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
+237
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REGISTER_GOAL(GOAL_SpearDemon226000_Battle, "SpearDemon226000Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 4.5
local Att3003_Dist_min = 4
local Att3003_Dist_max = 6.5
local Att3004_Dist_min = 6.5
local Att3004_Dist_max = 10
local Att3005_Dist_min = 0
local Att3005_Dist_max = 4.5
local Att3006_Dist_min = 12
local Att3006_Dist_max = 25
local Att3007_Dist_min = 0
local Att3007_Dist_max = 4
local Att3008_Dist_min = 0
local Att3008_Dist_max = 4.5
REGISTER_GOAL_NO_UPDATE(GOAL_SpearDemon226000_Battle, 1)
Att3000_Dist_min = Att3008_Dist_max
Att3000_Dist_min = Att3000_Dist_max
Att3000_Dist_min = Att3007_Dist_max
function SpearDemon226000Battle_Activate(ai, goal)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
if 12 <= targetDist then
actPerArr[1] = 5
actPerArr[2] = 5
actPerArr[9] = 5
actPerArr[5] = 75
actPerArr[6] = 0
actPerArr[7] = 10
elseif 6.5 <= targetDist then
actPerArr[1] = 10
actPerArr[2] = 10
actPerArr[9] = 10
actPerArr[5] = 0
actPerArr[6] = 0
actPerArr[7] = 70
elseif 4 <= targetDist then
actPerArr[1] = 25
actPerArr[2] = 35
actPerArr[9] = 25
actPerArr[5] = 0
actPerArr[6] = 0
actPerArr[7] = 15
else
actPerArr[1] = 15
actPerArr[2] = 20
actPerArr[9] = 15
actPerArr[5] = 0
actPerArr[6] = 50
actPerArr[7] = 0
end
local local0 = {Att3008_Dist_max, 0, 3008, DIST_Middle}
defFuncParamTbl[1] = local0
local0 = {Att3000_Dist_max, 0, 10, 40}
defFuncParamTbl[2] = local0
local0 = {Att3007_Dist_max, 0, 10, 20, 3007, 3009, 3010}
defFuncParamTbl[9] = local0
actFuncArr[5] = REGIST_FUNC(ai, goal, SpearDemon226000_Act05)
local0 = {3005, DIST_Far}
defFuncParamTbl[6] = local0
actFuncArr[7] = REGIST_FUNC(ai, goal, SpearDemon226000_Act07)
local atkAfterFunc = REGIST_FUNC(ai, goal, SpearDemon226000_ActAfter_AdjustSpace, atkAfterOddsTbl)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
Att3000_Dist_min = Att3006_Dist_max
function SpearDemon226000_Act05(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3006_Dist_max
local DashDist = Att3006_Dist_max + 2
local Odds_Guard = 0
local AttID = 3006
local AttDist = DIST_None
local TurnTime = 1.5
local TurnFaceAngle = 20
Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist, TurnTime, TurnFaceAngle)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3003_Dist_max
Att3000_Dist_min = Att3004_Dist_max
function SpearDemon226000_Act07(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
if targetDist <= 6.5 then
local AppDist = Att3003_Dist_max
local DashDist = Att3003_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
elseif fate <= 30 then
local AppDist = Att3003_Dist_max
local DashDist = Att3003_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
else
local AppDist = Att3004_Dist_max
local DashDist = Att3004_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function SpearDemon226000_ActAfter_AdjustSpace(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
if fate > 45 then
if fate <= 65 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
return true
elseif fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
end
return true
else
return false
end
end
function SpearDemon226000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function SpearDemon226000Battle_Terminate(ai, goal)
return
end
Att3000_Dist_min = Att3003_Dist_max
function SpearDemon226000Battle_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 superStepDist = 3
local superStepPer = 25
local bkStepPer = 60
local leftStepPer = 20
local rightStepPer = 20
local safetyDist = 3.5
if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
local distDamagedStep = 3
local oddsDamagedStep = 25
local bkStepPer = 60
local leftStepPer = 20
local rightStepPer = 20
local safetyDist = 3.5
if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
local distGuardBreak_Act = 6.5
local oddsGuardBreak_Act = 30
if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
if targetDist <= 4 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distMissSwing_Int = 6.5
local oddsMissSwing_Int = 50
if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
if targetDist <= 4 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distUseItem_Act = 8
local oddsUseItem_Act = 60
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
if targetDist <= 4 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0)
end
else
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distResNear = 8
local distResFar = 18
local oddsResNear = 0
local oddsResFar = 60
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
if ResBehavID == 1 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
return true
elseif ResBehavID == 2 then
if fate <= 25 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
local local0 = true
return true
elseif fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
end
return true
else
local oddsResponse = 50
local bkStepPer = 60
local leftStepPer = 20
local rightStepPer = 20
local safetyDist = 3.5
if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
return false
end
end
end
end
end
end
end
end
return