 64 1 0
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ai:SetTimer(1, 40)
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elseif ai:GetTimer(1) <= 0 then
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RegenerateTailPer = 100
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local local0 = false
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SETUPVAL 64 1 0
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end
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end
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if arm1DmgLv == PARTS_DMG_NONE then
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if hprate <= 0.5 and -5 <= targetDist and targetDist <= 2 and fate2 <= 60 then
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Act05Per = 100
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elseif hprate <= 0.5 and 16 <= targetDist and targetDist <= 25 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 240) and fate3 <= 60 then
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Act07Per = 100
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elseif 2.4 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 30) and fate4 <= 60 then
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Act10Per = 100
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elseif -2 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 20) and fate5 <= 80 then
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Act04Per = 100
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elseif -2 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 120) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 90) and fate5 <= 80 then
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Act04Per = 100
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elseif targetDist <= 0 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 60) and fate6 <= 80 then
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Act08Per = 100
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elseif targetDist <= 0 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 60) and fate6 <= 80 then
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Act08Per = 100
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elseif targetDist <= 1 and fate7 <= 50 then
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Act11Per = 100
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elseif 4.5 <= targetDist and targetDist <= 8 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 40) and fate8 <= 50 then
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Act01Per = 100
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elseif 10 <= targetDist and targetDist <= 16 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 40) and fate9 <= 50 then
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Act02Per = 100
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elseif 7 <= targetDist and targetDist <= 13 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) and fate10 <= 50 then
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Act03Per = 100
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elseif 4 <= targetDist and targetDist <= 6.5 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 40) and fate11 <= 35 then
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Act06Per = 100
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elseif 20 <= targetDist then
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if 0.5 <= hprate then
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Act02Per = 100
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else
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Act02Per = 25
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Act07Per = 75
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end
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elseif 12 <= targetDist then
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if 0.5 <= hprate then
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Act02Per = 75
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Act03Per = 25
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else
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Act02Per = 20
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Act03Per = 5
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Act07Per = 75
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end
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elseif 8 <= targetDist then
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if 0.5 <= hprate then
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Act01Per = 25
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Act02Per = 5
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Act03Per = 60
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Act06Per = 10
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else
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Act01Per = 5
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Act02Per = 5
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Act03Per = 15
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Act05Per = 75
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end
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elseif 4 <= targetDist then
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if 0.5 <= hprate then
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Act01Per = 50
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Act03Per = 5
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Act06Per = 30
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Act11Per = 15
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else
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Act01Per = 15
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Act05Per = 75
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Act11Per = 10
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end
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elseif 0 <= targetDist then
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if 0.5 <= hprate then
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Act01Per = 15
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Act06Per = 45
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Act09Per = 25
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Act11Per = 15
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else
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Act01Per = 15
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Act06Per = 45
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Act09Per = 25
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Act11Per = 15
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end
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elseif 0.5 <= hprate then
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Act01Per = 15
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Act09Per = 35
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Act11Per = 50
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else
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Act01Per = 15
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Act09Per = 35
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Act11Per = 50
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end
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elseif hprate <= 0.5 and 12 <= targetDist and targetDist <= 20 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 240) and fate2 <= 35 then
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Act15Per = 100
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elseif 2.4 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 30) and fate3 <= 35 then
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Act10Per = 100
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elseif -2 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 20) and fate4 <= 45 then
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Act04Per = 100
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elseif -2 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 120) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 90) and fate4 <= 45 then
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Act04Per = 100
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elseif targetDist <= 0 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 60) and fate5 <= 45 then
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Act08Per = 100
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elseif targetDist <= 0 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 60) and fate5 <= 45 then
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Act08Per = 100
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elseif targetDist <= 1 and fate6 <= 25 then
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Act11Per = 100
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elseif 20 <= targetDist then
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if 0.5 <= hprate then
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Act09Per = 0
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Act10Per = 0
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Act11Per = 0
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Act12Per = 25
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Act13Per = 25
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Act14Per = 50
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Act15Per = 0
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else
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Act09Per = 0
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Act10Per = 0
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Act11Per = 0
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Act12Per = 5
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Act13Per = 5
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Act14Per = 10
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Act15Per = 80
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end
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elseif 12 <= targetDist then
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if 0.5 <= hprate then
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Act09Per = 0
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Act10Per = 0
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Act11Per = 0
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Act12Per = 25
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Act13Per = 25
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Act14Per = 50
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Act15Per = 0
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else
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Act09Per = 0
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Act10Per = 0
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Act11Per = 0
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Act12Per = 5
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Act13Per = 5
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Act14Per = 10
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Act15Per = 80
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end
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elseif 8 <= targetDist then
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if 0.5 <= hprate then
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Act09Per = 15
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Act10Per = 0
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Act11Per = 0
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Act12Per = 25
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Act13Per = 15
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Act14Per = 45
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Act15Per = 0
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else
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Act09Per = 15
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Act10Per = 0
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Act11Per = 0
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Act12Per = 25
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Act13Per = 15
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Act14Per = 45
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Act15Per = 0
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end
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elseif 4 <= targetDist then
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if 0.5 <= hprate then
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Act09Per = 15
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Act10Per = 0
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Act11Per = 10
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Act12Per = 30
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Act13Per = 25
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Act14Per = 20
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Act15Per = 0
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else
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Act09Per = 15
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Act10Per = 0
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Act11Per = 10
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Act12Per = 30
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Act13Per = 25
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Act14Per = 20
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Act15Per = 0
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end
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elseif 0 <= targetDist then
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if 0.5 <= hprate then
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Act09Per = 25
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Act10Per = 0
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Act11Per = 20
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Act12Per = 20
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Act13Per = 35
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Act14Per = 0
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Act15Per = 0
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else
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Act09Per = 25
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Act10Per = 0
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Act11Per = 20
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Act12Per = 20
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Act13Per = 35
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Act14Per = 0
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Act15Per = 0
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end
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elseif 0.5 <= hprate then
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Act09Per = 30
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Act10Per = 0
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Act11Per = 40
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Act12Per = 15
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Act13Per = 15
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Act14Per = 0
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Act15Per = 0
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else
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Act09Per = 30
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Act10Per = 0
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Act11Per = 40
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Act12Per = 15
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Act13Per = 15
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Act14Per = 0
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Act15Per = 0
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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 + Act11Per + Act12Per + Act13Per + Act14Per + Act15Per)
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if RegenerateArm1Per == 100 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 8200, TARGET_NONE, DIST_None, 0, -1)
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elseif RegenerateTailPer == 100 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 8210, TARGET_NONE, DIST_None, 0, -1)
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elseif fateAct <= Act01Per then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, true, -1)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_None, 1, -1)
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elseif fateAct <= Act01Per + Act02Per then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3002_Dist_max, TARGET_SELF, true, -1)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_None, -1, -1)
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elseif fateAct <= Act01Per + Act02Per + Act03Per then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, true, -1)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_None, 1, -1)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
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if tailDmgLv == PARTS_DMG_LV1 and arm1DmgLv == PARTS_DMG_LV1 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3015, TARGET_ENE_0, DIST_None, 0, -1)
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elseif tailDmgLv == PARTS_DMG_LV1 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3014, TARGET_ENE_0, DIST_None, 0, -1)
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elseif arm1DmgLv == PARTS_DMG_LV1 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3016, TARGET_ENE_0, DIST_None, 0, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, DIST_None, 0, -1)
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end
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3006_Dist_max, TARGET_SELF, true, -1)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, DIST_None, 0, -1)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
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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_If, 10, 0)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3005_Dist_max, TARGET_SELF, true, -1)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, DIST_None, -1, -1)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, DIST_None, 0, -1)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_NONE, 0, AI_DIR_TYPE_B, 7)
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elseif fate <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, TARGET_ENE_0, Att3007_Dist_max, TARGET_SELF, true, -1)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, DIST_None, -1, -1)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_None, 0, -1)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3010_Dist_max, TARGET_SELF, true, -1)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3010, TARGET_ENE_0, DIST_None, 1, -1)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3011_Dist_max, TARGET_SELF, true, -1)
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goal:AddSubGoal(GOAL_COMMON_If, 10, 1)
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per + Act14Per then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3012_Dist_max, TARGET_SELF, true, -1)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3012, TARGET_ENE_0, DIST_None, -1, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3017_Dist_max, TARGET_SELF, true, -1)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3017, TARGET_ENE_0, DIST_None, -1, -1)
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end
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return
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end
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function mukade520000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function mukade520000Battle_Terminate(ai, goal)
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return
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end
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function mukade520000Battle_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 distGuardBreak_Act = 13
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local oddsGuardBreak_Act = 80
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if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
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if arm1DmgLv == PARTS_DMG_NONE then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, 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 = 13
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local oddsUseItem_Act = 10
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if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
|
|
if arm1DmgLv == PARTS_DMG_NONE then
|
|
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
|
|
else
|
|
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_ENE_0, DIST_Middle, 0)
|
|
end
|
|
return true
|
|
else
|
|
local distResNear = 6
|
|
local distResFar = 13
|
|
local oddsResNear = 0
|
|
local oddsResFar = 15
|
|
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
|
|
if ResBehavID == 1 then
|
|
if fate <= 50 then
|
|
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 3)
|
|
else
|
|
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 3)
|
|
end
|
|
return true
|
|
elseif ResBehavID == 2 then
|
|
if arm1DmgLv == PARTS_DMG_NONE then
|
|
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
|
|
else
|
|
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_ENE_0, DIST_Middle, 0)
|
|
end
|
|
return true
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return
|