261 lines
9.1 KiB
Lua
261 lines
9.1 KiB
Lua
REGISTER_GOAL(GOAL_LightKnight_Sword256000_Battle, "LightKnight_Sword256000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 2.2
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local Att3003_Dist_min = 0
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local Att3003_Dist_max = 2.4
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local Att3004_Dist_min = 2.5
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local Att3004_Dist_max = 4.5
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local Att3005_Dist_min = 0
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local Att3005_Dist_max = 2.3
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local Att3006_Dist_min = 0
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local Att3006_Dist_max = 1.1
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REGISTER_GOAL_NO_UPDATE(GOAL_LightKnight_Sword256000_Battle, 1)
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function OnIf_256000(ai, goal, codeNo)
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if ai:HasSpecialEffectId(TARGET_SELF, 3151) then
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ai:SetTimer(0, 120)
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else
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ai:SetTimer(0, 30)
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end
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return
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end
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Att3000_Dist_min = Att3005_Dist_max
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Att3000_Dist_min = Att3000_Dist_max
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Att3000_Dist_min = Att3003_Dist_max
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Att3000_Dist_min = Att3006_Dist_max
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Att3000_Dist_min = Att3004_Dist_max
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function LightKnight_Sword256000Battle_Activate(ai, goal)
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local actPerArr = {}
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local actFuncArr = {}
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local defFuncParamTbl = {}
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Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local hprate = ai:GetHpRate(TARGET_SELF)
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if ai:IsLadderAct(TARGET_SELF) then
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actPerArr[3] = 100
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elseif hprate <= 0.4 and ai:IsFinishTimer(0) == true then
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if 4.5 <= targetDist then
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actPerArr[1] = 7
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actPerArr[2] = 5
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actPerArr[3] = 8
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actPerArr[7] = 5
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actPerArr[8] = 75
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elseif 3 <= targetDist then
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actPerArr[1] = 15
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actPerArr[2] = 15
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actPerArr[3] = 11
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actPerArr[7] = 9
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actPerArr[8] = 50
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else
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actPerArr[1] = 25
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actPerArr[2] = 25
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actPerArr[3] = 15
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actPerArr[7] = 0
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actPerArr[8] = 35
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end
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elseif 4 <= targetDist then
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if ai:IsTargetGuard(TARGET_ENE_0) == true then
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actPerArr[1] = 20
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actPerArr[2] = 15
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actPerArr[3] = 25
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actPerArr[4] = 25
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actPerArr[7] = 15
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else
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actPerArr[1] = 25
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actPerArr[2] = 25
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actPerArr[3] = 15
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actPerArr[4] = 0
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actPerArr[7] = 35
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end
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elseif 2.5 <= targetDist then
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if ai:IsTargetGuard(TARGET_ENE_0) == true then
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actPerArr[1] = 15
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actPerArr[2] = 10
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actPerArr[3] = 25
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actPerArr[4] = 40
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actPerArr[7] = 10
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else
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actPerArr[1] = 30
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actPerArr[2] = 30
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actPerArr[3] = 25
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actPerArr[4] = 0
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actPerArr[7] = 15
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end
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elseif ai:IsTargetGuard(TARGET_ENE_0) == true then
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actPerArr[1] = 10
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actPerArr[2] = 10
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actPerArr[3] = 20
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actPerArr[4] = 60
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actPerArr[7] = 0
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else
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actPerArr[1] = 35
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actPerArr[2] = 35
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actPerArr[3] = 30
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actPerArr[4] = 0
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actPerArr[7] = 0
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end
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local local0 = {Att3005_Dist_max, 75, 3005, DIST_Middle, nil}
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defFuncParamTbl[1] = local0
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local0 = {}
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local local1, local2, local3, local4 = nil
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local0[1] = Att3000_Dist_max
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local0[2] = 75
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local0[3] = 10
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local0[4] = 30
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local0[5] = local1
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local0[6] = local2
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local0[7] = local3
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local0[8] = local4
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defFuncParamTbl[2] = local0
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local0 = {Att3003_Dist_max, 75, 3003, DIST_Middle, nil}
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defFuncParamTbl[3] = local0
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local0 = {Att3006_Dist_max, 75, 3006, DIST_Middle, 3003, DIST_Middle, nil}
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defFuncParamTbl[4] = local0
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local0 = {Att3004_Dist_max, 75, 3004, DIST_Middle, nil}
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defFuncParamTbl[7] = local0
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actFuncArr[8] = REGIST_FUNC(ai, goal, LightKnight_Sword256000_Act08)
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local0 = {100, 60, 10, 10, 0, 10, 10}
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local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace_IncludeSidestep, local0)
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Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
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return
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end
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Att3000_Dist_min = Att3005_Dist_max
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function LightKnight_Sword256000_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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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_SELF, DIST_None)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3005_Dist_max, TARGET_SELF, false, 9910)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle)
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if fate <= 75 then
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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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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function LightKnight_Sword256000_Act06(ai, goal, paramTbl)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_SELF, DIST_None)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function LightKnight_Sword256000_Act08(ai, goal, paramTbl)
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local fate = ai:GetRandam_Int(1, 100)
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if fate <= 40 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 4.5, TARGET_ENE_0, true, 9910)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 2.5)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
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end
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goal:AddSubGoal(GOAL_COMMON_If, 15, 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 LightKnight_Sword256000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function LightKnight_Sword256000Battle_Terminate(ai, goal)
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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 LightKnight_Sword256000Battle_Interupt(ai, goal)
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if ai:IsLadderAct(TARGET_SELF) then
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return false
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end
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local fate3 = ai:GetRandam_Int(1, 100)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local distResponse = 3
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local oddsResponse = 25
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local oddsStep = 20
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local bkStepPer = 60
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local leftStepPer = 20
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local rightStepPer = 20
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local safetyDist = 2.8
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local oddsLeaveAndSide = 50
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local timeSide = 3.5
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local distLeave = 2.5
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if FindAttack_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then
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return true
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end
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local distResponse = 3
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local oddsResponse = 25
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local oddsStep = 30
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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 = 2.8
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local oddsLeaveAndSide = 50
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local timeSide = 3.5
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local distLeave = 2.5
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if Damaged_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then
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return true
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end
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local distGuardBreak_Act = 2.4
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local oddsGuardBreak_Act = 30
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if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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return true
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end
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local distMissSwing_Int = 6.5
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local oddsMissSwing_Int = 60
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if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
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if 2.5 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3004_Dist_max, TARGET_SELF, false, -1)
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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_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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end
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return true
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end
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local distUseItem_Act = 6.5
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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 2.5 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3004_Dist_max, TARGET_SELF, false, -1)
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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_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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end
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return true
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end
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local distResNear = 4.5
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local distResFar = 13
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local oddsResNear = 0
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local oddsResFar = 50
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
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if ResBehavID == 1 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
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elseif ResBehavID == 2 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
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end
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local oddsResponse = 50
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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 = 2.8
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if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
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return true
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else
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local distSuccessGuard_Act = 2.4
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local oddsSuccessGuard_Act = 50
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if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, 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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return
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