395 lines
15 KiB
Lua
395 lines
15 KiB
Lua
REGISTER_GOAL(GOAL_BanditC6803_Battle, "BanditC6803Battle")
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local NormalR_min = 0
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local NormalR_max = 1.5
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local Bow_min = 8
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local Bow_max = 20
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local LargeR_min = 0
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local LargeR_max = 2.3
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local PushR_min = 0
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local PushR_max = 1
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local NPC_ATK_Parry_min = 0
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local NPC_ATK_Parry_max = 0.8
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local Backstep_Atk_min = 0
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local Backstep_Atk_max = 2.2
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local Rolling_Atk_min = 3.2
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local Rolling_Atk_max = 5.2
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REGISTER_GOAL_NO_UPDATE(GOAL_BanditC6803_Battle, 1)
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function BanditC6803Battle_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 targetDist = ai:GetDist(TARGET_ENE_0)
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local R_Wep = ai:GetWepCateRight(TARGET_SELF)
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if R_Wep == WEP_CATE_Bow then
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if 10 <= targetDist then
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actPerArr[2] = 100
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elseif 5.2 <= targetDist then
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actPerArr[2] = 10
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actPerArr[9] = 90
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else
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actPerArr[10] = 100
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end
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elseif 7.5 <= targetDist then
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actPerArr[2] = 100
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elseif 5.2 <= targetDist then
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actPerArr[1] = 10
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actPerArr[3] = 15
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actPerArr[4] = 0
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actPerArr[5] = 0
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actPerArr[6] = 15
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actPerArr[7] = 0
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actPerArr[8] = 0
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actPerArr[9] = 50
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elseif 2.8 <= targetDist then
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if ai:IsTargetGuard(TARGET_ENE_0) == true then
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actPerArr[1] = 0
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actPerArr[3] = 0
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actPerArr[4] = 10
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actPerArr[5] = 0
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actPerArr[7] = 10
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actPerArr[11] = 80
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else
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actPerArr[1] = 10
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actPerArr[3] = 10
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actPerArr[4] = 0
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actPerArr[5] = 10
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actPerArr[7] = 10
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actPerArr[9] = 40
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actPerArr[11] = 0
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end
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elseif 1 <= targetDist then
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if ai:IsTargetGuard(TARGET_ENE_0) == true then
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actPerArr[1] = 0
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actPerArr[3] = 0
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actPerArr[4] = 10
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actPerArr[5] = 0
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actPerArr[7] = 10
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actPerArr[9] = 40
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actPerArr[11] = 40
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else
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actPerArr[1] = 20
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actPerArr[3] = 20
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actPerArr[4] = 0
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actPerArr[5] = 10
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actPerArr[7] = 10
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actPerArr[9] = 40
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actPerArr[11] = 0
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end
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elseif ai:IsTargetGuard(TARGET_ENE_0) == true then
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actPerArr[1] = 0
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actPerArr[3] = 0
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actPerArr[4] = 10
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actPerArr[5] = 0
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actPerArr[7] = 10
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actPerArr[8] = 10
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actPerArr[9] = 40
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actPerArr[11] = 30
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else
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actPerArr[1] = 20
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actPerArr[3] = 20
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actPerArr[4] = 0
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actPerArr[5] = 10
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actPerArr[7] = 10
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actPerArr[8] = 10
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actPerArr[9] = 40
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actPerArr[11] = 0
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, BanditC6803_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, BanditC6803_Act02)
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actFuncArr[3] = REGIST_FUNC(ai, goal, BanditC6803_Act03)
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actFuncArr[4] = REGIST_FUNC(ai, goal, BanditC6803_Act04)
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actFuncArr[5] = REGIST_FUNC(ai, goal, BanditC6803_Act05)
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actFuncArr[6] = REGIST_FUNC(ai, goal, BanditC6803_Act06)
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actFuncArr[7] = REGIST_FUNC(ai, goal, BanditC6803_Act07)
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actFuncArr[8] = REGIST_FUNC(ai, goal, BanditC6803_Act08)
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actFuncArr[9] = REGIST_FUNC(ai, goal, BanditC6803_Act09)
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actFuncArr[10] = REGIST_FUNC(ai, goal, BanditC6803_Act10)
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actFuncArr[11] = REGIST_FUNC(ai, goal, BanditC6803_Act11)
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local atkAfterFunc = REGIST_FUNC(ai, goal, BanditC6803_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 BanditC6803_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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local R_Wep = ai:GetWepCateRight(TARGET_SELF)
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if R_Wep == WEP_CATE_Bow then
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CommonNPC_ChangeWepR2(ai, goal)
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end
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local AppDist = NormalR_max
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local DashDist = NormalR_max + 5
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local Odds_Guard = 75
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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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function BanditC6803_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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local R_Wep = ai:GetWepCateRight(TARGET_SELF)
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if R_Wep ~= WEP_CATE_Bow then
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CommonNPC_ChangeWepR1(ai, goal)
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end
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goal:AddSubGoal(GOAL_COMMON_Attack, 5, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Far, 0)
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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 BanditC6803_Act03(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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if R_Wep == WEP_CATE_Bow then
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CommonNPC_ChangeWepR2(ai, goal)
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end
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local AppDist = LargeR_max
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local DashDist = LargeR_max + 5
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local Odds_Guard = 75
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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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return GetWellSpace_Odds
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end
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NormalR_min = PushR_max
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function BanditC6803_Act04(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 AppDist = PushR_max
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local DashDist = PushR_max + 5
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local Odds_Guard = 75
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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 = NormalR_max
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function BanditC6803_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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local R_Wep = ai:GetWepCateRight(TARGET_SELF)
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if R_Wep == WEP_CATE_Bow then
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CommonNPC_ChangeWepR2(ai, goal)
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end
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local AppDist = NormalR_max
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local DashDist = NormalR_max + 5
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local Odds_Guard = 75
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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 = Rolling_Atk_max
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function BanditC6803_Act06(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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if R_Wep == WEP_CATE_Bow then
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CommonNPC_ChangeWepR2(ai, goal)
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end
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local AppDist = Rolling_Atk_max
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local DashDist = Rolling_Atk_max + 5
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local Odds_Guard = 75
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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_StepF, TARGET_ENE_0, 3, 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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function BanditC6803_Act07(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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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 BanditC6803_Act08(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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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function BanditC6803_Act09(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 FirstAttID = NPC_ATK_NormalR
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local ComAttID = NPC_ATK_NormalR
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local ShootNum = ai:GetRandam_Int(1, 3)
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 10, TARGET_ENE_0, false, 4)
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if R_Wep ~= WEP_CATE_Bow then
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CommonNPC_ChangeWepR1(ai, goal)
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end
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goal:AddSubGoal(GOAL_COMMON_Attack, 5, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Far, 0)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function BanditC6803_Act10(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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CommonNPC_ChangeWepR2(ai, goal)
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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 = NormalR_max
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function BanditC6803_Act11(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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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, NormalR_max, TARGET_SELF, false, 4)
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goal:AddSubGoal(GOAL_COMMON_TurnAround, 3, TARGET_ENE_0, AI_DIR_TYPE_B, 10, false, true, 4)
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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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GetWellSpace_Odds = 0
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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 BanditC6803_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 <= 15 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Backstep_Atk_max, TARGET_SELF, false, -1)
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elseif fate <= 55 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 BanditC6803Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function BanditC6803Battle_Terminate(ai, goal)
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return
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end
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function BanditC6803Battle_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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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
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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 = 40
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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 = 40
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if targetDist < combRunDist then
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if fate <= combRunPer then
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
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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_ReboundByOpponentGuard) then
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local ResDist = 3
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local ResPer = 30
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if targetDist < ResDist then
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if fate <= ResPer then
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goal:ClearSubGoal()
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if fate2 <= ResPer then
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if fate3 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
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end
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else
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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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end
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else
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
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ai:Replaning()
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return true
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end
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else
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
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ai:Replaning()
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return true
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end
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end
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if ai:IsInterupt(INTERUPT_Shoot) then
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local shootIntPer = 50
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if fate <= shootIntPer then
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goal:ClearSubGoal()
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 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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return false
|
|
end
|
|
|
|
return
|