Add decompiled Lua AI scripts + full datasheet findings report

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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_YellowMantle6570_Battle, "YellowMantle6570Battle")
local NormalR_min = 0
local NormalR_max = 2.6
local LargeR_min = 0
local LargeR_max = 2.5
local Backstep_Atk_min = 0
local Backstep_Atk_max = 1.8
local PushR_min = 0
local PushR_max = 1
local Magic_min = 7
local Magic_max = 7
local Magic2_min = 4
local Magic2_max = 4
local Magic3_min = 5
local Magic3_max = 5
REGISTER_GOAL_NO_UPDATE(GOAL_YellowMantle6570_Battle, 1)
function YellowMantle6570Battle_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 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
local MagicValue1 = 1
local Magic1Limit = ai:GetNumber(0)
if 6 <= Magic1Limit then
MagicValue1 = 0
end
local MagicValue2 = 1
local Magic2Limit = ai:GetNumber(1)
if 5 <= Magic2Limit then
MagicValue2 = 0
end
local MagicValue3 = 1
local Magic3Limit = ai:GetNumber(2)
if 8 <= Magic3Limit then
MagicValue3 = 0
end
local GuardTaiou = 0
if ai:IsTargetGuard(TARGET_ENE_0) == true then
GuardTaiou = 1
end
if 2.5 <= targetDist then
actPerArr[1] = 5
actPerArr[2] = 5
actPerArr[18] = 30 * MagicValue1
actPerArr[19] = 30 * MagicValue2
actPerArr[20] = 30 * MagicValue3
elseif 1 <= targetDist then
actPerArr[1] = 9
actPerArr[2] = 9
actPerArr[18] = 29 * MagicValue1
actPerArr[19] = 27 * MagicValue2
actPerArr[20] = 26 * MagicValue3
else
actPerArr[1] = 10
actPerArr[2] = 10
actPerArr[5] = 10
actPerArr[17] = 10 * GuardTaiou
actPerArr[18] = 25 * MagicValue1
actPerArr[19] = 25 * MagicValue2
actPerArr[20] = 20 * MagicValue3
end
actFuncArr[1] = REGIST_FUNC(ai, goal, YellowMantle6570_Act01)
actFuncArr[2] = REGIST_FUNC(ai, goal, YellowMantle6570_Act02)
actFuncArr[5] = REGIST_FUNC(ai, goal, YellowMantle6570_Act05)
actFuncArr[17] = REGIST_FUNC(ai, goal, YellowMantle6570_Act17)
actFuncArr[18] = REGIST_FUNC(ai, goal, YellowMantle6570_Act18)
actFuncArr[19] = REGIST_FUNC(ai, goal, YellowMantle6570_Act19)
actFuncArr[20] = REGIST_FUNC(ai, goal, YellowMantle6570_Act20)
local atkAfterFunc = REGIST_FUNC(ai, goal, YellowMantle6570_ActAfter_AdjustSpace, atkAfterOddsTbl)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
NormalR_min = NormalR_max
function YellowMantle6570_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 = 0
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 30 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)
elseif fate <= 60 then
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_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
NormalR_min = LargeR_max
function YellowMantle6570_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 = 100
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
GetWellSpace_Odds = 100
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 0, -1)
GetWellSpace_Odds = 100
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
NormalR_min = Backstep_Atk_max
function YellowMantle6570_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 = 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
function YellowMantle6570_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 = 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
function YellowMantle6570_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 <= 30 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)
elseif fate <= 60 then
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_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
function YellowMantle6570_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)
if fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
GetWellSpace_Odds = 100
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 0, -1)
GetWellSpace_Odds = 100
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function YellowMantle6570_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
function YellowMantle6570_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 YellowMantle6570_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_PushR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
NormalR_min = Magic_max
NormalR_min = Magic_min
function YellowMantle6570_Act18(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
local Magic1Limit = ai:GetNumber(0)
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, -1)
elseif targetDist <= Magic_min then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic_min, TARGET_ENE_0, false, -1)
end
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicL, TARGET_ENE_0, DIST_None, 1.5, 90)
ai:SetNumber(0, Magic1Limit + 1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
NormalR_min = Magic2_max
NormalR_min = Magic2_min
function YellowMantle6570_Act19(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
local Magic2Limit = ai:GetNumber(1)
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, -1)
elseif targetDist <= Magic2_min then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic2_min, TARGET_ENE_0, false, -1)
end
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicL, TARGET_ENE_0, DIST_None, 1.5, 90)
ai:SetNumber(1, Magic2Limit + 1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
NormalR_min = Magic3_max
NormalR_min = Magic3_min
function YellowMantle6570_Act20(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
local Magic3Limit = ai:GetNumber(2)
CommonNPC_ChangeWepR1(ai, goal)
ai:ChangeEquipMagic(2)
if Magic3_max <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic3_max, TARGET_SELF, false, -1)
elseif targetDist <= Magic3_min then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic3_min, TARGET_ENE_0, false, -1)
end
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicL, TARGET_ENE_0, DIST_None, 1.5, 90)
ai:SetNumber(2, Magic3Limit + 1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function YellowMantle6570_ActAfter_AdjustSpace(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local MoveDist = 3
if fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_BackstepB, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2)
end
return
end
function YellowMantle6570Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function YellowMantle6570Battle_Terminate(ai, goal)
return
end
function YellowMantle6570Battle_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_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
end
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_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
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, 0)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
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 = 50
if fate <= shootIntPer then
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
return true
end
end
return false
end
return