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
+416
View File
@@ -0,0 +1,416 @@
REGISTER_GOAL(GOAL_BlackIron_Knight6510_Battle, "BlackIron_Knight6510Battle")
local NormalR_min = 0
local NormalR_max = 2.3
local LargeR_min = 0
local LargeR_max = 2.6
local Whand_jyaku_min = 0
local Whand_jyaku_max = 2
local Whand_kyou_min = 0
local Whand_kyou_max = 2.5
local Backstep_Atk_min = 0
local Backstep_Atk_max = 1.5
local Backstep_AtkW_min = 0
local Backstep_AtkW_max = 1.5
local Rolling_Atk_min = 3.5
local Rolling_Atk_max = 4.5
local Rolling_AtkW_min = 4
local Rolling_AtkW_max = 5
local PushR_min = 0
local PushR_max = 1
REGISTER_GOAL_NO_UPDATE(GOAL_BlackIron_Knight6510_Battle, 1)
function BlackIron_Knight6510Battle_Activate(ai, goal)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
local playerDist = ai:GetDist(TARGET_LOCALPLAYER)
local isFindTarget = ai:IsSearchTarget(TARGET_ENE_0)
local eventNo = ai:GetEventRequest(0)
local myThinkId = ai:GetNpcThinkParamID()
local PointFrontWall = 0
if myThinkId == 6510 then
PointFrontOfWall = 1502997
elseif myThinkId == 6511 then
PointFrontOfWall = 1412997
end
if eventNo == 10 then
ai:SetEventMoveTarget(PointFrontOfWall)
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 1, POINT_EVENT, 3, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 1, POINT_EVENT, 0.1, TARGET_SELF, true, -1)
elseif playerDist <= 0.1 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_LOCALPLAYER, 1, TARGET_LOCALPLAYER, true, -1)
elseif fate <= 85 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 1.5, TARGET_LOCALPLAYER, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(20, 25), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_Wait, 2, TARGET_LOCALPLAYER, 0, 0, 0)
end
elseif playerDist <= 0.4 then
if fate <= 20 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_LOCALPLAYER, 1, TARGET_LOCALPLAYER, true, -1)
elseif fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 1.5, TARGET_LOCALPLAYER, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(20, 25), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_Wait, 2, TARGET_LOCALPLAYER, 0, 0, 0)
end
elseif 20 <= playerDist or 10 <= targetDist or isFindTarget == false then
local walk = true
if 2.2 <= playerDist then
walk = false
end
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, TARGET_LOCALPLAYER, 1.2, TARGET_SELF, walk, -1)
else
BlackIron_Knight6510_Battle(ai, goal)
end
return
end
function BlackIron_Knight6510_Battle(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 BothHandOff = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
local RYOUTE_odds = 1
local KATATE_odds = 1
if ai:IsTargetGuard(TARGET_ENE_0) == true then
RYOUTE_odds = 10
end
if 8 <= targetDist then
actPerArr[1] = 35 * KATATE_odds
actPerArr[2] = 35 * KATATE_odds
actPerArr[7] = 5 * KATATE_odds
actPerArr[9] = 35 * RYOUTE_odds
actPerArr[10] = 35 * RYOUTE_odds
actPerArr[15] = 5 * RYOUTE_odds
actPerArr[20] = 25 * RYOUTE_odds
elseif 3.5 <= targetDist then
actPerArr[1] = 30 * KATATE_odds
actPerArr[2] = 30 * KATATE_odds
actPerArr[7] = 5 * KATATE_odds
actPerArr[9] = 30 * RYOUTE_odds
actPerArr[10] = 30 * RYOUTE_odds
actPerArr[15] = 5 * RYOUTE_odds
actPerArr[20] = 35 * RYOUTE_odds
elseif 1.5 <= targetDist then
actPerArr[1] = 32 * KATATE_odds
actPerArr[2] = 33 * KATATE_odds
actPerArr[9] = 32 * RYOUTE_odds
actPerArr[10] = 33 * RYOUTE_odds
actPerArr[17] = 30 * RYOUTE_odds
actPerArr[20] = 35 * RYOUTE_odds
elseif 1 <= targetDist then
actPerArr[1] = 18 * KATATE_odds
actPerArr[2] = 17 * KATATE_odds
actPerArr[5] = 15 * KATATE_odds
actPerArr[9] = 10 * RYOUTE_odds
actPerArr[10] = 10 * RYOUTE_odds
actPerArr[13] = 13 * KATATE_odds
actPerArr[17] = 30 * RYOUTE_odds
else
actPerArr[1] = 17 * KATATE_odds
actPerArr[2] = 18 * KATATE_odds
actPerArr[5] = 15 * KATATE_odds
actPerArr[9] = 17 * RYOUTE_odds
actPerArr[10] = 18 * RYOUTE_odds
actPerArr[13] = 15 * KATATE_odds
actPerArr[17] = 20 * RYOUTE_odds
actPerArr[20] = 30 * RYOUTE_odds
end
actFuncArr[1] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act01)
actFuncArr[2] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act02)
actFuncArr[5] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act05)
actFuncArr[7] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act07)
actFuncArr[9] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act09)
actFuncArr[10] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act10)
actFuncArr[13] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act13)
actFuncArr[15] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act15)
actFuncArr[17] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act17)
actFuncArr[20] = REGIST_FUNC(ai, goal, BlackIron_Knight6510_Act20)
local atkAfterFunc = REGIST_FUNC(ai, goal, BlackIron_Knight6510_ActAfter_AdjustSpace, atkAfterOddsTbl)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
NormalR_min = NormalR_max
function BlackIron_Knight6510_Act01(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
NPC_KATATE_Switch(ai, goal)
CommonNPC_ChangeWepR1(ai, goal)
local AppDist = NormalR_max
local DashDist = NormalR_max + 5
local Odds_Guard = 50
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)
else
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)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
NormalR_min = LargeR_max
function BlackIron_Knight6510_Act02(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
NPC_KATATE_Switch(ai, goal)
CommonNPC_ChangeWepR1(ai, goal)
local AppDist = LargeR_max
local DashDist = LargeR_max + 5
local Odds_Guard = 50
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
NormalR_min = Backstep_Atk_max
function BlackIron_Knight6510_Act05(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
NPC_KATATE_Switch(ai, goal)
CommonNPC_ChangeWepR1(ai, goal)
local AppDist = Backstep_Atk_max
local DashDist = Backstep_Atk_max + 5
local Odds_Guard = 50
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
NormalR_min = Rolling_Atk_max
function BlackIron_Knight6510_Act07(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
NPC_KATATE_Switch(ai, goal)
CommonNPC_ChangeWepR1(ai, goal)
local AppDist = Rolling_Atk_max
local DashDist = Rolling_Atk_max + 5
local Odds_Guard = 50
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
NormalR_min = Whand_jyaku_max
function BlackIron_Knight6510_Act09(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
CommonNPC_ChangeWepR1(ai, goal)
NPC_RYOUTE_Switch(ai, goal)
local AppDist = Whand_jyaku_max
local DashDist = Whand_jyaku_max + 5
local Odds_Guard = 50
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)
else
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)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
NormalR_min = Whand_kyou_max
function BlackIron_Knight6510_Act10(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
CommonNPC_ChangeWepR1(ai, goal)
NPC_RYOUTE_Switch(ai, goal)
local AppDist = Whand_kyou_max
local DashDist = Whand_kyou_max + 5
local Odds_Guard = 50
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
NormalR_min = Backstep_AtkW_max
function BlackIron_Knight6510_Act13(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
CommonNPC_ChangeWepR1(ai, goal)
NPC_RYOUTE_Switch(ai, goal)
local AppDist = Backstep_AtkW_max
local DashDist = Backstep_AtkW_max + 5
local Odds_Guard = 100
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
NormalR_min = Rolling_AtkW_max
function BlackIron_Knight6510_Act15(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
CommonNPC_ChangeWepR1(ai, goal)
NPC_RYOUTE_Switch(ai, goal)
local AppDist = Rolling_AtkW_max
local DashDist = Rolling_AtkW_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
NormalR_min = PushR_max
function BlackIron_Knight6510_Act17(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = PushR_max
local DashDist = PushR_max + 5
local Odds_Guard = 100
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalL, TARGET_ENE_0, DIST_Middle, 1.5, 90)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function BlackIron_Knight6510_Act20(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
if 3 <= 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 BlackIron_Knight6510_ActAfter_AdjustSpace(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local MoveDist = 3
if fate <= 100 then
if fate2 <= 50 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_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 4)
end
end
return
end
function BlackIron_Knight6510Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function BlackIron_Knight6510Battle_Terminate(ai, goal)
return
end
NormalR_min = LargeR_max
function BlackIron_Knight6510Battle_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 = 10
local MoveDist = 3
if targetDist <= FindATKDist and fate <= FindATKPer then
goal:ClearSubGoal()
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, combRunDist, TARGET_ENE_0, true, 4)
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)
end
return true
end
end
if ai:IsInterupt(INTERUPT_SuccessGuard) then
local Suc_GuardDist = 3
local Suc_GuardPer = 80
if targetDist <= Suc_GuardDist and fate <= Suc_GuardPer then
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_None, 0, -1)
return true
end
end
if ai:IsInterupt(INTERUPT_Damaged) then
local combRunDist = 3
local combRunPer = 10
if targetDist < combRunDist and fate <= combRunPer then
goal:ClearSubGoal()
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, combRunDist, TARGET_ENE_0, true, 4)
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)
end
return true
end
end
if ai:IsInterupt(INTERUPT_GuardBreak) then
local distGuardBreak_Act = 2
local oddsGuardBreak_Act = 100
if targetDist <= distGuardBreak_Act and fate <= oddsGuardBreak_Act then
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
return true
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 fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, combRunDist, TARGET_ENE_0, true, 4)
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)
end
return true
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
elseif ai:IsInterupt(INTERUPT_Shoot) then
local shootIntPer = 50
if fate <= shootIntPer then
goal:ClearSubGoal()
local AppDist = LargeR_max
local DashDist = LargeR_max + 5
local Odds_Guard = 100
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
return true
end
end
return false
end
return