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_SanzB6052_Battle, "SanzB6052Battle")
REGISTER_GOAL_NO_UPDATE(GOAL_SanzB6052_Battle, 1)
function SanzB6052Battle_Activate(ai, goal)
local hprate = ai:GetHpRate(TARGET_SELF)
local selfmp = ai:GetMp(TARGET_SELF)
if 0.5 <= hprate then
SanzB6052_Battle_Sword(ai, goal)
elseif 15 <= selfmp then
SanzB6052_Battle_Magic(ai, goal)
else
SanzB6052_Battle_Sword(ai, goal)
end
return
end
function SanzB6052_Battle_Sword(ai, goal)
local fate = ai:GetRandam_Int(1, 100)
local NormalR_Dist = 2.5
CommonNPC_ChangeWepR1(ai, goal)
if fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 4, TARGET_ENE_0, NormalR_Dist, TARGET_SELF, true, 4)
SanzB6052_Battle_NormalR_Comb(ai, goal)
elseif fate <= 70 then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 4, TARGET_ENE_0, NormalR_Dist, TARGET_SELF, false, 4)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(90, 120), false, true, 4)
SanzB6052_Battle_NormalR_Comb(ai, goal)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 4, TARGET_ENE_0, 5, TARGET_ENE_0, false, 4)
end
SanzB6052_Battle_Kougeki_Noato(ai, goal)
return
end
function SanzB6052_Battle_Magic(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local NormalR_Dist = 7.5
CommonNPC_ChangeWepR2(ai, goal)
if NormalR_Dist <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, NormalR_Dist, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 0)
SanzB6052_Battle_Kougeki_Noato(ai, goal)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 0)
SanzB6052_Battle_Kougeki_Noato(ai, goal)
end
return
end
function SanzB6052_Battle_NormalR_Comb(ai, goal)
local NR_fate = ai:GetRandam_Int(1, 100)
local NR_fate2 = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
if NR_fate <= 60 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
end
if NR_fate2 <= 10 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
end
return
end
function SanzB6052_Battle_Kougeki_Noato(ai, goal)
local KN_fate = ai:GetRandam_Int(1, 100)
local BackDist = 2.5
CommonNPC_ChangeWepL1(ai, goal)
if KN_fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(2, 4), TARGET_ENE_0, BackDist, TARGET_ENE_0, false, 4)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Int(3, 5), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(45, 65), false, true, 4)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(4, 6), TARGET_ENE_0, BackDist, TARGET_ENE_0, true, 4)
end
return
end
function SanzB6052Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function SanzB6052Battle_Terminate(ai, goal)
return
end
function SanzB6052Battle_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)
local fate4 = ai:GetRandam_Int(1, 100)
if ai:IsInterupt(INTERUPT_MissSwing) then
local MissSwingDist = 1
local MissSwingAttPer = 50
if targetDist <= MissSwingDist and fate <= MissSwingAttPer then
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 10, TARGET_ENE_0, false, -1)
return true
end
end
if ai:IsInterupt(INTERUPT_Damaged) then
local combRunDist = 2
local combRunPer = 40
if targetDist < combRunDist and fate <= combRunPer then
goal:ClearSubGoal()
if fate2 <= 60 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepB, TARGET_ENE_0, DIST_None, 0)
elseif fate2 <= 80 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepL, TARGET_ENE_0, DIST_None, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepR, TARGET_ENE_0, DIST_None, 0)
end
return true
end
end
if ai:IsInterupt(INTERUPT_Shoot) then
local shootIntPer = 50
if fate <= shootIntPer then
goal:ClearSubGoal()
if fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepL, TARGET_ENE_0, DIST_None, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepR, TARGET_ENE_0, DIST_None, 0)
end
return true
end
end
return false
end
return