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_BanditC6803_Battle, "BanditC6803Battle")
local NormalR_min = 0
local NormalR_max = 1.5
local Bow_min = 8
local Bow_max = 20
local LargeR_min = 0
local LargeR_max = 2.3
local PushR_min = 0
local PushR_max = 1
local NPC_ATK_Parry_min = 0
local NPC_ATK_Parry_max = 0.8
local Backstep_Atk_min = 0
local Backstep_Atk_max = 2.2
local Rolling_Atk_min = 3.2
local Rolling_Atk_max = 5.2
REGISTER_GOAL_NO_UPDATE(GOAL_BanditC6803_Battle, 1)
function BanditC6803Battle_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 R_Wep = ai:GetWepCateRight(TARGET_SELF)
if R_Wep == WEP_CATE_Bow then
if 10 <= targetDist then
actPerArr[2] = 100
elseif 5.2 <= targetDist then
actPerArr[2] = 10
actPerArr[9] = 90
else
actPerArr[10] = 100
end
elseif 7.5 <= targetDist then
actPerArr[2] = 100
elseif 5.2 <= targetDist then
actPerArr[1] = 10
actPerArr[3] = 15
actPerArr[4] = 0
actPerArr[5] = 0
actPerArr[6] = 15
actPerArr[7] = 0
actPerArr[8] = 0
actPerArr[9] = 50
elseif 2.8 <= targetDist then
if ai:IsTargetGuard(TARGET_ENE_0) == true then
actPerArr[1] = 0
actPerArr[3] = 0
actPerArr[4] = 10
actPerArr[5] = 0
actPerArr[7] = 10
actPerArr[11] = 80
else
actPerArr[1] = 10
actPerArr[3] = 10
actPerArr[4] = 0
actPerArr[5] = 10
actPerArr[7] = 10
actPerArr[9] = 40
actPerArr[11] = 0
end
elseif 1 <= targetDist then
if ai:IsTargetGuard(TARGET_ENE_0) == true then
actPerArr[1] = 0
actPerArr[3] = 0
actPerArr[4] = 10
actPerArr[5] = 0
actPerArr[7] = 10
actPerArr[9] = 40
actPerArr[11] = 40
else
actPerArr[1] = 20
actPerArr[3] = 20
actPerArr[4] = 0
actPerArr[5] = 10
actPerArr[7] = 10
actPerArr[9] = 40
actPerArr[11] = 0
end
elseif ai:IsTargetGuard(TARGET_ENE_0) == true then
actPerArr[1] = 0
actPerArr[3] = 0
actPerArr[4] = 10
actPerArr[5] = 0
actPerArr[7] = 10
actPerArr[8] = 10
actPerArr[9] = 40
actPerArr[11] = 30
else
actPerArr[1] = 20
actPerArr[3] = 20
actPerArr[4] = 0
actPerArr[5] = 10
actPerArr[7] = 10
actPerArr[8] = 10
actPerArr[9] = 40
actPerArr[11] = 0
end
actFuncArr[1] = REGIST_FUNC(ai, goal, BanditC6803_Act01)
actFuncArr[2] = REGIST_FUNC(ai, goal, BanditC6803_Act02)
actFuncArr[3] = REGIST_FUNC(ai, goal, BanditC6803_Act03)
actFuncArr[4] = REGIST_FUNC(ai, goal, BanditC6803_Act04)
actFuncArr[5] = REGIST_FUNC(ai, goal, BanditC6803_Act05)
actFuncArr[6] = REGIST_FUNC(ai, goal, BanditC6803_Act06)
actFuncArr[7] = REGIST_FUNC(ai, goal, BanditC6803_Act07)
actFuncArr[8] = REGIST_FUNC(ai, goal, BanditC6803_Act08)
actFuncArr[9] = REGIST_FUNC(ai, goal, BanditC6803_Act09)
actFuncArr[10] = REGIST_FUNC(ai, goal, BanditC6803_Act10)
actFuncArr[11] = REGIST_FUNC(ai, goal, BanditC6803_Act11)
local atkAfterFunc = REGIST_FUNC(ai, goal, BanditC6803_ActAfter_AdjustSpace, atkAfterOddsTbl)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
NormalR_min = NormalR_max
function BanditC6803_Act01(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
if R_Wep == WEP_CATE_Bow then
CommonNPC_ChangeWepR2(ai, goal)
end
local AppDist = NormalR_max
local DashDist = NormalR_max + 5
local Odds_Guard = 75
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 BanditC6803_Act02(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
if R_Wep ~= WEP_CATE_Bow then
CommonNPC_ChangeWepR1(ai, goal)
end
goal:AddSubGoal(GOAL_COMMON_Attack, 5, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Far, 0)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
NormalR_min = LargeR_max
function BanditC6803_Act03(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
if R_Wep == WEP_CATE_Bow then
CommonNPC_ChangeWepR2(ai, goal)
end
local AppDist = LargeR_max
local DashDist = LargeR_max + 5
local Odds_Guard = 75
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
return GetWellSpace_Odds
end
NormalR_min = PushR_max
function BanditC6803_Act04(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 AppDist = PushR_max
local DashDist = PushR_max + 5
local Odds_Guard = 75
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 = 100
return GetWellSpace_Odds
end
NormalR_min = NormalR_max
function BanditC6803_Act05(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
if R_Wep == WEP_CATE_Bow then
CommonNPC_ChangeWepR2(ai, goal)
end
local AppDist = NormalR_max
local DashDist = NormalR_max + 5
local Odds_Guard = 75
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 BanditC6803_Act06(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
if R_Wep == WEP_CATE_Bow then
CommonNPC_ChangeWepR2(ai, goal)
end
local AppDist = Rolling_Atk_max
local DashDist = Rolling_Atk_max + 5
local Odds_Guard = 75
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 BanditC6803_Act07(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
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 BanditC6803_Act08(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function BanditC6803_Act09(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 FirstAttID = NPC_ATK_NormalR
local ComAttID = NPC_ATK_NormalR
local ShootNum = ai:GetRandam_Int(1, 3)
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 10, TARGET_ENE_0, false, 4)
if R_Wep ~= WEP_CATE_Bow then
CommonNPC_ChangeWepR1(ai, goal)
end
goal:AddSubGoal(GOAL_COMMON_Attack, 5, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Far, 0)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function BanditC6803_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_ChangeWepR2(ai, goal)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
NormalR_min = NormalR_max
function BanditC6803_Act11(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, NormalR_max, TARGET_SELF, false, 4)
goal:AddSubGoal(GOAL_COMMON_TurnAround, 3, TARGET_ENE_0, AI_DIR_TYPE_B, 10, false, true, 4)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
NormalR_min = Backstep_Atk_max
function BanditC6803_ActAfter_AdjustSpace(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local MoveDist = 3
if fate <= 15 then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Backstep_Atk_max, TARGET_SELF, false, -1)
elseif fate <= 55 then
if fate2 <= 70 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 BanditC6803Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function BanditC6803Battle_Terminate(ai, goal)
return
end
function BanditC6803Battle_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()
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
return true
end
end
if ai:IsInterupt(INTERUPT_SuccessGuard) then
local Suc_GuardDist = 3
local Suc_GuardPer = 40
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 = 40
if targetDist < combRunDist then
if fate <= combRunPer then
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
end
return true
end
end
if ai:IsInterupt(INTERUPT_ReboundByOpponentGuard) then
local ResDist = 3
local ResPer = 30
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()
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
return false
end
return