324 lines
12 KiB
Lua
324 lines
12 KiB
Lua
REGISTER_GOAL(GOAL_FourKnightC236000_Battle, "FourKnightC236000Battle")
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local Att3000_Dist_min = 1.8
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local Att3000_Dist_max = 4.8
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local Att3002_Dist_min = 0.5
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local Att3002_Dist_max = 1
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local Att3003_Dist_min = -1.1
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local Att3003_Dist_max = 1.3
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local Att3004_Dist_min = 2
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local Att3004_Dist_max = 4
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local Att3006_Dist_min = 5.3
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local Att3006_Dist_max = 6.7
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local Att3007_Dist_min = 12
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local Att3007_Dist_max = 18
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local Att3008_Dist_min = 0
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local Att3008_Dist_max = 0
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local Att3009_Dist_min = 3.2
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local Att3009_Dist_max = 10.2
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REGISTER_GOAL_NO_UPDATE(GOAL_FourKnightC236000_Battle, 1)
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function OnIf_236000(ai, goal, codeNo)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local OddsLR = ai:GetRandam_Int(1, 100)
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if codeNo == 0 then
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if ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_R, 120) then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_NONE, 0, AI_DIR_TYPE_L, 3.7)
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elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_L, 120) then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_NONE, 0, AI_DIR_TYPE_R, 3.7)
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elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_F, 120) then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_FRI_0, 0, AI_DIR_TYPE_B, 4)
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elseif OddsLR <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_NONE, 0, AI_DIR_TYPE_L, 3.7)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_NONE, 0, AI_DIR_TYPE_R, 3.7)
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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 FourKnightC236000Battle_Activate(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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ai:AddObserveArea(0, TARGET_FRI_0, TARGET_SELF, AI_DIR_TYPE_F, 360, 13)
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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 GetWellSpace_Odds = 0
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if 12 <= targetDist then
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Act01Per = 25
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Act02Per = 15
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Act03Per = 0
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Act04Per = 50
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Act05Per = 0
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Act06Per = 0
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Act07Per = 0
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Act08Per = 10
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elseif 6.7 <= targetDist then
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Act01Per = 60
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Act02Per = 10
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Act03Per = 0
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Act04Per = 0
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Act05Per = 20
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Act06Per = 0
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Act07Per = 0
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Act08Per = 10
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elseif 3.3 <= targetDist then
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Act01Per = 20
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Act02Per = 20
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Act03Per = 0
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Act04Per = 0
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Act05Per = 40
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Act06Per = 0
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Act07Per = 0
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Act08Per = 20
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elseif 1 <= targetDist then
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Act01Per = 0
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Act02Per = 0
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Act03Per = 25
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Act04Per = 0
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Act05Per = 0
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Act06Per = 37
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Act07Per = 38
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Act08Per = 0
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elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 150) then
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Act01Per = 0
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Act02Per = 0
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Act03Per = 60
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Act04Per = 0
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Act05Per = 0
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Act06Per = 20
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Act07Per = 20
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Act08Per = 0
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else
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Act01Per = 0
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Act02Per = 0
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Act03Per = 50
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Act04Per = 0
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Act05Per = 0
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Act06Per = 25
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Act07Per = 25
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Act08Per = 0
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end
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local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per)
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if fateAct <= Act01Per then
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FourKnightC236000_Act01(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per then
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FourKnightC236000_Act02(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per then
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FourKnightC236000_Act03(ai, goal)
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GetWellSpace_Odds = 0
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
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FourKnightC236000_Act04(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
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FourKnightC236000_Act05(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
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FourKnightC236000_Act06(ai, goal)
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GetWellSpace_Odds = 100
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elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then
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FourKnightC236000_Act07(ai, goal)
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GetWellSpace_Odds = 100
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else
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FourKnightC236000_Act08(ai, goal)
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GetWellSpace_Odds = 100
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end
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local fateGWS = ai:GetRandam_Int(1, 100)
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if fateGWS <= GetWellSpace_Odds then
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FourKnightC236000_GetWellSpace_Act(ai, goal)
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end
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return
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end
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Att3000_Dist_min = Att3006_Dist_max
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function FourKnightC236000_Act01(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local AppDist = Att3006_Dist_max
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local DashDist = Att3006_Dist_max + 4
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local Odds_Guard = 0
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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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return
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end
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Att3000_Dist_min = Att3000_Dist_max
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function FourKnightC236000_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 AppDist = Att3000_Dist_max
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local DashDist = Att3000_Dist_max + 4
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local Odds_Guard = 0
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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_Attack, 10, 3000, 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_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
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end
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return
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end
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function FourKnightC236000_Act03(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, DIST_Middle, 0, -1)
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return
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end
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Att3000_Dist_min = Att3007_Dist_max
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function FourKnightC236000_Act04(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local AppDist = Att3007_Dist_max
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local DashDist = Att3007_Dist_max + 4
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local Odds_Guard = 0
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
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return
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end
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Att3000_Dist_min = Att3009_Dist_max
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function FourKnightC236000_Act05(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local AppDist = Att3009_Dist_max
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local DashDist = Att3009_Dist_max + 4
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local Odds_Guard = 0
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0)
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return
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end
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Att3000_Dist_min = Att3002_Dist_max
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function FourKnightC236000_Act06(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local AppDist = Att3002_Dist_max
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local DashDist = Att3002_Dist_max + 4
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local Odds_Guard = 0
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
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return
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end
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Att3000_Dist_min = Att3003_Dist_max
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function FourKnightC236000_Act07(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local AppDist = Att3003_Dist_max
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local DashDist = Att3003_Dist_max + 4
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local Odds_Guard = 0
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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return
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end
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Att3000_Dist_min = Att3004_Dist_max
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function FourKnightC236000_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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local AppDist = Att3004_Dist_max
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local DashDist = Att3004_Dist_max + 4
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local Odds_Guard = 0
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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_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 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
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end
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function FourKnightC236000_GetWellSpace_Act(ai, goal)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate2 = ai:GetRandam_Int(1, 100)
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local bRight = ai:GetRandam_Int(0, 1)
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local friendNum = ai:GetTeamRecordCount(COORDINATE_TYPE_SideWalk_L + bRight, TARGET_ENE_0, 2)
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if fate2 > 50 then
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if fate2 <= 60 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 6, TARGET_ENE_0, true, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 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 FourKnightC236000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function FourKnightC236000Battle_Terminate(ai, goal)
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return
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end
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function FourKnightC236000Battle_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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if ai:IsInterupt(INTERUPT_Inside_ObserveArea) and ai:IsFinishTimer(0) == true then
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ai:SetTimer(0, 15)
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goal:AddSubGoal(GOAL_COMMON_If, 30, 0)
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return true
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else
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local distDamagedStep = 3
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local oddsDamagedStep = 15
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local bkStepPer = 60
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local leftStepPer = 20
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local rightStepPer = 20
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local safetyDist = 4
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if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
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return true
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else
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local distGuardBreak_Act = 7
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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 targetDist <= 1 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, 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 distMissSwing_Int = 7
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local oddsMissSwing_Int = 70
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if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0)
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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 = 30
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if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
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if targetDist <= 1 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, 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 = 3.2
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local distResFar = 10.2
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local oddsResNear = 0
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local oddsResFar = 15
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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_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0)
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return true
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elseif ResBehavID == 2 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0)
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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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end
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end
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return
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