Add decompiled Lua AI scripts + full datasheet findings report

This commit is contained in:
DSR Extractor
2026-09-23 20:57:16 -05:00
parent 587838dfcd
commit 32b8542ac9
290 changed files with 69055 additions and 0 deletions
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REGISTER_GOAL(GOAL_BigHat_Logarn6030_Battle, "BigHat_Logarn6030Battle")
local NormalR2_min = 0
local NormalR2_max = 1.3
local Backstep_Atk2_min = 0
local Backstep_Atk2_max = 1
local Rolling_Atk2_min = 3.5
local Rolling_Atk2_max = 4
local Magic_min = 7
local Magic_max = 10
local Magic2_min = 7
local Magic2_max = 10
local Magic3_min = 9
local Magic3_max = 12
local Magic4_min = 9
local Magic4_max = 12
local Magic5_min = 9
local Magic5_max = 12
REGISTER_GOAL_NO_UPDATE(GOAL_BigHat_Logarn6030_Battle, 1)
function BigHat_Logarn6030Battle_Activate(ai, goal)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
local myThinkId = ai:GetNpcThinkParamID()
if myThinkId == 6032 then
if ai:IsLadderAct(TARGET_SELF) then
actPerArr[1] = 100
elseif 7 <= targetDist then
actPerArr[3] = 2
actPerArr[8] = 3
actPerArr[10] = 13
actPerArr[11] = 14
actPerArr[12] = 14
actPerArr[13] = 14
actPerArr[14] = 40
elseif 3.5 <= targetDist then
actPerArr[3] = 5
actPerArr[8] = 5
actPerArr[10] = 10
actPerArr[11] = 10
actPerArr[12] = 10
actPerArr[13] = 10
actPerArr[14] = 35
actPerArr[20] = 15
elseif 1 <= targetDist then
actPerArr[3] = 10
actPerArr[10] = 8
actPerArr[11] = 8
actPerArr[12] = 8
actPerArr[13] = 8
actPerArr[14] = 33
actPerArr[20] = 25
else
actPerArr[3] = 5
actPerArr[6] = 5
actPerArr[10] = 10
actPerArr[11] = 10
actPerArr[12] = 10
actPerArr[13] = 10
actPerArr[14] = 35
actPerArr[20] = 15
end
elseif ai:IsLadderAct(TARGET_SELF) then
actPerArr[1] = 100
elseif 7 <= targetDist then
actPerArr[3] = 2
actPerArr[8] = 3
actPerArr[10] = 18
actPerArr[11] = 19
actPerArr[12] = 29
actPerArr[13] = 29
elseif 3.5 <= targetDist then
actPerArr[3] = 5
actPerArr[8] = 5
actPerArr[10] = 15
actPerArr[11] = 15
actPerArr[12] = 22
actPerArr[13] = 23
actPerArr[20] = 15
elseif 1 <= targetDist then
actPerArr[3] = 10
actPerArr[10] = 10
actPerArr[11] = 10
actPerArr[12] = 22
actPerArr[13] = 23
actPerArr[20] = 25
else
actPerArr[3] = 5
actPerArr[6] = 5
actPerArr[10] = 15
actPerArr[11] = 15
actPerArr[12] = 22
actPerArr[13] = 23
actPerArr[20] = 15
end
actFuncArr[1] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act01)
actFuncArr[3] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act03)
actFuncArr[6] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act06)
actFuncArr[8] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act06)
actFuncArr[10] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act10)
actFuncArr[11] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act11)
actFuncArr[12] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act12)
actFuncArr[13] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act13)
actFuncArr[14] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act14)
actFuncArr[20] = REGIST_FUNC(ai, goal, BigHat_Logarn6030_Act20)
local atkAfterFunc = REGIST_FUNC(ai, goal, BigHat_Logarn6030_ActAfter_AdjustSpace, atkAfterOddsTbl)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
function BigHat_Logarn6030_Act01(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 1, TARGET_ENE_0, 0.8, TARGET_SELF, false, 4)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
NormalR2_min = NormalR2_max
function BigHat_Logarn6030_Act03(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
CommonNPC_ChangeWepR2(ai, goal)
local AppDist = NormalR2_max
local DashDist = NormalR2_max + 5
local Odds_Guard = 0
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
NormalR2_min = Backstep_Atk2_max
function BigHat_Logarn6030_Act06(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
CommonNPC_ChangeWepR2(ai, goal)
local AppDist = Backstep_Atk2_max
local DashDist = Backstep_Atk2_max + 5
local Odds_Guard = 0
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_BackstepB, TARGET_ENE_0, 6, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function BigHat_Logarn6030_Act08(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
CommonNPC_ChangeWepR2(ai, goal)
local AppDist = Rolling_Atk_max
local DashDist = Rolling_Atk_max + 5
local Odds_Guard = 100
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_StepF, TARGET_ENE_0, 3, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
NormalR2_min = Magic_max
NormalR2_min = Magic_min
function BigHat_Logarn6030_Act10(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
CommonNPC_ChangeWepR1(ai, goal)
ai:ChangeEquipMagic(0)
if Magic_max <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic_max, TARGET_SELF, false, 4)
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)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
elseif targetDist <= Magic_min then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic_min, TARGET_ENE_0, false, 4)
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)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
else
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)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
end
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
NormalR2_min = Magic2_max
NormalR2_min = Magic2_min
function BigHat_Logarn6030_Act11(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
CommonNPC_ChangeWepR1(ai, goal)
ai:ChangeEquipMagic(1)
if Magic2_max <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic2_max, TARGET_SELF, false, 4)
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)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
elseif targetDist <= Magic2_min then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic2_min, TARGET_ENE_0, false, 4)
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)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
else
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)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
end
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
NormalR2_min = Magic3_max
NormalR2_min = Magic3_min
function BigHat_Logarn6030_Act12(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
CommonNPC_ChangeWepR1(ai, goal)
ai:ChangeEquipMagic(2)
if Magic3_max <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3.5, TARGET_ENE_0, Magic3_max, TARGET_SELF, false, 4)
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)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
elseif targetDist <= Magic3_min then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3.5, TARGET_ENE_0, Magic3_min, TARGET_ENE_0, false, 4)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
end
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
NormalR2_min = Magic4_max
NormalR2_min = Magic4_min
function BigHat_Logarn6030_Act13(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
CommonNPC_ChangeWepR1(ai, goal)
ai:ChangeEquipMagic(3)
if Magic4_max <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3.5, TARGET_ENE_0, Magic4_max, TARGET_SELF, false, 4)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
elseif targetDist <= Magic4_min then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3.5, TARGET_ENE_0, Magic4_min, TARGET_ENE_0, false, 4)
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)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
else
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)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
end
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
NormalR2_min = Magic5_max
NormalR2_min = Magic5_min
function BigHat_Logarn6030_Act14(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
CommonNPC_ChangeWepR1(ai, goal)
ai:ChangeEquipMagic(4)
if Magic5_max <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3.5, TARGET_ENE_0, Magic5_max, TARGET_SELF, false, 4)
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)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
elseif targetDist <= Magic5_min then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3.5, TARGET_ENE_0, Magic5_min, TARGET_ENE_0, false, 4)
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)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
else
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)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
end
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function BigHat_Logarn6030_Act20(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
if 7 <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(2, 2.5), TARGET_SELF, true, 4)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(1.5, 2), TARGET_ENE_0, true, 4)
end
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)
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)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function BigHat_Logarn6030_ActAfter_AdjustSpace(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local MoveDist = 3
if fate <= 40 then
if fate2 <= 30 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, ai:GetRandam_Float(2.5, 3.5), TARGET_ENE_0, true, 4)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 6, TARGET_ENE_0, ai:GetRandam_Float(1.5, 3), TARGET_ENE_0, true, 4)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 4)
end
end
return
end
function BigHat_Logarn6030Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function BigHat_Logarn6030Battle_Terminate(ai, goal)
return
end
function BigHat_Logarn6030Battle_Interupt(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local fate3 = ai:GetRandam_Int(1, 100)
if ai:IsInterupt(INTERUPT_FindAttack) then
local FindATKDist = 3
local FindATKPer = 40
local MoveDist = 3
if targetDist <= FindATKDist and fate <= FindATKPer then
goal:ClearSubGoal()
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 5)
end
return true
end
end
if ai:IsInterupt(INTERUPT_Damaged) then
local combRunDist = 3
local combRunPer = 40
if targetDist < combRunDist and fate <= combRunPer then
goal:ClearSubGoal()
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 5)
end
end
end
if ai:IsInterupt(INTERUPT_ReboundByOpponentGuard) then
local ResDist = 3
local ResPer = 10
if targetDist < ResDist then
if fate <= ResPer then
goal:ClearSubGoal()
if fate2 <= ResPer then
if fate3 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 5)
end
else
ai:Replaning()
goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
return true
end
else
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
ai:Replaning()
return true
end
else
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
ai:Replaning()
return true
end
end
if ai:IsInterupt(INTERUPT_Shoot) then
local shootIntPer = 80
if fate <= shootIntPer then
goal:ClearSubGoal()
if 7 < targetDist then
if fate2 <= 30 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 5)
else
CommonNPC_ChangeWepR1(ai, goal)
ai:ChangeEquipMagic(3)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Far, 1.5, 90)
end
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 5)
end
return true
end
end
return false
end
return