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_FourKnightC236000_Battle, "FourKnightC236000Battle")
local Att3000_Dist_min = 1.8
local Att3000_Dist_max = 4.8
local Att3002_Dist_min = 0.5
local Att3002_Dist_max = 1
local Att3003_Dist_min = -1.1
local Att3003_Dist_max = 1.3
local Att3004_Dist_min = 2
local Att3004_Dist_max = 4
local Att3006_Dist_min = 5.3
local Att3006_Dist_max = 6.7
local Att3007_Dist_min = 12
local Att3007_Dist_max = 18
local Att3008_Dist_min = 0
local Att3008_Dist_max = 0
local Att3009_Dist_min = 3.2
local Att3009_Dist_max = 10.2
REGISTER_GOAL_NO_UPDATE(GOAL_FourKnightC236000_Battle, 1)
function OnIf_236000(ai, goal, codeNo)
local targetDist = ai:GetDist(TARGET_ENE_0)
local OddsLR = ai:GetRandam_Int(1, 100)
if codeNo == 0 then
if ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_R, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_NONE, 0, AI_DIR_TYPE_L, 3.7)
elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_L, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_NONE, 0, AI_DIR_TYPE_R, 3.7)
elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_F, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_FRI_0, 0, AI_DIR_TYPE_B, 4)
elseif OddsLR <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_NONE, 0, AI_DIR_TYPE_L, 3.7)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_NONE, 0, AI_DIR_TYPE_R, 3.7)
end
end
return
end
function FourKnightC236000Battle_Activate(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
ai:AddObserveArea(0, TARGET_FRI_0, TARGET_SELF, AI_DIR_TYPE_F, 360, 13)
local Act01Per = 0
local Act02Per = 0
local Act03Per = 0
local Act04Per = 0
local Act05Per = 0
local Act06Per = 0
local Act07Per = 0
local Act08Per = 0
local GetWellSpace_Odds = 0
if 12 <= targetDist then
Act01Per = 25
Act02Per = 15
Act03Per = 0
Act04Per = 50
Act05Per = 0
Act06Per = 0
Act07Per = 0
Act08Per = 10
elseif 6.7 <= targetDist then
Act01Per = 60
Act02Per = 10
Act03Per = 0
Act04Per = 0
Act05Per = 20
Act06Per = 0
Act07Per = 0
Act08Per = 10
elseif 3.3 <= targetDist then
Act01Per = 20
Act02Per = 20
Act03Per = 0
Act04Per = 0
Act05Per = 40
Act06Per = 0
Act07Per = 0
Act08Per = 20
elseif 1 <= targetDist then
Act01Per = 0
Act02Per = 0
Act03Per = 25
Act04Per = 0
Act05Per = 0
Act06Per = 37
Act07Per = 38
Act08Per = 0
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 150) then
Act01Per = 0
Act02Per = 0
Act03Per = 60
Act04Per = 0
Act05Per = 0
Act06Per = 20
Act07Per = 20
Act08Per = 0
else
Act01Per = 0
Act02Per = 0
Act03Per = 50
Act04Per = 0
Act05Per = 0
Act06Per = 25
Act07Per = 25
Act08Per = 0
end
local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per)
if fateAct <= Act01Per then
FourKnightC236000_Act01(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per then
FourKnightC236000_Act02(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per then
FourKnightC236000_Act03(ai, goal)
GetWellSpace_Odds = 0
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
FourKnightC236000_Act04(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
FourKnightC236000_Act05(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
FourKnightC236000_Act06(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then
FourKnightC236000_Act07(ai, goal)
GetWellSpace_Odds = 100
else
FourKnightC236000_Act08(ai, goal)
GetWellSpace_Odds = 100
end
local fateGWS = ai:GetRandam_Int(1, 100)
if fateGWS <= GetWellSpace_Odds then
FourKnightC236000_GetWellSpace_Act(ai, goal)
end
return
end
Att3000_Dist_min = Att3006_Dist_max
function FourKnightC236000_Act01(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3006_Dist_max
local DashDist = Att3006_Dist_max + 4
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
return
end
Att3000_Dist_min = Att3000_Dist_max
function FourKnightC236000_Act02(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3000_Dist_max
local DashDist = Att3000_Dist_max + 4
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
end
return
end
function FourKnightC236000_Act03(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, DIST_Middle, 0, -1)
return
end
Att3000_Dist_min = Att3007_Dist_max
function FourKnightC236000_Act04(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3007_Dist_max
local DashDist = Att3007_Dist_max + 4
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
return
end
Att3000_Dist_min = Att3009_Dist_max
function FourKnightC236000_Act05(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3009_Dist_max
local DashDist = Att3009_Dist_max + 4
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0)
return
end
Att3000_Dist_min = Att3002_Dist_max
function FourKnightC236000_Act06(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3002_Dist_max
local DashDist = Att3002_Dist_max + 4
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
return
end
Att3000_Dist_min = Att3003_Dist_max
function FourKnightC236000_Act07(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3003_Dist_max
local DashDist = Att3003_Dist_max + 4
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)
return
end
Att3000_Dist_min = Att3004_Dist_max
function FourKnightC236000_Act08(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3004_Dist_max
local DashDist = Att3004_Dist_max + 4
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
end
GetWellSpace_Odds = 100
return
end
function FourKnightC236000_GetWellSpace_Act(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate2 = ai:GetRandam_Int(1, 100)
local bRight = ai:GetRandam_Int(0, 1)
local friendNum = ai:GetTeamRecordCount(COORDINATE_TYPE_SideWalk_L + bRight, TARGET_ENE_0, 2)
if fate2 > 50 then
if fate2 <= 60 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 6, TARGET_ENE_0, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
end
end
return
end
function FourKnightC236000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function FourKnightC236000Battle_Terminate(ai, goal)
return
end
function FourKnightC236000Battle_Interupt(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
if ai:IsInterupt(INTERUPT_Inside_ObserveArea) and ai:IsFinishTimer(0) == true then
ai:SetTimer(0, 15)
goal:AddSubGoal(GOAL_COMMON_If, 30, 0)
return true
else
local distDamagedStep = 3
local oddsDamagedStep = 15
local bkStepPer = 60
local leftStepPer = 20
local rightStepPer = 20
local safetyDist = 4
if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
local distGuardBreak_Act = 7
local oddsGuardBreak_Act = 80
if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
if targetDist <= 1 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distMissSwing_Int = 7
local oddsMissSwing_Int = 70
if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0)
return true
else
local distUseItem_Act = 8
local oddsUseItem_Act = 30
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
if targetDist <= 1 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distResNear = 3.2
local distResFar = 10.2
local oddsResNear = 0
local oddsResFar = 15
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
if ResBehavID == 1 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0)
return true
elseif ResBehavID == 2 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0)
return true
else
return false
end
end
end
end
end
end
end
return